Tag Archives: capcom

FGC #429 Mega Man: The Wily Wars

There's a man...Today we are going to talk about version erasure.

In a way, today’s game is simply Mega Man 1-3. If you’ve been paying attention to Mega Man releases, you may be aware that Mega Man 1 is available on the following systems: Nintendo Entertainment System, Playstation, Playstation 2, Playstation 3, Playstation 4, Vita, Nintendo Gamecube, Nintendo Wii, Nintendo 3DS, Nintendo WiiU, Nintendo Switch, Xbox 360, Xbox One, Android, iPhone, Windows, and, depending on the software installed, some thermostats. Suffice to say, Mega Man has made his way around the gaming world, and, unlike the other games of this theme “week”, you should have absolutely no trouble playing Mega Man 1-3 in any way, shape, or form.

Except… Well, the devil is in those details.

Yes, you can play Mega Man on many systems and platforms. But the problem lies in the fact that you can only play Mega Man. Did you know that there was an entire version of Mega Man created entirely to accommodate a different screen size/resolution? It’s true! It was Mega Man Powered Up, and it was a reimagining of Mega Man 1, but with new cartoon-y characters and stage layouts designed to properly fit the widescreen future of gaming (that was, apparently, the PSP? No, that doesn’t check out…). It was fun and different and a whole new look at a game that, let’s face it, maybe hasn’t aged all that well. And, while the directors may have made some ill-advised choices (no one wants to hear Fire Man talk. Ever.), the whole experience (complete with Mega Man stage builder) still wound up becoming one of the best titles for the PSP.

But Mega Man Powered Up never made the jump to the Vita, or any other later system. It’s not completely lost, though, you can still dig out a PSP Universal Media Disc and play the title in America. Today’s game, Mega Man: The Wily Wars, didn’t receive the same courtesy.

chugga chuggaLong before the Switch, Vita, PSP, or even the Playstation 1 rerelease of Mega Man 1, Mega Man: The Wily Wars was released for the Sega Genesis in Japan as Rockman World. Much like Powered Up, the goal of Mega Man: The Wily Wars was to release Mega Man, Mega Man 2, and Mega Man 3 with a more modern update. Mind you, “update” for the time was simply revolutionizing the franchise to fit in 16-bits and maybe include an extra background layer or two… but it was still an upgrade to contemporary sensibilities. Nobody was going to sit down with their swank, fresh 4-button Sega Genesis controller and play something that looked like it belonged on the Nintendon’t. The very thought of such a thing! Mega Man: The Wily Wars is a Mega Man for the new, “Sega!” shouting generation of gamers that are not content with the 8-bits of pure garbage that is OG Quick Man.

And Mega Man: The Wily Wars is… pretty okay. On one hand, you’ve got a 16-bit reimagining of Mega Man 1-3, and that is indisputably great. I love me some classic pixels, but it feels like a lot of the original graphics miss the mark when compared to the raw expressiveness of the hand-drawn art of the series. On the Sega Genesis, Robot Masters like Hard Man actually look large and imposing, and the stages actually look like places, and not just random themed-levels. And Top Man’s domain has some tops in the background! That level is starting to make sense!

Getting a little airOn the other hand, from the all-important gameplay perspective, Mega Man: The Wily Wars feels like a photocopy of the original. In fact, it feels like a true “fan game”: a situation where the creators did not have access to the original code, and had to wing it according to fuzzy memories of the original. On a surface level, this is Mega Man 1-3, the end. But for someone that has played through those three titles approximately three billion times (for various reasons), the seams show almost immediately. Some Robot Master Weapons do not work like their previous incarnations (you will whiff on throwing a Guts Block at Cut Man), and some are completely useless (Magnet Missile now clumsily chases enemy bullets). And some of the more cunning platforming sections are significantly less refined: the moving platforms of both Guts Man and Top Man stages are timed just wrong enough to cause a lot of unnecessary death (or sitting around waiting for platform timing spawning to be actually surmountable). Overall, despite the advanced graphics, there is enough perceptible “looseness” to this collection that it feels downright inferior to its 8-bit origins.

Except… someone added a few more levels to this collection. And that change managed to accidentally innovate on the Mega Man formula.

The new stages in Mega Man: The Wily Wars are not that exciting. They are pretty much exactly what you would expect in a game that already features Mega Man 1-3: a collection of stages that seem to randomly join bots, traps, and gizmos from the original trilogy. Needle Man’s needle pointers appear under Bubble Man-esque seas. Snake Man’s cloud platforms appear along Bomb Man’s arcing bullet monsters. Air Man’s cloud riders appear indoors for some reason. It’s all very predictable, and the level design doesn’t offer a single stage that seems to justify the endeavor, either from an “innovative” or “difficulty” perspective. Additionally, the bosses are visually interesting, but… kind of terrible. There’s a bit of the Mega Man spark in there, but you’re a lot more likely to see a Ninja Gaiden-esque situation where the boss gets stuck in some easily avoided pattern while you lay on the mega buster. These additional stages and bosses aren’t terrible, they’re just a stark contrast against the platforming excellence you must complete just to see these stages.

But the unique Wily Wars stages of the title offer one major innovation: Mega Man gets straight up inventory management.

Look at all dem weapons

Mega Man has completed Mega Man 1-3, so the Blue Bomber has every early Robot Master weapon from Guts Arm to Gemini Laser. But ol’ Rocky can only equip eight weapons and three support items at a time! So you, player, have to choose Mega Man’s loadout. Do you take the Ice Slasher to freeze enemies, or the Air Shooter to damage enemies with an aerial advantage? Are you going to stick with the rapid fire abilities of Metal Blade, Quick Boomerang, and Shadow Blade, and figure that having all three is ideal for energy consumption? And what of the utility items? Crash Bomb isn’t very useful, but it will demolish certain walls, so does that earn a slot for helpfulness alone? Want to stop time with a flash, or block some bullets with a leaf? With 22 different weapons available, that apparently allows for *DO MATH LATER, PUT NUMBER HERE* different combinations! That’s more than *PREVIOUS NUMBER ROUNDED DOWN*, and certainly enough to allow for multiple, interesting playthroughs. Mega Man is actually an adaptable robot! Fight for everlasting peace, Mega Man, and find new and fascinating combinations of doing it, too!

This was kind of cool, tooBut, likely because of its lackluster “emulation” of the original titles, Mega Man: The Wily Wars has been lost to history. It’s not even available in the United States in any physical form! MM:TWW only appeared on The Sega Channel on this side of the pond, and when Sega turned off the lights on that early attempt at a gaming streaming service, it took Mega Man with it. So this title only saw a physical release in Japan and PAL regions, and then… never again. Mega Man 1-3 has been rereleased on practically every system since its conception, but only the NES versions. The Sega Genesis version, complete with its revamped graphics and new stages, hasn’t been seen in any way, shape, or form since 1995. It’s just… gone. Potential innovation in a franchise practically as old as gaming itself, and it doesn’t even warrant so much as an easter egg appearance in a single Capcom collection.

Mega Man: The Wily Wars is a fun reimagining of a trilogy of games that have seen rerelease after rerelease. So could we please see this rerelease one more time? Please?

FGC #429 Mega Man: The Wily Wars

  • System: Sega Genesis… kinda. Mega Drive? Did it have a special name in Japan? I should really try researching these things before I start typing…
  • Number of players: Never going to see that 4-Player Mega Man platformer. Just one.
  • Just play the gig, man: Oh yeah! The music sucks! It’s not just Mega Man songs being run through the Genesis sound chip ringer, it’s also the fact that some of the songs are just… wrong? It’s as if the whole thing was composed by someone trying to remember the “lyrics”, but they might repeat a chorus too many times. It’s Mega Man Karaoke. …. Actually, that sounds pretty cool.
  • OinkFavorite (New) Robot Master: Hyper Storm H is a giant blue monster that feels like a refugee from the Mega Man X series. I like him. And he’s technically based on that big pig from Journey to the West, which tangentially means he’s related to Oolong from Dragon Ball Z. That’s another point in his favor.
  • Version Differences: The Japanese version seems to run much smoother (and faster!) than the PAL/English version. Is this an emulation issue? Some part of the core game? Who knows! Sure would be nice to have a definitive version, though!
  • Doing what Nintendon’t: The Sega Channel was an online service that was essentially gaming Netflix. Or it would have been, if it wasn’t usually just really short demos and some kind of variation on Nintendo Power’s Classified Information section (but for Sega games, naturally). Okay, maybe I’m being a Nintendo Kid again; yes, there were apparently as many as 70 playable games on the service at a time… but all anyone ever played was Sonic 3, right? Maybe some Eternal Champions? What’s important is that the service lasted for four years, which is about four years longer than the Dreamcast ever had.
  • Other Forgotten Versions: While we’re at it, how about we see the Saturn version of Mega Man 8 resurface. That version has two extra bosses over the Playstation 1 version, but guess which edition winds up in every collection? We have the technology to bring Wood Man back again!
  • Did you know? Keiji Inafune apparently claims that this was the most difficult game to debug in his career. Maybe it was because he came in late? Maybe it was because the production team had no idea what they were doing? Or maybe, just maybe, it’s because Guts Tank still haunts Inafuking’s dreams, and its reappearance is always a reason to fret.
  • Would I play again: If it were easier to play, I’d likely give it another go. It’s a nice change from the usual, 100% memorized Mega Man experience. It’s not the best version, but it’s certainly a version that deserves to still exist.

What’s next? Hey, at least Mega Man: The Wily Wars got a physical release in some regions before its online service was shut down. How about we take a look at when a game exists only on an online service, and then winds fighting the world of “delisted”? Please look forward to it!

Boo
That’s just mean

FGC #422 Captain Commando & Battle Circuit

CAAAAAPTAIN COOOOOOOMANDO!Captain Commando is a Capcom beat ‘em up title unleashed upon the arcades in 1991 (two years after Final Fight, the same year as Streets of Rage). It was one of Capcom’s earliest beat ‘em up titles, and one of the most creative, non-licensed punch mans games you could find at the arcade.

Battle Circuit is another original, future-based beat ‘em up from Capcom. It was released for arcades in 1997, and was the last Capcom beat ‘em up to receive that honor. In a way, through no fault of its own, it is a title that signifies the end of an era.

But who needs to read another epitaph? Let’s find out what Capcom actually learned over six years!

Characters are Key

Okay, let’s start with the basics: a beat ‘em up lives or dies by its characters. This is why Konami made an estimated seventeen hundred trillion infinity dollars (adjusted for inflation) by slapping the Ninja Turtles and Simpsons into beat ‘em ups. Lisa Simpson battling kabuki warriors with a jump rope? That shouldn’t be a phrase that recalls one of the most played arcade machines of the 90’s, but here we are. And, what’s more, the minute you marry good gameplay to memorable characters, you have a game that is never going away. There are still Turtles in Time arcade cabinets out there! I saw one at the non-Wii based bowling alley! Which is apparently still a thing, too!

Captain Commando really shot for the moon right out of the gate (those metaphors work well together, right?). The titular Captain Commando was the (quickly abandoned) mascot of Capcom in the 80’s, and, incidentally, a cyborg thunder-tossing cop from the future. That makes him, like, a double Thor. Then we’ve got “a ninja”, which, okay, it was the 90’s, that had to happen. But! Our other choices are a mummy alien knife master and a genius baby that rides his own private robot. Score! If you can’t find a favorite character from that group, you are reading the wrong blog. Go see what is happening on some recipe site, you squares!

High number of cyclopsesNow, it would be understandable to expect that Battle Circuit could not top the concept of “genius baby” or “alien mummy”, but could I offer you a cup of carnivorous plant monster from space? How about a yellow catwoman flamenco dancer (she probably hates Mondays)? Plastic Man with ice powers? The cyborg hero that is clearly a descendant of Captain Commando is nice and all, but wouldn’t you rather play as a little girl and her pet pink ostrich that may or may not be a pirate (I cannot think of any other reason for an ostrich to have an eye patch, okay?)? Oh, and the little girl is, naturally, named Pola (sic) Abdul. She uses a flaming bow and arrow. She will deliver us all from evil.

Bad Guys are Key (too!)

Captain Commando came hot on the heels of Final Fight, so it seems only natural that its Metro City streets (yes, it is canon that Captain Commando takes place in the far future of Haggar’s fair city) are descendants of the same three or four guys that menaced Cody and Guy. In a way, it’s kind of cute that some families clearly never got over the ideals of the Mad Gear Gang, and passed on fond genetic memories of suffering mayorally mandated piledrivers. Unfortunately, give or take the occasional boss that is inexplicably equipped with a harpoon gun, Captain Commando is generic dudes for days. That’s a pretty boring future! Like the actual future! Heck, Scumocide’s second in command, (First) Blood, is just Rambo in cargo pants. That’s not 20XX! That’s not even the 90’s!

Battle Circuit at least makes “the same three guys” a little more interesting. Bosses are amazing, and the various robotic creations of a certain recurring mad scientist reminds one a little bit of the venerable Dr. Wily. Wait, I’m sorry, is that a giant skull I see on the floor of Dr. Saturn’s lair? Yeah, these guys went to the same robotics academy. And a mad scientist naturally means the mooks of the world are going to be fun, like floppy lizards and… Wait a minute. Is that…

NO!  ROB!

I’m beating up R.O.B.? Wow, okay, Battle Circuit just shot to the top of the charts.

Show me your Moves!

Captain Commando is a traditional beat ‘em up, and, despite their natural variety (a baby is not a mummy), each of the characters is interchangeable from a moveset perspective. Okay, technically their special moves show a touch of diversity, but, give or take a baby missile, all the usual bases are covered here. Jump kick, dashing punch, grab n’ smack: all the old standbys are represented. Why mess with the classics?

Well, maybe because you could be shooting freaking lasers out of your chest.

This is just plain funWithout resorting to fighting game-esque unreasonable controller motions, Battle Circuit grants each of its bounty hunters fun and exciting moves that add quite a bit to the gameplay. Want to shoot a magic missile all over the place? Just charge up with the attack button, and release your mega buster. Or maybe you’d like to be Yellow the Cat Lady, and perform an amazing dive kick. Or how about you fish out Ice Man rock blasts with Captain Silver? And if you’re not whipping enemies around with Unknown Green’s plant arms, then why are you even alive? A piledriver is nice, but it’s nothing compared to the repertoire on display with this fighting force.

Oh, and if you’re confused about any of the inputs for these moves, they’re all clearly on display during the “upgrade your moves” screen at the end of each level.

And, uh, you can upgrade your moves. That’s pretty important. Probably deserves its own section…

Upgrade your Moves!

BABY!Captain Commando might have one leg up over its descendant: you can ride a robot. You can also score a missile launcher. Captain Commando is basically Golden Axe in a few weird respects, as riding creatures and nabbing interesting (and temporary) weapons is the name of the game (wait, did variable weapons happen in Golden Axe? Meh, I need to be awake to write this article, so I’ll skip replaying that one). Beat ‘em ups do get pretty monotonous pretty quick, so making a dash for that heavy artillery is a great way to spice things up (and send a few Scumocide henchmen to the great, flashing beyond).

The weapons and ridealongs are missing from Battle Circuit, but there are more than a few powerups scattered about. A special “battle download” capsule will temporarily boost your hunter’s stats, and, continuing the pattern of these distinct characters actually being distinct, each battle download works differently for each fighter. And, if we’re being honest, it probably is a lot more fun to suddenly leap around at double speed, or soak hits like it’s nothing, than ride a mech for a whole fifteen seconds.

And, for a little more longevity, any money or “points” found around the area can be exchanged for permanent powerups that enhance things like your beam weapons or special moves. Or you can expand your health! That can be a bit of a wallet-saver in a quarter killer, so maybe make a beeline for that upgrade. Regardless of how you’d like to cash-in, this simple upgrade system makes literally every object on the screen important, regardless of whether or not said object is currently punching you in the face. That’s no small feat for a genre that litters nondescript boxes and barrels all over the place like Jimmy’s Shipping and Crab Shack ™ was going out of business. And speaking of pickups…

Soup’s on!

SMACK 'EM GOODIn Captain Commando, when you find random food on the ground, it restores your health, and that’s that.

In Battle Circuit, when someone collects a meal, it restores health, and it makes an incredibly satisfying crunching/eating noise.

Battle Circuit is truly the culmination of all beat ‘em ups.

FGC #422 Captain Commando & Battle Circuit

  • System: Captain Commando was an arcade title first, and then a Super Nintendo title second. Very second. They dropped the mechs! That was the best part! No matter, even if ROB technically chose the Super Nintendo version for this article, the recently released Capcom Beat ‘em Up Bundle for Switch and PS4 contains both Captain Commando and Battle Circuit (in America for the first time!). Also, there was a Playstation (1) version of Captain Commando. I wonder how that turned out.
  • Number of players: Four? Let’s count all of the commandos, and a solid 80% of Team Battle Circuit. There are certainly enough “insert coin” messages flashing on the screen…
  • Captain Commando Memories: Somehow, I never saw the Captain Commando cabinet in an actual arcade. However, it did appear in a number of random hotel lobbies across I-95, so I did play the game for whole minutes at a time during family vacations. This is likely why I was excited about the Super Nintendo release, a feeling that was… misplaced.
  • Favorite Character: Baby Commando and Unknown the Hideous Plant Monster from Space should team up and, I don’t know, probably beat some dudes up.
  • Dance through the danger: Okay!
    Dance for me!

    Don’t mind if I do!
  • An End: Battle Circuit also has multiple endings! If you choose to fight the Master Control Program Shiva, you will face an incredibly brutal boss that is probably responsible for more deaths than the entire rest of the game combined. Meanwhile, if you choose to simply shatter the disc that contains Shiva… the game just ends. No bad ending, no “you did something wrong”, just a cute little ending that doesn’t require five bucks to access. That… is an odd choice.
  • Did you know? Yellow Iris/Beast inspired an alternate costume for Felicia in Marvel vs. Capcom 3. This is an incredibly odd choice, as the fighting game that would probably most appeal to Americans (“There’s that Iron Man guy! From the movies!”) included paid DLC that honored a beat ‘em up that was never released in America in any capacity. Still, it’s nice to see someone remembers Battle Circuit other than Namco X Capcom.
  • Would I play again: Heck, why not? Either game is pretty alright, though Battle Circuit certainly has more replayability. Unfortunately, Captain Commando also tugs at my heartstrings, so it’s likely to see play again, too. Don’t make me choose between the past and the even-more-past!

What’s next? Random ROB has chosen… Super Smash Bros! For no particular reason! Yep! Total coincidence! And there won’t be an extra-special guest artist for the article or anything! Nuh-uh! And this is almost entirely a lie! Which part isn’t? Well, guess you can find out next week. Please look forward to it!

What is even happening?

FGC #417 Mega Man 11

Here comes a Mega Man!So here’s why Mega Man 11 is an excellent videogame, but an awful Mega Man game.

Good videogames are good teachers. Whether you’re a veteran of gaming culture or a random scrub that was just handed a controller, if you’ve ever played a videogame, you first had to learn that game. And while there’s always going to be some overlap between disparate games (Super Mario Bros. and Bioshock both, technically, have jump buttons), every game has its own rules and tricks that must be memorized. Heck, right from the get-go, most videogames ask you to do something you’ve been doing for years, like walking forward, but all sorts of buttons and levers must be employed to do this simplest of tasks (or, well, at least one button). As such, any game worth its salt takes the time to teach the player “the basics”, and then gradually ramps up the difficulty as the adventure progresses.

Yes, this is all a basic way of saying “Level 1-1 is easier than 8-1”, but I like hitting a word count sometimes, okay?

Mega Man games are their own little universe, however. Somewhere out there (or right here), there’s a poor child (who is now an adult, and me) that fired up Mega Man 2 for the first time (because Captain N was a cool television show), was greeted with the ability to choose his first level (unlike every non-Duck Tales NES game ever), and immediately chose Quick Man (because head-boomerangs are awesome). This ended incredibly poorly, as this poor boy (who is literally writing this article) was forever scarred (not really) by immediately and unmercifully dying repeatedly to the instant death lasers of Quick Man’s stage. And an attempt at the deadly platforming of Air Man’s stage didn’t go much better! It wasn’t until Flash Man’s stage that the poor boy discovered that one of these stages could end. Mega Man 2 Crispypossesses no tutorial or opening stage, so, without trial and error, the instant death of spikes is initially equally as threatening as a common mettaur. It is only through trial and error that these lessons are learned, and if you chose the hardest stage to start, well, hope you have the patience to discover the rest of the game isn’t nearly that punishing.

Mega Man 11 tries something a little different.

Mega Man 11 does not include an introductory stage, so, once again, you are given the choice of where exactly you would like to begin your Robot Master rampage. For the purpose of this article, we’re going to showcase Acid Man’s stage. Why? Because it’s color-coded.

The theme of Acid Man’s stage is “chemistry”. Or… maybe something to do with how liquid changes colors? Ugh, you know what? It’s a water level. It’s the water level of the game. The end. Water levels in Mega Man games are always interesting (if not fun), as water makes Mega Man move slightly slower, but with an incredibly high jump. And you can get your sealegs pretty easily in the opening, blue areas of Acid Man’s stage.

Acid!

Look at that! There might be a few hazards around, but life is better down where it’s wetter in the opening bits of Acid Man’s lab.

Acid!

Things escalate by the middle area, though. It’s still pretty easy, but instant-kill traps are more prevalent. Yes, they’re effortlessly avoided, but the very fact that your adventure could be over in a hit is now going to be the new normal. Will things escalate for the Blue Bomber? We’ll find out, right after this break!

Acid!

Yay! Mini-boss! These things are apparently required by law now, and we’re lucky that this beast only pops up once in this stage (other stages seem to feature “a big guy” twice, once ala carte, and once with some extra stage hazard added). Unfortunately, since this device only has one chance to shine, it’s kind of a bullet sponge, and feels like it overstays its welcome by about half. Does this mean we should use the new Power Gear? Probably! But good luck timing/aiming that sucker properly.

Acid!

Now we get a checkpoint, and Mega Man 11 really kicks into gear. We’re still in the yellow area, but either thanks to the close proximity of the respawn point or the fact that we’ve now entered flavor country, there are a lot of spikes around. You must either know the exact arc of Mega’s signature water jump, cheese your way through with some invincibility-through-damage, or die. Yes, Mega Man will be teleported back to life nearby, so it isn’t the end of the world if you don’t know what you’re doing, but it’s clear at this point that the kid gloves have come off the robot kid. And should you survive…

Acid!

Now we’re in the thick of the “old school” “you gonna die” “exploding robots forever” challenge of Mega Man games of yore. There are spikes everywhere. Entire rooms are just instant death traps, and, even with that brand new Speed Gear, you damn well better know exactly how Mega Man controls, or you’re dead. It’s not the end of the world, these are challenges you can complete, but…

Acid!

Never mind. This is bullshit. Don’t make me do this! Don’t make me perfectly navigate some wall of spikes, or jump up through a vertically scrolling area that may or may not have a ceiling full of instant death (okay, the ceiling is, obviously, completely fatal, but the question is how close is that ceiling). This is the closing rush before the finale, but it doesn’t have to be this bad. I would kind of like to see that Robot Master I selected.

Acid!

Oh, there he is. Time to beat down Acid Man and call it a stage clear. Wow, nothing about this fight could be as difficult as the challenges that preceded it. Is that a problem? Maybe. But it’s not the problem.

The problem is that this level design is incompatible with the lives system of classic Mega Man titles.

Mega Man 11 emulates the traditional Mega Man style of defaulting to three lives to complete a stage, and, should you lose those lives, it’s back to the very beginning. This setup carried us blissfully through all of the NES titles (and a few X jaunts), and, while there may have been a problem with the system here or there (hello, damn Boo Beam Trap), it worked out well enough that Mega Man became a cherished franchise complete with this “handicap”. Even though Mega Man 11 showcases some new advances (like being able to replay Wily stages, or really excellent weapon switching), the “lives factor” wasn’t the worst part of the classic series (that would be the Boo Beam Trap, again), so that tradition should have worked out just fine.

It didn’t. It didn’t work out at all.

Lose all your lives, and it’s back to start. It is tradition, but it completely fails in a game that so rigidly adheres to the “graduating lesson” structure of every Mega Man 11 stage. Fail at the opening? No big deal, you start back right at the start. But fail in the middle, and you have to repeat the basics of the beginning all over again. Got past the miniboss? Well, that’s super, but you’re going to have to waste time on that bullet sponge again if you only got that far with zero lives remaining. And the final gauntlet areas? Awful, because these areas are literally designed to kill you quickly and often, and you’re going to boomerang back to the easy opening all over again if you lose your precious 1-up stock. And that makes it nearly impossible to clear the most dangerous areas, because, in order to practice the difficult parts, you have to waste time on the tranquil bits over and over and over again. By the time you return to your robotic remains, can you even remember what killed you the last time? Oh, right, it was those spikes. Back to the top.

And let’s not pretend this was always a problem with the Mega Man series. Yes, the lives/continue system was always there, but what happens on literally the second screen with buoyant water in the franchise ever?

Bubbles!

Sink or swim, Mega Man. Classic Mega Man stages are less about teaching the player new tricks, and more about tossing ‘em in the deep end right from the start.

Bubbles!

Or at least like ten seconds later. And, don’t worry, this kind of thinking did continue when classic became slightly less classic, as, lest we forget, the most unforgiving jump ever in the franchise is before its stage’s midway point.

Run the Jewels!

And, while my ruler might not be close enough at hand to give it a check, it seems Mega Man 11’s levels are longer than most of the classic stages. Which makes sense! When you’re ruled by the concept of gradually increasing difficulty through three-part stages that include a generous sprinkling of mini bosses, you’re going to wind up with a lot o’ level. And it means you’re going to repeat a lot of those levels.

And the saddest part of all of this? There was a modest solution to avoiding this mess built right into the Mega Man formula: Dr. Wily Stages. Take all those “final”, super difficult areas, and weld them together for the actual final areas. Make four Wily stages by combining the hardest bits of eight Robot Master stages. Simple! It’s happened before! It’s worked really well before!

So, in the end, Mega Man 11 winds up being a game that uses traditional videogame structure in a traditional franchise that does not work well with traditional structure at all. Mega Man 11 is a great game, it’s just not a great Mega Man game.

FGC #417 Mega Man 11

  • Look out!System: Available now for the Playstation 4, Xbox One, and Nintendo Switch. And PC! The only system actually seen during the game…
  • Number of players: Capcom refuses to acknowledge my requests for a Secret of Mana-esque Mega Man adventure featuring Bass and Proto Man, so just one.
  • Hey, why don’t you just crank down the difficulty, smart guy? If Capcom wants to claim one difficulty is “Normal”, then I’m going to assume that is the way the game is meant to be played until further notice.
  • Special Ed: Yes, I did have to pay a premium to buy the version with an amiibo, stickers, and a microfiber cloth (which I think is a kind of Final Fantasy equipment). If you thought you lived in a universe where I would not buy such a thing, then hi, welcome to GoggleBob.com for the first time!
  • Classic Rumblings: Electric beats ice, ice beats fire, fire beats… bomb? Bomb beats the dude with the blocks. This is the foundation of our universe.
  • Favorite Robot Master: I still think Bomb Man has the dumbest design. And, appropriately enough, Blast Man seems to have a similarly lazy visual design. But there is more to Blast Man than his dumb haircut, and this explosion loving pyrotechnic and his dedication to theme parks has won me over in a big way. You’re a blast, Blast Man.
  • Did you know? This is the first time a new “classic” Mega Man game has had a physical release on a Nintendo console since Mega Man & Bass. Am I talking about the original Super Famicom release or the aggravating Gameboy Advance rerelease? Yes!
  • Would I play again: I really like this game! It makes “lives” the worst thing ever, but the rest of the game is tops. I’m a lot more likely to play this again than Mighty No. 9, and, frankly, I think that says it all.

What’s next? Random ROB has chosen to take Halloween off, so we’re going for spooky times with… Castlevania Bloodstained: Curse of the Moon! Yes, two modern-retro style games in a row! It happens! And maybe there will be skeletons! Please look forward to it!

Little Devils

FGC #410 Mega Man Battle Network 6 Cybeast Gregar & Falzar

GWARHere lies the Mega Man Battle Network series. May it soon return to us.

In a way, Mega Man is videogames. He was right there at the dawn of the NES, and starred in a new, great title every year. He was one of the chosen few to star in Captain N: The Gamemaster, and he had a few shows of his own over the years. But all of his media traced back to one videogame franchise, and as the decades and technology went by, Mega Man grew and changed with them. Mega Man X heralded the dawn of a new, super age, and Mega Man Legends introduced us to the glory of polygons. And when Mega Man seemingly faltered on the consoles, he sought shelter on the handheld systems of the day. Mega Man Zero and Z/X continued the action-based gameplay of Mega Man X, while Mega Man Battle Network and Mega Man Star Force made an attempt at the new action JRPG genre that had cropped up around gamers’ unpleasant need for games with more and more words. By the time the DS’s popularity was winding down, it was time for Original Mega Man to make his retro return to consoles, and thus could the whole cycle begin anew.

Except… Mega Man’s adopted father, Keiji Inafune, left Capcom in 2010, and the franchise has been slow to restart since. Mega Man 11 is apparently on the way, complete with its own tie-in animated series, but, by and large, Mega Man has languished in cameos for the past decade. Poor little metal boy, left all alone with nary an e-tank to keep him company! Where will we find that amazing Mega Man gameplay now!?

Jackin' itBut that’s the joy of this glorious new future: we do not want for Mega Man games, because Mega Man so greatly influenced gaming, there are now modern successors to his legacy. Shovel Knight is totally its own thing and absolutely a Mega Man game occasionally starring Explosion Man trying to impress his fabulous girlfriend. Walking and gunning opponents until they give up their abilities seems to have become a staple of many 2-D games, and, even though the queen is dead, long live the queen. Mega Man may not have had a new official release in years, but the fan community has also kept the bot alive, and if you want to see the lil’ guy take out the Street Fighter cast, go ahead and download that exe. We’ve got Mega Man games oozing out of our arm cannons!

But we need a few more Mega Man Battle Networks.

Every (mainline) Mega Man Battle Network game is unquestionably a JRPG. What’s more, the entire franchise is basically Pokémon. You’ve got a shorts-clad protagonist that pals around with a bunch of random archetype kids, solves all of the world’s problems through pet (sorry, PET) battling, and, for some inexplicable reason, the villains that could potentially just kick over our rollerblading hero somehow lose to the power of friendship and teamwork. But all of that is just precursor for the best part of any MMBN/Pokémon game: futzing around in the world and becoming a Level 100 battle demigod. The post-game of this franchise is always amazing, and all that talky talk can get lost in the recycling bin for all anybody cares. Who doesn’t enjoy earning icons that forever signify your victory over the super, super, super hidden boss?

But Mega Man Battle Network has one thing that is completely missing from Pokémon: it’s actually fun to play.

WoofOkay, as someone that has sunk a legitimate 400 hours into the last three Pokémon titles, I know that’s absurd hyperbole. Pokémon games are fun to play, in their way, but they are, at their cores, little more than chess. It’s all about strategy and planning, but the game itself could technically be played by a thumb attached to a jar (the jar, like most jars, contains a brain, duh). Mega Man Battle Network still relies heavily on strategy and planning, but actual physical skill is required for every battle. It doesn’t matter if you have the best chip folder on the net, you need to actually move that MegaMan.exe around the screen, dodge incoming projectiles, and maybe score an all-important counter so you can attack a weak point for maximum damage. Mega Man Battle Network is an action JRPG that amazingly adapts Mega Man gameplay. That’s no small feat! Looking at you, Mega Man X Command Mission!

And, what’s more, MMBN doesn’t make “action JRPG” a scary phrase. There have been many titles that attempted to add action heroes to the JRPG formula, and failed miserably. Sonic Chronicles: The Dark Brotherhood could have been an interesting adaptation of Sonic the Hedgehog’s “gotta go fast” gameplay to the traditionally slow world of JRPGs (wait, this was always a terrible idea), but its constant need for timed hits every encounter quickly made battles a disappointing slog. There’s no such problem in MMBN, though, as, if you know what you’re doing, your average fight can be over in literally a second. And that’s not a glitch; you will receive all sorts of prizes for unleashing a 700 HP Program Advance at the starting bell. You’re encouraged to be as ruthless as possible, and that means snappy, fun gameplay. Just ask Kratos!

So it’s a bit of a pisser that this glorious action-JRPG gameplay from 2001 is apparently gone forever.

BY THE PITFull disclosure? At its core, the Mega Man Battle Network series is a card-based action JRPG. And I hate card-based games! I would sooner send the entire genre to the Shadow Realm than spend another moment of my life waiting to draw from my deck so I can actually do something. By my view, there are people that rave about the great gameplay of Kingdom Hearts: Chain of Memories, and, on the other side of the aisle, there are sane people. Nine times out of ten, a card-based action JRPG just means you’re doing the same action you’d normally be performing, but maybe weaker, because you have the same luck as John McClane, and, by God, you’ll be walking barefoot over broken glass before you draw an actually useful card. I don’t care how dutifully you stack the deck beforehand, you’ll be wasting turn after turn waiting for the one card that completes your hand.

But Mega Man Battle Network doesn’t have that problem. Battles are snappy to the point of absurdity, and even if you’ve got a bad draw, you’re still essentially playing Mega Man (albeit one without jumping). It’s fun, exciting, and there isn’t the unending lingering found in its other card-based brethren. Mega Man Battle Network is wholly unique in its dedication to action and strategy!

And nothing else even comes close. So, please, Capcom, Inafune, or somebody, please bring back Mega Man Battle Network.

(But you can keep making regular Mega Man games, too.)

FGC #410 Mega Man Battle Network 6 Cybeast Gregar & Falzar

  • System: Gameboy Advance. It also made it to the WiiU virtual console in 2016, but fat lot of good that does us all now.
  • Scary!Number of players: Like Pokémon, MMBN also always had a robust “meta game” where you could fight your friends. I… don’t think I ever had a friend that was also playing this game… so… uh… I’m sad now.
  • Going to talk about the plot? Maybe if ROB chooses another MMBN game, and I’m not cripplingly nostalgic for the good ol’ days of its gameplay. Look, for MMBN6, just know that the internet was once inexplicably ravaged by a pair of magical monsters, and Dr. Wily wants to bring them into the real world because he’s mad at his adopted son (because his regular son has amnesia).
  • Which version is best? There’s a lot to unpack there, because, not only are there unique Navis between versions, but both versions are direct sequels to the separate versions of Mega Man Battle Network 5. Which story would you like to continue? Which navis would you like to fight? What unique forms would you like to utilize? I chose Gregar version, because it includes a choo-choo.
  • Favorite Navi (this game): EraseMan.exe is a play at featuring the grim reaper in a children’s game, and that’s always fun for everybody. He’s got guillotines for feet! He’s also known as KillerMan.exe in Japan, which is a little less subtle.
  • Did you know? Speaking of EraseMan.exe, if Killer Cross, the version of MegaMan.exe when he’s fused with EraseMan.exe, attacks a virus with a 4 in its HP, the virus will be instantly erased. This is because 4 is a number of death in Japan… which must really make counting in that country a real pain in the ass.
  • Would I play again: Cooooome on, Mega Man Battle Network Collection for Switch. You can do it, Capcom!

What’s next? Random Rob has chosen… Clayfighter 63⅓ for the N64! Is it just two thirds shy of being a good game? We’ll find out! Please look forward to it!

Slashy slashy