Game Corner [Sci-Fanuary]: Mega Man 10 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 1 March 2010
Developer: Inti Creates / Capcom
Metacritic Scores: 81 / 8.3

Also Available For: Nintendo Switch, Nintendo Wii, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
In 2008, Mega Man godfather Keiji Inafune and Inti Creates returned the series to its 8-bit roots with a throwback title lauded for its old-school aesthetics and notorious for its abhorrent difficulty. Sales impressed enough for a sequel, which continued the 8-bit aesthetic but included an “Easy Mode” to make it more accessible. Alongside the returning Proto Man, Mega Man 10 added rival robot Bass in additional updates alongside new stages based on the Game Boy titles, and this downloadable content (DLC) was included in the second Legacy Collection. Mega Man 10 was well received and praised for its gameplay and accessibility, stage design and music, and how it improved on the previous game, though it was criticised for being too familiar and too short by some.

Gameplay and Power-Ups:
Like its predecessor, Mega Man 10 is a throwback to the 8-bit glory days of the Blue Bomber, though without all the distracting sprite flickering and slowdown. You battle eight initial stages and their “Robot Masters”, acquiring their “Special Weapons” before tackling Doctor Albert Wily’s latest death trap lair. Mega Man still sports a very stripped back arsenal, unable to slide, charge his shot, or gain additional armour as these abilities are divided between the other playable characters. All three have the same basic controls which, by default, see you firing your currently equipped weapon with X, unleashing a rapid-fire attack with B, and jumping with X or Y. Jumps are noticeably floaty when underwater or in space and players still replenish health and Special Weapon ammo by collecting capsules. While you can switch between Mega Man’s Special Weapons from the “View” menu, the Left and Right Bumpers allow for quick switching again and you can now save and visit the shop at Doctor Thomas Light’s lab from the stage select screen and after clearing every level (even Dr. Wily’s stages). You spend the screws you’ve collected on special items, such as restorative Tanks, 1-ups (both also found in stages) and helpers like Beat and Eddie (who save you from bottomless pits or dish out goodies, respectively). You also grab single-use items that protect you from spikes or double the damage you take, and an item that automatically refills whichever Special Weapon has the least ammo. The shop is much cheaper than in Mega Man 9 (though I was playing on “Easy Mode”) but also somewhat redundant as Mega Man 10 is noticeably easier. When in the “View” menu, you can activate your Tanks to refill your health and/or ammo and call upon Mega Man’s robotic canine companion Rush to spring you to higher ground or carry you across pits (until you hit a wall or the meter runs dry).

Each character sports unique abilities to alter the game’s thankfully less taxing challenge.

You can pick between Mega Man, Proto Man, and Bass from the start. Proto Man reflects projectiles with his shield, has a charged shot, and slides to avoid damage while Bass fires in all directions (when standing still), dashes, and combines with his robot dog, Treble, to don powerful armour. Bass is the weakest, however, and only Mega Man uses the returning Special Weapons from the Game Boy-inspired games. Special Weapons have little functionality outside of boss battles (I mainly used the Commando Bomb to destroy certain walls) but they make fighting Robot Masters a joke if you attack with the right ones. As ever, their abilities will be familiar to long-time players: the Chill Spike fires a freezing shot that leaves icicles on the ground for a short time, the Wheel Cutter sends buzzsaws travelling across every surface, and the Commando Bomb explodes and sends shockwaves on impact. The Triple Blade is a useful three-way shot, the Rebound Striker bounces about hitting anything in its path, and the Water Shield protects you and fires in a spiral spread. The Thunder Wool was probably the most troublesome Special Weapon as the thundercloud can be easily dissipated by enemies before it fires its lightning bolt. Some Special Weapons drain faster than others, though “Easy Mode” features a handy additional power-ups that fully restores your health and ammo. “Easy Mode” also reduces the damage you take and adds floating platforms over pits and some spike beds, greatly reducing the difficulty. Blade Man’s stage features see-saw-like platforms that carry you over spikes and pits, the time bomb platforms from Mega Man 6 (Capcom, 1993) return to help (and hinder if you linger too long), and you’ll run on treadmills in Sheep Man’s stage to temporarily activate platforms.

Alongside returning hazards and mechanics, some fun new gimmicks keep things fresh.

All the usual hazards return, including insta-death spikes, pits, flames, and slippery surfaces. Conveyor belts push you towards spiked walls in Solar Man’s stage, giant bubbles carry you to the same hazard in Pump Man’s stage, and shifting sand threatens to consume you in Commando Man’s stage. You must dodge or hop to speeding, kamikaze trucks in Nitro Man’s stage, drop down a few spike-lined shafts, and be sure not to linger when on Chill Man’s destructible ice cubes. Disappearing and reappearing blocks also show up (though you can usually use Rush Jet to bypass them), as do ladders and moving platforms. Sheep Man’s cyberspace-like stage features tetrominoes that disappear when you touch them (often dropping you to spikes or pits), Commando Man’s stage also features a unique sandstorm that pushes you along (and to your death if you’re not careful), and Pump Man’s stage sees you traversing pipes, having your jumps screwed up by falling water, and struggling against the flow of the murky underwater sections. Solar Man’s garish stage is more vertical, introducing fireball hazards from the walls and ceilings, and Dr. Wily’s fortress recycles most gimmicks to test everything you’ve learned. Dr. Wily’s tetrominoes and destructible blocks often lead to goodies, if you dare take the risk, and his third stage features a unique rising platform section where you must hop to pressure pads on either side to navigate insta-death spike fields. The see-saw platforms are underwater, where your jumps are floatier and you’re at greater risk of hitting insta-death spikes. When you climb ladders in his lair, enemies and hazards are placed to knock you off, though there are no horizontal autoscrollers or anxiety-inducing chase sequences to worry about here. Even the Legacy Collection 2’s janky-ass “save state” feature (which simply saves everything you’ve collected and returns you to your last checkpoint) is tolerable as Mega Man 10 is so much easier than the last game, meaning things are challenging but not frustrating and I enjoyed the chance to “get good” at the trickier sections. Die-hards can make things harder for themselves with “Normal Mode” or using Bass or Proto Man, but I’ll take a more relaxed “Easy Mode” any day over being needlessly stressed.

Presentation:
Like Mega Man 9, Mega Man 10 continues to ape the old-school 8-bit aesthetic of the NES games, though it seems the developers took more inspiration from the lauded Mega Man 2 (Capcom, 1988) this time. The sprites, especially in cutscenes, seem more basic than Mega Man 9’s and far closer to Mega Man 2’s. This doesn’t stop Mega Man 10 including nice, chunky, partially animated sprite art alongside its sprite-based cutscenes, though, with the story depicting Mega Man’s “sister”, Roll, getting sick and Dr. Wily first helping, then betraying, the heroes (only to be in their debt when he also gets sick). Mega Man’s sprite is otherwise unchanged from before, only blinking when idle and changing colour with Special Weapons, and still dramatically exploding upon death. He demonstrates each Special Weapon more thoroughly, however, the stage intros are a bit more detailed than before, and Proto Man even appears on the title screen. Mega Man 10 continues to showcase some super catchy chip tunes, nicely translates Bass from a 16-bit character to a chibi 8-bit anti-hero, and recreates the limitations of the NES even when it doesn’t have to (like placing larger bosses against a plain background, for example). Mega Man 10 is one of the rare Mega Man games to include five stages to Dr. Wily’s fortress rather than the usual four, thankfully separating the final battle against him to a unique area, one set about his ominous space station. Dr. Wily’s fortress is also bigger and more impressive than ever, the weapon select screen has been overhauled from the last game, and stages seem to be more detailed and varied compared to Mega Man 8, while still very much staying true to the simplicity of the NES titles.

The throwback graphics and quirky new stages shine all the brighter this time around.

Chill Man’s stage is full of gleaming, slippery surfaces and features looming, frozen pyramids in the background, which turns to night and is beset by a thick snowstorm. Nitro Man’s stage boasts the twinkling night sky and a futuristic city background and is apparently set on a bustling highway as aggressive trucks speed from both sides. Commando Man’s stage initially echoes Pharaoh Man’s stage from Mega Man 4 (Capcom, 1991), starting as a scorching desert, though it quickly becomes clear the sand is littered with mines and plagued by sandstorms. Blade Man’s stage is a medieval castle, with cannons visible on the outer walls and banners, columns, and gaping windows set into the brickwork. Strike Man’s stage was the most impressive and unique as it’s set in a football stadium. You start on the pitch, with empty seats in the background, and battle past the surprisingly aggressive lockers, hop to basketball hoop platforms, and blast rocket-powered footballs to reach higher ground (or pass under them when they sport spikes). Sheep Man’s stage was a bit of a mess with its constantly shifting, cyberspace-like foreground, but I enjoyed the PC desktop theme seen throughout, especially in the Pointan enemies. Pump Man’s stage seems to be a cistern or dank sewer, featuring murky water and lots of pipes to jump to. Haiker N’s clog some of these and the underwater current can mess with your movements. Solar Man’s stage was by far the most garish, featuring a vivid and ugly red backdrop to a mechanical foreground beset by spinning gears, glowing pipes, and lava. The exterior to Dr. Wily’s fortress is drenched by an all-too-brief downpour and the inside is a mechanical hellhole that features previous gimmicks. As ever, these are the last visually interesting stages as it’s all just a mess of mechanical bits and bobs and unnecessarily loud colours, but stage five does feature a unique layout where the entire background is upside down due to the gravity. Oddly, there’s no gravity based gimmick here, though your jumps are floaty and the final battle does see the Earth hanging upside down for a fun visual.

Enemies and Bosses:
The hard-hat-wearing Metalls return with three variants: the regular spread shot Metall, ones that fly using propeller hats, and Numetall variants that spit sticky goo. The machine gun-wielding Sniper Joe from Mega Man 9 returns, still hiding behind his shield and jumping to fake you out, as do the jet-powered Shield Attackers. The floating Suzys are also back, as are Mega Man 2’s Molmoles (both are great for “farming” resources), Shrimparages, and annoying Sprinklans (which reflect your regular shot). New enemies include a fireball spitting robotic antlion hidden in Commando Man’s desert, a sound wave-firing totem pole found in Sheep Man’s stages and baseball throwing Mecha Pitchans in Strike Man’s stake. Sentient axes try to hack you in Blade Man’s stage, snowman-like Kaoa Geenos toss their heads in Chill Man’s stage, and heavily armoured Oshitsu Osarettsus await in Nitro Man’s stage. We’ve got weird robotic brains that link to turrets or little tanks, searchlight robots that screw with the direction of conveyor belts, floating and stationary cannons, mechanical flowers than unleash a charged laser blast, and relatively harmless cubes that multiply when hit. There are four mini bosses to encounter here, with two being recycled in Dr. Wily’s fortress. You battle a mechanical goalpost twice in Strike Man’s stage, riding its heavy fists to blast its head while avoiding being electrocuted, and hop to Tricastle’s spiked platforms to blast its eyes in Blade Man’s stage. Fenix and Suzak appear twice and are fought in tandem, with the robo-birds taking turns spitting flames and darting from side to side, as does the Octobulb. This is a pretty unique fight as you must run on a treadmill to power-up blocks to hop to so you can blast its lightbulb-like head, though you must be wary of its minions and the sparks it sends around the arena when the power runs out.

Though uninspired, the new Special Weapons make mincemeat out of the Robot Masters.

As always, Mega Man 10 can be made more challenging depending on the order you fight the Robot Masters, though many are so ridiculously easy that you can decimate them in a few hits with the right Special Weapon (on “Easy Mode”, anyway). I fought Chill Man first, who is weak to Solar Blaze, but your regular Mega Buster will do just fine. He leaps about firing his Chill Spike, which either freezes you or forms spikes if it misses. While this Special Weapons doesn’t travel too far, it’s more than enough to cool down Nitro Man, who races back and forth on his motorcycle and tosses his gear-like Wheel Cutter, which travels across the floor and up walls. This makes short work of Commando Man, a bulky sprite who stomps around firing his Commando Bomb at the walls or floor to cause a shockwave. While Blade Man impresses by clinging to surfaces, flinging his Triple Blade and darting at you like a missile, the Commando Bomb is all-but-guaranteed to hit him no matter how nimble he is. The Triple Shot is so overpowered against Strike Man that he barely got a chance to move, let along toss his ricocheting Rebound Striker shot! And good thing, too, as these balls can be troublesome to avoid as they careen off every surface, a mechanic that’s perfect for the bizarre Sheep Man. Sheep Man transforms into four storm clouds to fire lightning bolts and bursts with electricity when on the ground, but you won’t have to worry about picking which cloud hides the real Sheep Man if you toss a few Rebound Strikers. Although Pump Man is weak to the Thunder Wool, his Water Sheild and large hit box mean the attack can be dispelled before it can properly fire. Luckily, Pump Man simply hops about and fires an easily avoided spiral in mid-air, meaning you can just unload with the Mega Buster’s autofire mode. Like Strike Man, Solar Man was a joke with the Water Shield, which shreds him before he can even think about unleashing Solar Blaze. As always, each Robot Master is fought again in Dr. Wily’s castle.

Despite one tedious boss fight, even the endgame is far more forgiving compared to the previous game.

Dr. Wily’s stage also features three simulators that unleash drone mimics of nine former Robot Masters to try your new Special Weapons on, alongside a new version of the Yellow Devil. The “Block Devil” slowly assembles from the blocks surrounding you, which can be tricky to dodge and are immune to all damage. Once formed, it floats up and down and fires a big plasma shot from its central core, which must be hit with either Rebound Striker or Thunder Wool. This battle is more tedious than challenging since it involves a lot of waiting around for the Block Devil to assemble and disassemble. The Crab Puncher prior to it is much more interesting, being a big, cartoonish robot crab that shields its vulnerable eyestalks with its pincers (which can also be destroyed) and spits froth-like projectiles. The Commando Bomb and Thunder Wool work well here but you can also use the floating, spiked platforms to blast its weak spots. When you reach Dr. Wily’s fourth stage, you face a two-phase battle against his large, intimidating, skull-faced pirate ship-like craft. Though it sports a large hit box and fires homing missiles from its back, you can hop to the gigantic missiles that fire from its mouth to unload on the skull-like face with Solar Blaze. After enough hits, Dr. Wily’s cockpit is exposed and the ship regenerates its health, now flying overhead and firing spiral projectiles and devastating lightning bolts. These are easily avoided, however, and the Water Shield deals big damage to the cockpit (though Triple Blade also works). After beating it, you stock up on resources and head to Dr. Wily’s space station for the final showdown, thankfully one of the easiest of any Mega Man game I’ve played! The feverish Dr. Wily attacks in his UFO-like capsule alongside an obvious decoy, both firing plasma orbs, sending shockwaves across the ground, or firing a larger projectile between them. Though they teleport away pretty quickly, the lower gravity gives you the edge you need to get high enough to attack with the Chill Spike.

Additional Features:
In the original release of Mega Man 10, there were twelve Achievements up for grabs, but Legacy Collection 2 features only three (with you earning one for beating the game with each character). You get additional Achievements by taking on Legacy Collection 2’s “Challenges”, however, which remix stages and hazards from the four games and present time trials and boss rushes that I had no interest in trying to beat. Legacy Collection 2 also includes borders, filters, a music player, sound test, and extra armour to reduce the damage you take. There are additional challenges in Mega Man 10 as well, from simple stuff like running ahead, climbing ladders, and defeating bosses to trickier objectives like avoiding damage, dying, or playing without your helmet. You can make the game harder with “Normal Mode”, tackle it as either Bass or Proto Man, and play three “Special Stages” based on three of the Game Boy games. These act as a coda to the main game, charting Mega Man’s escape from Dr. Wily’s exploding space station, and see you acquiring Special Weapons from those games (the explosive Ballade Cracker, the Mirror Buster energy shield, and the arcing Screw Crusher) and using them against the so-called “Mega Man Killers”, Enker, Punk, and Ballade.

Final Thoughts:
Given how much I struggled with Mega Man 9, I wasn’t optimistic about Mega Man 10. Even when I saw the “Easy Mode”, I had my doubts as Capcom’s definition of “easy” differs greatly from mine. However, I was pleasantly surprised to find that Mega Man 10 is challenging, but not impossible, and vastly more enjoyable as a result. Every complaint I had about Mega Man 9 has been addressed, with the game offering more chances to save, use the shop (which is much cheaper), and being much fairer with its obstacles. Things can get rough, of course, thanks to the knock back and many bottomless pits and insta-death spikes, but it never had me tearing my hair out even if there weren’t any “Easy Mode” safety nets nearby. Although the Special Weapons continue to find their most use against Robot Masters and once again fail to be very imaginative, I liked that Mega Man, Proto Man, and Bass all played differently (though it might’ve been nice to swap between them at will). Mega Man 10 looked, played, and “felt” far more akin to Mega Man 2, rivalling that game with its soundtrack and level variety at times. While Solar Man’s stage is an eyesore, I liked Strike Man’s stadium-themed stage and Blade Man’s medieval castle. I was happy to see Rush Jet once again be a viable way to bypass obstacles, and that some stages featured alternative paths, and that the final boss was split into separate sections to make it less aggravating. The Robot Masters were as colourful and lively as ever, if far weaker than usual, though Dr. Wily’s defenders left a lost to be desired. Still, I had a lot more fun with Mega Man 10 than I was expecting as the difficulty curve is far more manageable this time around, making it a worthy successor to the NES classics.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you agree that Mega Man 10 is superior to its predecessor, or did you find it too easy? Which character was your favourite to play as and what did you think of Mega Man’s new Special Weapons? Were you also glad to see the save function and shop be more accessible? Did you ever beat the game on “Normal Mode” and best the returning Game Boy bosses? Which sci-fi videogames are you playing this month? Use the comments section below to talk to me about Mega Man 10 and donate to my Ko-Fi to suggest more Mega Man content for the site.

Mini Game Corner [Sci-Fanuary]: Mega Man 9 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 22 September 2008
Developer: Inti Creates / Capcom
Metacritic Scores: 82 / 7.4

Also Available For: Mobile, Nintendo Switch, Nintendo Wii, PlayStation 3, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S

Quick Facts:
Mega Man struggled to make a mark in the 32-bit era, with the likes of Mega Man 8 (Capcom, 1996) and Mega Man 64 (Capcom Production Studio 2, 2001) proving frustrating and disappointing releases. After almost ten years without a mainline entry, Mega Man returned to his celebrated 8-bit roots for this throwback title. Keiji Inafune closely mimicked the graphics and mechanics of yesteryear, including options to emulate the poor performance of 8-bit hardware, and designed the first female Robot Master, Splash Woman. Mega Man 9 was widely praised for its old-school aesthetics and challenge, though its difficulty curve and poor stage design was questioned. Bolstered by additional downloadable content (DLC), Mega Man 9 was followed by a similar, equally praised sequel two years later and eventually made widely available as part of the Blue Bomber’s second Legacy Collection.

The Review:
Mega Man 9 is a throwback to the Blue Bomber’s glory days on the Nintendo Entertainment System (NES), perfectly mirroring the controls, abilities, and presentation from that era. Accordingly, the plot is as basic as you could ask for (Doctor Thomas Light has been set up by the devious Doctor Albert Wily, whose new Robot Masters are causing chaos) and everything is exactly like the NES days. This means you can freely choose from eight initial stages, blast enemies with Mega Man’s “Mega Buster”, and defeat Robot Masters to gain new “Special Weapons”. These occasionally aid you in traversing stages and will make battling Robot Masters easier, since each is weak to a special weapon. As with every game in Mega Man: Legacy Collection 2, players can enable an armour mode to reduce the damage they take, apply borders and filters, listen to the game’s soundtrack, and check out some concept art. Inputting a code or beating the game unlocks three extra modes: two harder difficulties and one where you play as Mega Man’s “brother”, Proto Man, which snags you another Achievement. While you can save your game after clearing each stage and the game features checkpoints, this version doesn’t include rewind functionality. The “save state” feature is a joke, too, simply saving any collectibles you’ve found but returning you to the last checkpoint, making Mega Man 9 an extremely challenging experience without the convenience of being able to undo stupid mistakes. Players can enable a rapid-fire mode but must equip Special Weapons or summon Mega Man’s robotic canine, Rush, from the in-game menu. This is also where you use helpful items like Energy-Tanks, Beat (who saves you from pits), and Eddie (who drops items). These are purchased from Mega Man’s “sister”, Roll, by spending bolts at Dr. Light’s lab, though some are single-use items.

New and returning abilities only somewhat mitigate the pain of this throwback’s old-school challenge.

By default, Mega Man fires his currently equipped weapon with X and jumps with A or Y, but his armour upgrades are missing. Proto Man has the slide and weapon charge, and enemies respawn the moment you edge offscreen. As ever, Mega Man’s new Special Weapons are a mixed bag, with their functionality mirroring previous Special Weapons. The Jewel Satellite is a reskinned Leaf Shield, for example, and the Plug Ball is just a more versatile Search Snake since it travels across surfaces. While the Concrete Shot creates temporary blocks, I found them pretty unreliable (especially if you buy the Shock Guard to resist insta-death spikes). The Laser Trident destroys special blocks to access shortcuts, goodies, and navigate Dr. Wily’s hazardous fortress, and the Hornet Chaser snags faraway items. The Tornado Blow whisks away all onscreen enemies and activates special propeller platforms, but its energy drains very quickly so you’ll want to use it sparingly to have ammo for the Magma Dragons and Magma Man. Magma Bazooka fires a three-way spread and the Black Hole Bomb creates a vortex that pulls in enemies and projectiles, but it’s best to save Special Weapons for the bosses as there’s rarely a need to expend them in stages. You whip out Rush Coil and Rush Jet a fair bit, especially to bypass tricky platforming with the latter and reach goodies like 1-ups and extra health with the former. Rush has no special underwater form this time, unfortunately, or any autoscrolling sections. In fact, I didn’t encounter any autoscrolling sections in my playthrough, just the usual hazards like insta-death pits and various spikes, a floaty jump when underwater, and having to quickly (and I mean quickly) bypass molten metal hazards. You can further increase Mega Man’s defences with the Guard Power Up item (or dramatically decrease it for an additional challenge with the Book of Hairstyles) and ensure that whichever Special Weapon is at its lowest ammo gets replenished with the Energy Balancer. You don’t need to worry about collecting letters or other items here, just snagging screws to buy stuff if you need them.

Mega Man 9 lovingly recreates the look, sound, feel, and difficulty curve of the 8-bit classics.

Visually, Mega Man 9 really scratches that itch if you’ve been missing the 8-bit aesthetic of the classic games. The story is told using large, partially animated, anime-like sprite art, text, and in-game sprites, with Mega Man again changing colour with each Special Weapon and simply blinking when idle. The presentation mirrors an NES title, though sprite flickering and slowdown have been eliminated (unless you activate them), and the music is perhaps the best since Mega Man 2 (Capcom, 1988). Mirroring the NES visuals means mirroring the gameplay style, meaning Mega Man is as clunky and limited as he was back in the day, which makes platforming difficult as it’s easy to slip off platforms (even when they’re not frozen) or drop down pits because you fell just short on your jump. Rush Jet helps and is usually a better option as those damn disappearing/reappearing platforms are back and Tornado Man’s stage tosses in moving platforms that spin you around, screwing up your jumps if you’re timing’s off. This stage also features ice, a rainstorm (complete with a minor wind effect), and storm clouds as additional platforms. Dr. Wily’s second stage sees Illusians creating fake blocks to trick you, Splash Woman’s stage has you hopping to fast-moving platforms that fly out of the walls, Magma Man’s stage is full of insta-kill lava, Galaxy Man’s stage debuts teleports that fling you about. Jewel Man’s stage was probably the most visually impressive as it’s set in a sparkling diamond mine, but I liked Galaxy Man’s space station setting and that Plug Man’s stage is a power plant with dials in the background and electrical hazards on platforms. This stage also plunges into darkness near the end and sees fake doubles of Mega Man spawn from television screens, Hornet Man’s stage is largely set in a lush rose garden full of unique flower-based enemies, and Splash Woman’s stage recycles the bubble gimmick from Mega Man 5 (Capcom, 1992).

The Robot Masters are visually very fun and just the right level of challenge with the right weapons.

Similarly, many of Mega Man’s usual enemies also return, including Metall, a new Sniper Joe variant with a machine gun, and that Shield Attacker. The Green and Yellow Devil live on in eye-like globs that split when shot, little propeller robots fly around roasting you with their flames, robotic octopi stain you with ink projectiles, sentient coal rolls around in minecarts, and pincer-like robots fly you into spikes if you’re not careful. Four stages include large mini bosses, such as the aforementioned Fire Dragon and a robotic elephant. Three of these are fought in quick succession, with each tossing a giant ball in different ways and suck it (and you) in to repeat their attack. The Hanabiran can be tricky as the robotic flower sprouts from different platforms to fire its petals at you while a rotating flower bar keeps you on the move and a spike pit spells certain doom if you slip. The Stone Head caught me off-guard in Jewel Man’s stage, but you can predict where it will drop if you watch the boulders overhead, so you just need to avoid them when they fall and not get stunned when it crashes down. Mega Man 9 will be harder if you tackle the stages in the wrong order so it’s best to start with Splash Woman. While the trident projectiles she fires can be as tricky to dodge as her downward thrust, she’s easy to beat with the Mega Buster and her Laser Trident is very effective against Concrete Man, whose biggest danger is stunning you with his big ground pound. His otherwise useless Concrete Shot crushes Galaxy Man, whose Black Hole Bomb is enough to stay away from and easily makes short work of Jewel Man, who simply flings his gems while hopping about. The Jewel Satellite makes mincemeat of Tornado Man, whose Tornado Blow is easy enough to either avoid or tank (especially as the overheard spikes are no threat) and will cut through Magma Man in no time (he was probably the easiest of the Robot Masters!) The Magma Bazooka can then take care of Hornet Man, who just fires swarms of hornets and is barely a threat.

I’m fairly confident the later bosses and additional modes would’ve kicked my ass just as hard!

Once all eight Robot Masters are defeated, Mega Man proves that Dr. Wily is behind everything (…shocker…) and four new stages become available. As ever, Dr. Wily’s mechanical obstacle courses remix enemies, gimmicks, and even mini bosses from previous stages alongside new ones, like those propeller platforms. Each is also guarded by a unique boss, with these four Spike Pushers waiting in the first stage. You must quickly blast their spiked balls back at them, avoiding their projectiles, before they can instantly kill you, which is more aggravating than challenging. Sadly, my run ended at the second Dr. Wily stage. While it was taxing enough to quickly spawn Rush Coil and get past the insta-kill molten metal hazards in the first stage, the tight hallways, floaty underwater mechanics, and tricky jumps ended me in a very specific, spike-filled room. It would probably be much easier if I had the Shock Guard, but you must buy this before entering the stage as exiting it means replaying the first Dr. Wily stage, which is just despicable. Looking ahead, there’s a giant mechanical, shark-like submarine, two “Devil” like globs, and the standard gauntlet against the previous Robot Masters. Dr. Wily also pilots a pretty awesome-looking dinosaur mech in the endgame before again resorting to his capsule, teleporting around, and firing electrical projectiles. Had the developers allowed players to create real save states, at least, or respawn in the same area after being killed, this difficulty curve would be much more tolerable. Instead, you’re sent back to or must reload your last checkpoint, getting more frustrated each time (or potentially getting better, that happened to me in a couple of sections) and slowly realising that you entered the stage underequipped since you had no idea that you’d need E-Tanks or special items. The “Hero” and “Superhero” modes only increase the challenge and, while Proto Man boasts a shield and unique abilities, he also receives double damage and greater knockback. Legacy Collection 2 also offers a handful of extra challenges, both based on your gameplay and from the main menu, where you can tackle remixed gimmicks and stages, time trials, and boss rushes for additional Achievements.

Final Thoughts:
I have to admit, a big ol’ goofy smile came to my face when I booted up Mega Man 9. I had no idea how much I missed the classic 8-bit art style and NES chip tunes until I started this game, which brilliantly recreates the visuals, gameplay, and challenge of the Blue Bomber’s glory days on the NES. Each level is beautifully basic, featuring simplistic backgrounds that nonetheless pop with colour and have a lot of variety while also being very familiar for long-time franchise fans. While it’s a shame that Mega Man is missing some of his later abilities, such as the charge shot and slide, it’s fun returning to that limited, somewhat awkward gameplay style. Mega Man’s new Special Weapons may lack originality or be somewhat forgettable, but I found myself using them a bit more than in the previous games and it remained as satisfying as ever to whittle down a Robot Master. I really liked seeing new enemies mixed in with some familiar faces, alongside new mini bosses and unique Robot Masters. The siren-like Splash Woman and bizarre UFO-like Galaxy Man were two standouts, as was the Fire Dragon (whose skeleton is revealed as you deal damage!) Sadly, as great as the game looks and sounds, Mega Man 9 is handicapped by the same issues that dogged the NES games. Namely, tricky platforming, unforgiving level design, annoying enemy placement, and insta-death traps galore. Unlike in the remasters of the NES games, there’s no rewind function to save you here and the “save state” system is a cruel joke working in conjunction with a fastidiously old-school difficulty that was sadly too much for me to overcome. It feels unfair to knock the game’s rating down for this, but it did impact my enjoyment of Mega Man 9, which strips back your options and abilities to artificially augment the already steep difficulty curve. Had the game been a little more lenient with its lives and checkpoints (especially considering the two even harder DLC modes!), this would be a solid recommendation. However, as it is, you’re better off picking up the remastered versions of the original games and playing those. They give you everything this game has, and more, and are much more satisfying as a result.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to this throwback to Mega Man’s glory days? Did you find it jarring to go back to this visual style and challenge or did you welcome it? Which of the new Special Weapons and Robot Masters was your favourite? Were you shocked to learn Dr. Wily was behind everything? Did you ever beat the game (and, if so…how?!)? How are you celebrating sci-fi genre this month? Let me know what you think about Mega Man 9 in the comment, check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content.

Game Corner [Sci-Fanuary]: Mega Man 8 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 17 December 1996
Developer: Capcom
Metacritic Score: 6.9

Also Available For: GameCube, Nintendo Switch, Nintendo Switch 2, PC, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, SEGA Saturn, Xbox, Xbox One, Xbox Series S

Quick Facts:
After dominating Nintendo’s 8-bit consoles and successfully transitioning to 16-bit, Mega Man made the jump to the 32-bit era with Mega Man 8, with Keiji Inafune taking the helm following Tokuro Fujiwara’s exit from Capcom. The developers apparently struggled to adapt to the PlayStation hardware, and fought to keep Mega Man 8 2D. The game also featured tracks by J-pop band Ganasia and atrociously dubbed anime cutscenes by Xebec. Although Mega Man 8 sold well, reviews criticised its lack of innovation, uninspired visuals, and frustrating difficulty curve. While it inspired a spin-off title, Capcom chose to return to 8-bit visuals and gameplay for the next title.

Gameplay and Power-Ups:
Mega Man’s debut on the PlayStation and SEGA Saturn sticks so closely to the original 8-bit games that it could easily have been released on a 16-bit console with a few graphical adjustments. Aside from some visual changes and some voice acting and anime style cutscenes, the core gameplay is as familiar as ever, and actually a step back from Mega Man 7 (Capcom, 1995) and even some of the NES titles. Still rendered as an anime-style hero and wielding his “Mega Buster” arm cannon, Mega Man must tackle four new Robot Masters in whichever order the player chooses, then challenge four additional stages, and finally storm Doctor Albert Wily’s newest base, the Wily Tower. You’ll find Mega Man 8 more challenging if you tackle the Robot Masters at random as each one is vulnerable to another’s Special Weapon, which you acquire after defeating them and can, in some instances, be used to better traverse the environment. Like Mega Man 7, Mega Man 8 features an opening stage to learn the game’s controls, which can be customised but remain as simple as ever. The default setup sees you jumping with A or Y, firing your regular shot with X (or holding X to charge a bigger, more powerful shot), and utilising your currently selected Special Weapon with B. Mega Man can slide beneath enemies, projectiles, and through narrow passages by pressing down and A and can now swim by tapping A or Y. This does offer greater control when underwater, but it can be finicky as Mega Man’s quite an erratic swimmer! The Left and Right Bumpers let you quickly cycle through the Special Weapons you acquire by defeating Robot Masters, and these are manually selected from the in-game menu with the “View” button. Your Mega Buster comes with unlimited ammo and can even be fired in conjunction with your Special Weapons, but you’ll need Weapon capsules to replenish your Special Meter to use them. There are no Energy and Weapon Tanks this time, but you can still activate different shots and call upon Mega Man’s canine companion Rush from the main menu after defeating certain bosses.

Mega Man’s Special Weapons have more use but autoscrolling gimmicks make for irritating sections.

You can visit Doctor Thomas Light’s laboratory between stages to buy gear from Mega Man’s sister, Roll, using Bolts. These allow you to immediately exit any cleared stage, speed up your shots, slide, and ladder climbing, replace your regular shot with a piercing arrow or laser, reduce the cost of Special Weapons, and negate the pushback you receive when taking damage. Rush is significantly different here, allowing you to ride him like a motorcycle, gift random items, perform an airstrike, or continuously drop restorative items while his meter lasts. You can still use him to fly across stages, but only in specific areas, finally adding an autoscrolling shooter mechanic at the cost of keeping you from freely flying past hazards or springing to higher areas. Though Auto, Beat, and Eddie help blast incoming enemies when freed from capsules, Rush Health and Rush Item can only be summoned once per stage and I really felt the loss of Rush Coil and Rush Adapter as Mega Man 8 includes some dodgy platforming. There are eight new Special Weapons in Mega Man 8 and, in a change of pace, they’re surprisingly unique. The awkward Mega Ball can be kicked to ricochet around or bounced on to get higher, the Thunder Claw snags hooks to swing you across chasms, the Flash Bomb destroys enemies and illuminates dark areas, the Ice Wave freezes enemies and lava so you can briefly bypass hazards, the Tornado Hold allows you to float and move certain objects, the Homing Sniper locks on to nearby enemies, the Astro Crush rains meteors to clear the screen or break certain barriers, the Water Balloon damages anything caught in its bubbles, and the Flame Sword delivers fire damage up close and melts ice blocks. While I mainly saved these for the Robot Masters, they’re invaluable in Sword Man’s tomb and the Wily Tower as you’ll need them (mostly Thunder Wave) to progress. Finally, Mega Man 8 features aggravating jet-powered board sections, jumping gaps and sliding under obstacles, in some of the most frustrating sections! The screen scrolls awkwardly, making it very difficult to see what’s ahead, you’re giving little time to react, and your button presses often fail (though Astro Crush can help a little as you’ll briefly float when using it).

The usual hazards and gimmicks are compounded by janky controls and cheap-ass insta-death traps.

Naturally, all the usual hazards return, including various insta-kill spikes on walls, ceilings, and floors, insta-kill flame bursts that must be frozen, and giant mallets that knock you to your doom. Disappearing and reappearing platforms also return, fading in and out of reality at the worst times, as do various moving and spinning platforms and even ones that you must press switches to move. There are more switches than usual, too, activating Dr. Wily’s teleporters and moving weighted blocks out of the way. You’ll loop around maze-like catacombs, navigate past spiked mines in fragile bubbles, frantically jump and climb a mechanical tower as it descends into sand, and hop to timed explosive platforms up narrow shafts. Platforming is quite the chore in Mega Man 8, especially without Rush’s usual abilities. Some platforms are just out of reach or quickly fall out from under you, sometimes you must make pixel perfect jumps to precarious platforms, sometimes the Thunder Claw passes through hooks, and sometimes you must risk instant death by sliding and jumping for extra momentum. Ladders are sometimes just out of reach, you sometimes must force dangerous platforms to respawn alongside turrets and enemies to try again, and those autoscrolling sections move far too quickly to ever be fair. You’ll battle on rising elevators, get rid of destructible blocks (watching for pits and spikes as they appear), catch a ride off toy trains, fight against (or be aided by) blowing wind, and avoid crushing hazards as you go. Unlike previous Mega Man games, Mega Man 8 uses a save feature when you clear each stage, though it seems to force you to re-do the entire Wily Tower if you head back to the map screen between these stages. You can replay any stage using your new Special Weapons to find hidden paths and goodies, usually a Bolt to spend at Roll’s shop, though there are no hidden encounters with Proto Man or upgrades to find here.

Presentation:
Without a doubt, Mega Man 8 is the best looking 2D Mega Man game I’ve played so far. While Mega Man loses a few frames of animation compared to Mega Man 7, his body short circuits when he takes damage and he moves far smoother and has more personality than ever thanks to voice clips. The sprite-based cutscenes now bolstered by partially animated profile pictures and an infamous English dub that I found amusing and somewhat charming. The quality of these cutscenes might still be very outdated but they add a lot to this world and bring it even more in-line with its anime aesthetic, finally giving these iconic characters voices and personalities beyond story text. Mega Man sounds a little too young at times and Dr. Light sounds like he’s on the verge of a stroke, but these were fun and kinetic sequences that placed more emphasis on story than ever before. Mega Man’s rival, Bass, returns, with the two no closer to settling their differences, and even Proto Man helps in sticky situations. Sadly, the little tutorials and conversations between Mega Man and Dr. Light every time you get a new Special Weapon are gone, replaced by a somewhat impressive 3D model of Mega Man and some congratulatory text. Equally, while Mega Man 8 boasts a jaunty and unique techno-synth soundtrack, I can’t say I found any of the tunes all that memorable. I did like that the Robot Masters’ introductions featured voice clips and that they spawned into their arenas in a unique way, such as Aqua Man (not that one) emerging from the water and producing a rainbow displaying his name, Swords Sword Man cutting his way out of a statue, and Grenade Man blasting into the arena. However, while the game performs very well, with no slowdown due to the in-game action, screen and stage transitions are a bit jerky thanks to the PlayStation’s loading times.

Despite its laughable anime cutscenes, Mega Man 8 impresses with tis visuals, if nothing else.

While there’s little on offer in Mega Man 8’s stages that wasn’t done to death in the previous games, Mega Man 8 offers the benefits of 32-bit hardware by…slapping some 3D models and prerendered textures in the backgrounds. To be fair, this does give stages more depth, colour, and life than ever, with overgrown wreckage seen in the background of the introductory stage, more foreground elements, and far more vibrant and detail environments in general, with blinking lights and moving parts prevalent. Grenade Man’s stage is a dangerous weapons factory, with giant 3D mallets swinging, explosive blocks everywhere, and even dynamite blocks that you must race across to avoid falling to your death. Frost Man’s stage is a flash-frozen city, with you traversing an icy highway (strangely with no loss of traction), ploughing through snow, and blasting past the bright city at night. Tengu Man’s stage is a series of floating pillars held aloft by propellers that features a wind gimmick. As you fly along on Rush Jet, a gigantic bird-like battleship sporting turrets looms through the clouds and you must gingerly fly through this to reach the Robot Master. Clown Man is fittingly in a wacky fairground stage where balloons float in the foreground, you fight through a toy factory so littered with moving foreground elements that they become distracting, and eventually navigate through a pirate ship attraction. After a brief interlude where Mega Man first encounters Duo in a rocky cave, it’s off to Astro Man’s surreal stage with its M.C. Escher-like backgrounds, giant mechanical sunflowers, and ladder maze. Aqua Man’s stage is almost entirely underwater, with a domed underwater city seen on the horizon, while Sword Man’s takes place inside a boobytrapped temple where you must utilise different Special Weapons to overcome obstacles and clear a path to the volcano-like interior. Search Man’s stage features a jungle theme, while the Wily Tower naturally mixes every gimmick and hazard and makes them ten times worse. Here, jet board sections are nearly impossible, walls and ceilings damage you on Rush Jet, and aggravating, often instant-kill hazards are everywhere in this mechanical hellhole that almost had me snapping my controller in two!

Enemies and Bosses:
As any long-time Mega Man player might expect, a fair few of Mega Man’s most recognisable enemies return here, in more detail and with improved animation cycles. There’s the Metalls, for example, who appear in the standard variant and a flaming version to spark dynamite fuses. The Bunby Tank returns from Mega Man 7 alongside Battons (with the vampire bat-like Succubatton draining your health with its bite) and a new Sniper Joe. These jump, hide behind their shields, shoot, and toss grenades, though they’re few and far between and easier to take out than previous Sniper Joes. Mega Man 8 also throws ice skating rabbits at you, bird-like robots that fly in swarms, grasshopper-like enemies that often hop between small platforms to mess up your jumps, and little toy soldiers that also drain your health when they latch onto you or hop from hot air balloons. Robotic snakes drop near-endlessly from holes, large flying whale-like battleships hover in the skies dropping Metalls and ice blocks, and three gorilla-like robots toss bombs, spiked balls, or giant boulders that double as makeshift platforms. Crocodile-like robots snap at you from holes in the floor, robotic dragons snake through the air, and shellfish-like robots float about underwater alongside oyster-like enemies that shield their vulnerable cores with their shells. Large cylinders float about dropping bombs and armoured rhinoceros-like Sydeckas fire missiles, but they’re nothing compared to the mini bosses that pop up. A floating mechanical eye awaits in Grenade Man’s stage, surrounding itself with and flinging debris not unlike Junk Man, the central core of Tengu Man’s battleship doubles as a laser cannon, a strange spinning disk with a lion’s face bounces around in Clown Man’s stage firing doubles of itself and little robots, a large fish-like robot emerges from a waterfall to ram you and destroy your log platforms in Aqua Man’s stage, and a gigantic, cog-like robot shoots fireballs in Sword Man’s stage as you desperately avoid a plunge into lava.

The Robot Masters continue to be fun, challenging opponents with some unique attacks.

Your first test comes from a giant robot crab that requires you to awkwardly kick your Mega Ball into his weak spot (though Astro Crush basically one-shots it). Your best bet at tackling the game’s Robot Masters is to fight Grenade Man first as he’s very simple, using wall jumps, a dash, raining debris, and firing his signature Flash Bomb and being particularly weak to the Mega Buster. His Flash Bomb makes short work of Frost Man, a large but clunky robot who delivers a shockwave punch, tosses his Ice Wave, and whimpers when damaged. While the Ice Wave is very effective against Tengu Man, it’s tough to freeze him since he’s always flying and floating about, dashing in and flinging you into the sky for a somersault kick with Tornado Hold. This Special Weapon snatches Clown Man mid-swing and deals damage when he drops to send his Thunder Claw under the ground to grab you, though it might help to slide under his wild trapeze swings. Thunder Claw works pretty well against Grenade Man but I fought Astro Man next, who’s best fought with the Homing Sniper but the Flash Bomb is also good. Astro Man teleports about, flings small orbs to whittle down your health, and fills the screen with his signature Astro Crush. Despite its limited uses, this Special Weapon decimates Aqua Man, who fires a shot of living water that tracks across the screen, conjures waves, and shoots his destructible Water Balloon. These are great at taking out Sword Man, provided you aim at his torso. Sword Man leaps about swinging his Flame Sword, which cuts through the elusive Search Man, who hides behind bushes and takes cheap shots with his Homing Sniper. As ever, all eight Robot Masters are fought in the Wily Tower, this time in more unique arenas, though you’re also tested by Duo during the interlude. He sports a charged, explosive fist slam and ricochets about but is fought to a standstill as Proto Man interrupts the battle.

As familiar and aggravating as some of the late-game bosses are, they’re at least beatable this time!

When in the Wily Tower, four additional mini bosses await, the first being a robotic penguin that requires the aggravating Mega Ball as you must perfectly position yourself to ricochet your shot up the shaft where Atetemino appears, avoiding the crates and missiles it drops. The Bliking aircraft is fought while on Rush Jet, so be sure to grab your other robo buddies to help. This thing fires screen-filling lasers and destructible mines and missiles, and can only be damaged (preferably with Astro Crush) when its wings are fully extended. Bass and Treble combine for a rematch, one far less taxing than Mega Man 7’s as he flies about, charges at you, fires his Mega Buster, and blasts a concentrated beam from above. The Yellow Devil is evoked by the Green Devil, who can only be damaged by blasting a hole to its mechanical core and firing your Flash Bomb or Thunder Claw. Thanks to it constantly deconstructing, summoning green waves and floor spikes, and filling the screen with its pieces, this is another exercise in tedium as you have such a small window of opportunity to strike. Success once again sees you battle Dr. Wily in a two-phase boss fight that’s far easier than the brick wall I ran into in Mega Man 7. Dr. Wily’s newest skull-like machine advances with a buzz-saw like appendage that it flings across the ground. This is easily jumped over, as are its charged laser beams and even its projectiles if you time your jumps right. You need to be quite close to hit it with the Flame Sword but the Water Balloon reportedly works quite well, too. True to form, Dr. Wily mans a UFO-like hovercraft for the final phase, one that teleports about the place and sends purple orbs out in a spiral or spread. While he’s often just out of reach, some of his shots home in, and he can rain Dark Energy into the arena, you should be able to finish him off with the Flame Sword (or, better yet, the Flash Bomb), especially if you still have Rush Health in reserve.

Additional Features:
Mega Man Legacy Collection 2 features twenty-one Achievements, with one popping when you complete Mega Man 8. You can also toggle various display options (screen size, borders and screen filters), view a character database and production art, activate “Extra Armour Mode” to reduce the damage you take, and take on additional challenges that have you play through remixed stages, boss rushes, and time attacks. Like the other games in the collection, Mega Man 8 lacks the rewind feature that would’ve made many of its more frustrating sections more tolerable and replaces it with a janky save state system that simply saves a new version of your last checkpoint rather than literally create a save state. Disappointingly, there are basically no secrets or collectibles in Mega Man 8 beyond the forty Bolts, and even those are difficult to amass in a single playthrough. While you can cobble together different combinations of items by visiting Roll, there are no new armours or additional weapons here, meaning there’s even less content than some of the 8-bit games! Incidentally, if you play the SEGA Saturn version (sadly not included in Mega Man Legacy Collection 2), you can battle Cut Man and Wood Man in Duo’s interlude and Search Man’s stage.

Final Thoughts:
Considering how much I struggled with Mega Man 7’s difficulty curve, I was apprehensive about tackling Mega Man 8, especially without the convenient rewind features. Thankfully, the final boss wasn’t anywhere near as much of an uphill battle and Rush’s new abilities made the lack of E- and W-Tanks more tolerable at times since Rush drops so many restorative items when summoned. Mega Man 8 makes a great first impression with its anime-style opening and colourful, detailed, vibrant stages. Sure, the voice acting is grating and ludicrous at times and the video compression is awful, but these cutscenes added a lot to the aesthetic and I was very impressed with the visual design of the stages. Unfortunately, Mega Man 8 is let down quite significantly by its gameplay. Not only does Mega Man sport no new abilities beyond his new Special Weapons, but he’s been robbed of many elements that made his games so much fun. I liked that we finally got autoscroller sections with Rush Jet, but I never expected to miss using Rush Coil and Rush Jet whenever I liked. The items in the shop weren’t very useful, it was disappointing that we don’t get to collect anything beyond Bolts, and those jet board sections can go die in a ditch! These sections are far too fast and punishing, often dangerously reducing your view space and requiring split-second decision making. The Robot Masters were fun and I liked the attempt to give the Special Weapons more versitality, but the Thunder Claw’s swing function was needlessly aggravating and the Mega Ball was a clunky and annoying addition. It’s such a shame as there was some real promise here but Mega Man 8 screws up even the most basic platforming mechanics with its janky controls and emphasis on pixel-perfect jumps, irritations only aggravated by the lack of a rewind function. Sadly, I’d say you’re better off sticking to the 16-bit games and even the later 8-bit titles as at least they offer collectibles, bonuses, and air-tight gameplay mechanics to make for challenging, but enjoyable experiences.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Mega Man’s 32-bit debut? Were you surprised to see Capcom stick to the 2D style of gameplay? Which of the new Robot Masters and Mega Man’s Special Weapons was your favourite? What did you think to Mega Man and Rush’s stripped back abilities? Did you also struggle with the jet-board and Rush Jet sequences? How are you celebrating the science-fiction genre this month? Whatever you thought about Mega Man 8, drop a comment below, go check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content for the site.

Game Corner [Sci-Fanuary]: Mega Man 7 (Xbox Series X)


January celebrates two notable dates in science-fiction history: “National Science Fiction Day” on January 2 to coincide with the birth of world renowned sci-fi writer Isaac Asimov, and 12 January being when Arthur C. Clarke’s HAL 9000 was created. Accordingly, I dedicate January to celebrating sci-fi in all its forms.


Released: 8 August 2017
Originally Released: 24 March 1995
Developer: Capcom
MobyGames Score: 7.4

Also Available For: GameCube, Nintendo 3DS, Nintendo Switch, Nintendo Switch 2, PC, PlayStation 2, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox, Xbox One, Xbox Series S

Quick Facts:
Mega Man’s debut title became a widely praised run-and-gun that spawned numerous, equally celebrated sequels and spin-offs that dominated Nintendo’s consoles. After wrapping up Mega Man’s time on the Nintendo Entertainment System (NES) with the widely praised Mega Man 6 (Capcom, 1993), Capcom faced a tight deadline for the seventh game. Designer Yoshihisa Tsuda expressed regret at not having more time to work on the title, which saw series artist Keiji Inafune design an all-new rival for Mega Man who became a fan favourite with spin-offs of his own. Though praised for its graphics and music, Mega Man 7 was criticised for failing to innovate on the core gameplay of the series and is largely seen as inferior to Mega Man X (Capcom, 1993), and the brutal difficulty curve made it one of the hardest games in the series.

Gameplay and Power-Ups:
Mega Man 7 brings the classic, 2D, sidescrolling run-and-gun action platforming of the 8-bit and portable games to the SNES for the first time. Fundamentally, very little has changed from Mega Man’s NES glory days, though Mega Man 7 does a far better job of translating and updating the classic formula than his previous 16-bit outing. As ever, Mega Man tackles four initial stages and one of Doctor Albert Wily’s new “Robot Masters” before challenging four further stages and Robot Masters and then finally storming Dr. Wily’s latest hi-tech base. While you’re free to choose which stage and Robot Master to take on, each Robot Master has a specific weakness that’ll make short(er) work of them. Unlike previous Mega Man games, Mega Man 7 opens with a tutorial to instinctively teach the game’s basics in a simple platforming challenge. By default, A and Y see you jump, B fires Mega Man’s patented “Mega Buster” arm cannon, and you can hold X to auto-fire in short bursts. You hold B to charge the Mega Buster for a stronger shot, jump higher when underwater, and Mega Man can slide beneath jumping enemies, some projectiles, and through narrow passages by pressing down and A. The Left and Right Bumper cycle through the “Special Weapons” you obtain from Robot Masters, though you can manually do this from the in-game menu with the “View” button. While you get unlimited ammo for the basic Mega Buster, the Special Weapons drain individual meters, so you need Weapon capsules to replenish these. You can also review your stock of lives and bolts (the game’s currency), activate health or weapon energy restoring Energy and Weapon Tanks, or utilise special items and Mega Man’s robotic allies from the game’s menu.

Mega Man’s new, but extremely familiar abilities are put to the test in striking 16-bit stages.

Mega Man’s mysterious “brother”, Proto Man, offers hints and you can visit Auto’s shop from the stage select screen, where bolts are traded for extra lives and E- and W-Tanks. These are also found in stages and dropped by enemies, of course, but Auto also sells Super Tanks to fully restore both health and Special Weapon energy, an “Exit Part” to exit any stage, and lets you call robotic bird helper Beat to rescue you from bottomless pits. However, you must first find Beat in Slash Man’s stage and, similarly, you’ll find extra abilities for Mega Man and his robot canine, Rush, by either exploring or shopping. Rush can again be summoned to spring you higher, fly you across areas for as long as the meter lasts, or find hidden goodies. Rush’s search ability is required to access the Energy Equalizer and Hyper Rocket Buster, though you must use your own abilities to find the hidden R-U-S-H letters to fully upgrade Mega Man like in Mega Man 6. Mega Man again gains powerful new abilities from each Robot Master that can be used to defeat others or further explore stages, such as powering up generators or burning objects. Some are very similar to previous Special Weapons (the Junk Shield is essentially just the Leaf Shield, for example, and Scorch Wheel is like Fire Storm). Thunder Bolt and Freeze Cracker are two of the best Special Weapons as they splinter on impact to damage multiple targets (the latter even freeze some enemies) and the Noise Crush can be powered up by absorbing the sound wave as it ricochets back. I found the Wind Coil erratic and unwieldy, however, and especially dangerous as it makes you a sitting duck, and the Slash Claw is powerful but hazardous as it’s only effective up close. Like my previous Mega Man experiences, I largely saved the Special Weapons for the Robot Masters unless I needed to activate machinery with the Thunder Bolt or utilise Rush’s abilities.

Despite some fun and unique stage elements, it’s all business as usual for the Blue Bomber.

Mega Man 7 sticks very closely to the classic Mega Man formula, throwing bottomless pits, disappearing and reappearing platforms, and insta-kill hazards like various spikes and flame turrets at you. You’ll do as much vertical progression as horizontal thanks to the many ladders and rising or moving platforms, timed explosive platforms threaten to drop you, and conveyer belts push you towards enemies or pits. While enemies still respawn, they don’t clutter the screen as much as before, though they’re still placed in the worst positions to screw up your jumps. Wall, ceiling, and floor turrets and spikes are commonplace, some platforms crumble or spin beneath you, and you can ride or hop to other temporary platforms to cross chasms (or just use Rush Jet for a slightly easier time). Burst Man’s stage incorporates underwater sections that see you perfectly timing hops into the predictable tide to bypass spikes, Cloud Man’s stage has you riding cloud platforms and even fighting against torrential rain, Junk Man’s stage features insta-kill molten steel, crushing hazards, and overhead magnets you can power up, and Freeze Man’s stage sees you losing traction on icy surfaces and sliding into hazards. Prior to facing the Robot Museum, you’re presented with four additional, shorter stages. You’ll be hopping to log platforms as they fall down waterfalls and using Technodons to cross spike beds in Slash Man’s stage, bouncing around Spring Man’s funhouse, lighting up dark caverns in Shade Man’s dilapidated castle, and avoiding overheard tyres in Turbo Man’s stage. This stage also features a panic inducing drop past insta-kill flame bursts not unlike the lasers seen in Quick Man’s stage, while Dr. Wily’s first stage includes a blackout gimmick where the stage turns dark when you jump or land on certain platforms. More (and often smaller) conveyers are in the doctor’s second stage, as are flame burst blocks you must precariously scale, while his third stage includes platforms that only become visible when you’re on them and a risky underwater drop past some insta-kill spikes.

Presentation:
Mega Man 7 is obviously a massive graphical upgrade from the Blue Bomber’s 8-bit days, featuring gorgeous, vibrant 16-bit graphics that put Mega Man: The Wily Wars (Minakuchi Engineering, 1994) to shame. Mega Man is a big, chunky sprite with more expression than ever thanks to the SNES hardware. While he only blinks or looks about when idle and still can’t look up or crouch, he has a determined look on his chubby cheeks and showcases his personality in sprite-based cutscenes with Auto, new rival Bass, and Dr. Light. Mega Man changes colour with each Special Weapon, now sporting two colour schemes for every weapon, and is far more detailed so you really feel it when he cries out in pain and explodes upon dying. The game incorporates partially animated, anime-style sprite art and in-game sprites for its story, which is emphasised far more here as interactions happen in some stages and after beating each Robot Master, with Mega Man and Dr. Light discussing his new abilities. I was a bit annoyed to find the story still shied away from answering lingering questions about Proto Man and instead introduced a new robotic rival for Mega Man, Bass, who has a cool look and his own robot dog, but appears out of nowhere with no explanation yet everyone acts like he’s been around forever. I was therefore nonplussed when Bass went rogue thanks to Dr. Wily’s influence, though I did enjoy encountering and battling this dark mirror of Mega Man. Mega Man 7 also includes a jaunty and bombastic soundtrack and much improved performance. While screen transitions can be a touch awkward, I never encountered any slowdown or sprite flickering like in the old games, even when lots of enemies or bigger foes appeared. Everything just popped with colour and little details, from Mega Man’s hair fluttering in the wind, to robotic Pterodactyls in the background of Slash Man’s stage, which has a fun Jurassic Park (Various, 1990 to present) aesthetic.

Mega Man 7 pops with its visuals, which emphasise story and gameplay performance.

I was most impressed by Shade Man’s stage. As if featuring a hidden track wasn’t enough, the entire stage is modelled after the Ghosts ’n Goblins games (Capcom/Various, 1985 to 2021). Astro Zombie’s emerge from coffins and hop in from open windows in the background as you ride a platform to a castle roof, and the stage even starts in pitch black and illuminates when the full moon rises. Slash Man’s stage is a close second, with its dinosaur fences and thick jungle, but the game impresses from the start with a ruined city aesthetic, a visual treat only doubled with you visit the Robot Museum and see all the old Robot Masters in the background. Burst Man’s stage is a hi-tech mad scientist’s lab, filled with gigantic test tubes and lab equipment and murky water, while Cloud Man’s stage is up in the heavens, with windmills in the background, big fluffy clouds blocking platforms in the foreground, and an impressive rain (or snow) effect when Tel Tels appear. Junk Man’s fittingly holed up in a junk yard full of girders, blinking lights, and piles of junk that hide worm-like Dust Crushers. Freeze Man’s stage starts pretty basic, with just a snowy landscape in the background, but you’re soon venturing into a frigid cave full of frozen fossils and dinosaur skeletons. After fighting through Slash Man’s thick, prehistoric jungle, you’ll be knocked about in Spring Man’s funhouse. This is a colourful, circus-themed stage full of springs and flashing neon lights, while Turbo Man’s stage is set in a garage. After battling past tyres and tricky platforming, you drop to a giant, sentient semi-trailer truck for a mini boss fight. As ever, Dr. Wily’s stages are mostly just hi-tech facilities and robot factories, but the first one is modelled after a flying battleship, the second has a green metallic and turtle theme, and the third is geared more towards machinery.

Enemies and Bosses:
Some familiar robot baddies pop up in Mega Man 7, respawning when you leave the screen and randomly dropping pick-ups. Naturally, the series staple Metall is back, hiding beneath its helmet, swimming underwater with a snorkel, and floating from above thanks to propellers. Sniper Joe also returns, thankfully far less cheap than before and easily dispatched with timed jumps or shots, as does a revised version Tom Boy and new versions of the always-annoying Shield Attacker and sentient fan Matasaburo, with the latter both sucking you in and pushing you back in Cloud Man’s stage. We’ve got little spherical bombs riding sleighs, slender tanks whose heads detach upon defeat, hopping traffic cones, robotic bats, crows, and fish, and birds that drop eggs filled with little chicks. Similarly, Derusu Bee hives near-endlessly spawn robot bees, a jouster-like knight rushes at you on a single wheel, robotic cockroaches continuously scurry about until you destroy their nest, and robots walk on the ceiling and drop icicles. There are hopping frogs, detached helmets, grinning rockets, large robot Stegosauruses that fire their fins and homing missiles, and a little sphere robot flings spiked tyres at you. Some stages also include mini bosses, such as the steamroller-like Mad Grinder in the prologue and the similarly themed forklift contraptions encountered in Turbo Man’s stage. You’ll easily take down a giant stationary polar bear that can only attack by flinging ice projectiles across the ground, blast the eyes of the large, grinning Sissi Truck while avoiding its minions, and pummel the core of the VAN Pookin to access new areas of Shade Man’s castle. While you battle the crab-like Kanigance twice, the Tyrannosaurus rex-like King Gojulus was the most visually impressive mini boss as it chases you down and attacks with flaming breath.

It’ll take a lot of skill and the right Special Weapons to best these Robot Masters.

Each stage culminates in a battle against one of the eight Robot Masters, with each vulnerable to a specific Special Weapon and fought again in Dr. Wily’s final stage as part of the final boss gauntlet. I tackled Burst Man first as the regular Mega Buster easily pops his bubbles and damages him. Indeed, he’s little threat even when he uses Danger Warp to spawn bubbles with mines; just keep firing and you’ll escape his bubbles and put him down. His Danger Warp is great against Cloud Man, who hovers above and summons a thunderbolt to strike you and send an electrical current through the ground. Be sure to dash under him to avoid being blown to your death when he summons a rainstorm, and position yourself to hit him with your Special Weapon. His Thunder Bolt annihilates Junk Man, who leaps about flinging junk and causing it to rain down. He can attract a bigger ball of junk to throw, but he’ll probably be dead before he gets a chance. The Junk Shield tears through the nimble Freeze Man, who can flash-freeze the ground, freeze you with a shot, and drop icicles, though it’s much tougher landing clear shots on the rotund, clown-like Mash, whose head you must detach to pummel with Danger Warp. The Freeze Cracker quickly ends Slash Man, though he’s a fast target and loves to hop offscreen, rain goop into the arena, and pounce with his claws. Rather than electrifying Spring Man with the Thunder Bolt, jump and slash him with the Slash Claw, quickly sliding away from his extendable punches, to finish him off. I fought Shade Man next and he was by far the toughest of the regular bosses as he swoops in and drains your energy to replenish his own, freezes you with his energy waves, and is most vulnerable to the unreliable Wind Coil. Finally, I fought Turbo Man, who transforms into car to charge you, saps your health with Scorch Wheel, and sucks you towards him. The Noise Crush is your best bet, but he’s a pretty big target to hit.

Tackling Dr. Wily’s final machines is no joke as Mega Man 7 is notorious for its late-game difficulty.

Mega Man’s new rival, Bass, is fought three times. The first fight is a sparring session where he jumps about firing regular shots, but he adds charged shots in the second bout and joins with Treble for the third. In this fight, he flies about, jets towards you, fires a homing punch, and is a much tricker target to hit. Dr. Wily gives Guts Man an upgrade in his fortress, forcing you to pepper him with shots and trick him into dropping giant stones for you to hit at him with the Slash Claw. You must keep him at bay with your shots to avoid his pincers tossing you into the ceiling, and work fast to avoid being crushed. The giant, turtle-like Gamerizer guards Dr. Wily’s second stage and is best damaged with the Wind Coil. You must time your shots to hit his head and avoid being immolated, slide under his rocket charge, and fend off his minions when he flies off-screen. While this was a pain, it was nothing compared to the HannyaNED2, which chases you across a platform, fires a piercing laser, spits bombs, and shoots high and low missiles. Its only weak spot are its eyes, which are extremely difficult to hit with Noise Crush, to say nothing of its massive hit box! Things take a turn for the ridiculous in Dr. Wily’s final stage, where you must defeat all eight Robot Masters and endure a two-stage battle against his latest mech with no checkpoints in between! You must slide under the Wily Machine 7 to avoid being crushed and attack its smaller doubles to clear the ground, though landing shots on Dr. Wily’s cockpit is easier said than done as the hit box is very small and your attacks do minimal damage. Dr. Wily’s last-ditch attack comes in his latest capsule, which teleports in and out and fires homing orbs that damage, stun, freeze, or immolate you. He also shoots a lightning bolt that travels across the ground and is often out of reach of most Special Weapons, making for a ridiculous tough final boss that broke me.

Additional Features:
There are twenty-one Achievements available in Mega Man Legacy Collection 2 (Capcom, 2017), with one awarded specifically for beating this game. Alongside different display options (screen size, borders, and screen filters), Legacy Collection 2 allows you to view a character database and production art, enable “Extra Armour Mode” to half the damage you take, and tackle additional challenges. These see you playing through remixed stages, enduring boss rushes and time attacks, and defeating certain bosses with only the Mega Buster. Mega Man 7 uses a password feature so you can skip ahead to later stages and gain some helpful extra items, which you may need as, for some bizarre reason, Mega Man Legacy Collection 2 removes the rewind function! Sure, you can enable auto- and utilise manual saves, but these aren’t like save states. When you reload, you reload from the last checkpoint, meaning you have to endure the final boss gauntlet every time if when you fail! There are a lot of secrets in Mega Man 7, with even Rush’s abilities hidden in stages or needing to be purchased. You’ll need all the R-U-S-H letters to access Mega Man’s most powerful form and must collect a lot of bolts or search all over for additional upgrades. The Hyper Bolt will reduce Auto’s prices, and you can gain Proto Man’s overpowered shield if you track him down and defeat him in battle!

Final Thoughts:
I was really excited to get stuck into Mega Man 7 after largely enjoying my playthrough of the first Legacy Collection (Digital Eclipse, 2015). The game makes a fantastic first impression, utilising the greater processing power of the SNES to bring more life, detail, and colour to Mega Man and his unique world than ever before. The game is everything The Wily Wars wishes it was, featuring tight controls, fantastic use of space, and essentially being a 16-bit do-over of the 8-bit classics. The challenge on offer is immediately familiar, with the game’s difficulty being dictated by the player as much as the many hazards and bizarre enemies. While I remain disappointed that the Special Weapons aren’t more innovative, the Robot Masters had a lot of personality and put up quite a fight at times. I was disappointed to see Bass steal Proto Man’s spotlight, but Bass has a bad-ass look and offered some fun bouts, to say nothing of the anime-like visuals evoked by the sprites. The stages also provided some enjoyable (if often safe and recycled) gimmicks, with the game outpacing its 8-bit counterparts at every turn and hiding some cheeky secrets that greatly reward you. Unfortunately, Mega Man 7 is let down by Mega Man Legacy Collection 2’s lack of a rewind or proper save state feature. Without these, the difficulty spikes dramatically and unfairly for the finale, forcing you into a boss gauntlet that’s practically unwinnable and sucking a lot of the fun out of the game. I get that this is how games were played back in the day, but it makes no sense to remove these features when they were included previously. Just allowing players to use save states rather than just manually saving to the latest checkpoint would’ve helped but, as is, Mega Man 7 is made for hardcore gamers only with its brutal difficulty curve.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you excited to see Mega Man come to the SNES back in the day? Which order did you tackle the game’s stages in and did you ever fully upgrade Mega Man? Which of the new Robot Masters and Mega Man’s Special Weapons was your favourite? What did you think to the late-game difficulty spike and lack of quality of life features? Which of Mega Man’s SNES games is your favourite and would you like to see more titles released in the franchise? How are you celebrating all things science-fiction this month? Whatever your thoughts and memories of Mega Man 7, drop them below, check out my other Mega Man reviews, and donate to my Ko-Fi to suggest more Mega Man content you’d like to see me cover.

Mini Game Corner [Sci-Fanuary]: Mega Man 2: The Power Fighters (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 22 July 2022
Originally Released: August 1996
Developer: Capcom
Also Available For: Arcade, GameCube, GameTap, Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox, Xbox One, Xbox Series S 

A Brief Background:
After ushering in Capcom’s debut in the home console market, the excessively difficult (but no less lauded) Mega Man (Capcom, 1987) eventually spawned enough of a franchise to become a Nintendo staple. Despite this, Capcom remained at the forefront of the popular arcade scene thanks to their blockbuster tournament fighter, Street Fighter II: The World Warrior (1991), which soon spawned numerous imitators to its throne. While Capcom later appeared reluctant to create new Mega Man games, a well-received (if simplistic) spin-off fighter was released to arcades in 1995. The following year, Capcom released a sequel, one that expanded upon the original’s cast and mechanics to produce a more fleshed-out version of the concept. Like its predecessor, Mega Man 2: The Power Fighters was included in various home console ports and featured as part of Capcom Arcade 2nd Stadium, which is the subject of this review.

The Review:
Like its predecessor, Mega Man 2: The Power Fighters is a 2D, largely one-on-one tournament fighter (though two players can team up to dominate their foes). The original playable cast (the titular Mega Man, his loner older “brother” Proto Man, and grim anti-hero Bass) are joined by the mysterious Duo and again pick from three story paths. Although I’ve heard that each of the four characters has different attributes, I noticed only minor differences between them, with the except of Duo. While the others all fire shots from their arm cannons, Duo attacks with an extendable arm and fires out a fist; he’s also a bigger target and potentially a bit slower. The controls remain unchanged, with players attacking with A and holding the button to charge a more powerful shot or using a rapid-fire variant with X. You jump with B (jumping higher the longer you press it), executing either jumping shots or wall jumping off the arena sides to dodge incoming attacks. Pressing down and B sees you dash ahead, while Y switches between your available Special Weapons. As ever, you acquire these by defeating Robot Masters and they’re tied to an energy meter, though this time you must pick up the Special Weapon orb after a victory and your friend can steal it from under you. Finally, you can press in the right-stick to enter a coin and continue fighting where you left off if you’re defeated, selecting a new character if you wish, with your health and weapon energy fully restored. Visually, sprites and attack animations are lifted wholesale from its predecessor. I didn’t find the all-new backgrounds as interesting as the first game’s and it was a little disappointing to not see more detailed environments or additional cameos included. The same can be said of the music, which is more of the same, though more sound bites are included here alongside additional cutscenes. These often feature Roll bestowing you an upgrade or Doctor Thomas Light giving exposition on your enemy and advancing the paper-thin plot, with the more impressive sprite art being saved for the endings, as you’d expect.

New abilities, new allies, and a new character slightly expand the scope of this sequel.

Some other tweaks include the pre- and post-fight text being more animated, characters having victory poses, and enemies dropping health and weapon energy pick-ups as you attack, giving you a bit more leeway in tougher bouts. Enemies can also block your attacks and reflect your shots, two abilities that you’re denied, and will enter a “pinch” mode when their health drops to half, increasing and varying their attacks and putting you on the defensive. To even things up, each character has a special attack they can perform by pressing up and X with a fully charged shot, with Mega Man unleashing a jumping uppercut, Proto Man firing a short-range burst of energy, Bass performing a crescent kick, and Duo hitting an uppercut/slam combination. Furthermore, Eddie appears during fights and bestow a robot helper who temporarily replaces your Special Weapon function until their life bar runs out. Mega Man is aided by Rush, allowing him to spring higher by jumping on the robo-dog’s back and send him flying at foes by charging his primary shot. Proto Man and Duo are aided by Beat, who grants them a temporary invincibility, and Bass is joined by Treble, who fires his own attack when you press X and can also be sent charging at enemies. Additionally, each story path sees you gifted an “upgrade” that either increases your attack power, adds a super jump (performing by pressing up and B), or increases the length of your weapon energy bar. These additions appear alongside the same features as the first game, including customisable borders and filters, a helpful rewind and save state feature, the ability to alter the game’s speed, difficulty, and the length of the one-round fights, and an optional invincibility mode that will disable both Capcom Arcade 2nd Stadium’s Achievements and the in-game “Triumphs” you can earn by playing. Again, you shouldn’t really need this option with the rewind and save state features. No Achievements are tied to beating the game without taking damage, earning a perfect no-damage victory bestows only points, and the game is just as easy as before, with the exception that I noticed enemies seem to take more hits to defeat this time around.

Alongside new Robot Masters, foes gain additional attacks when their health drops.

In true Mega Man fashion, you can circumvent this by acquiring specific Special Weapons to target specific Robot Masters. This time, you can freely select which enemy you face, though the damage you take in each fight still carries over to the next, so it pays to think about the order you tackle the Robot Masters. You’ll have an easier time against Plant Man, for example, if you defeat Heat Man and get the Atomic Fire weapon; similarly, Dive Man is weak to the Thunder Beam and Napalm Man is weak to the Gemini Laser. Gameplay is largely unchanged from the last game, with no stage hazards to be concerned about and the backgrounds noticeably changing to different times of day, locations, or other visuals depending on which path you take. There are no chases to worry about this time (though you can fight on stages that appear to spin or bob up and down in water or lava) and battling the Robot Masters still consists of an arcade-style rendition of the main games’ boss battles. Your foe will jump about firing their signature weapon, then add a few extra attacks when their health drops. Those that return from the last game (Heat Man, Plant Man, Gyro Man, Slash Man, Cut Man, Shade Man, Gemini Man, Napalm Man, and Guts Man) remain largely unchanged except for their “pinch” attacks, though I did notice that their health bars increase as you gain victories. New Robot Masters fit in very well with their counterparts, with Air Man blowing you back with his chest fan and firing mini tornados, Bubble Man capturing you in his slow but powerful bubbles, Centaur Man charging you and firing arrows, Dive Man bestowing homing torpedoes, Elec Man blasting three-way Thunder Beam, Pharaoh Man floating around with telekinesis and utilising a two-way wave attack, Quick Man moving with a shadow effect and speeding up your attacks with the Quick Boomerang, Shadow Man bombarding you with Shadow Blades, and Stone Man erecting stone walls and giving you a slow stone hand to fire as a ground shot. With enemies able to block, reflect, and power up, bouts do last a little longer, but the continued absence of combos and other mechanics means you can simply plough through to win as before.

It’s surprising how much of the game is a tease for Mega Man 8

After defeating the six Robot Masters in your chosen path, you’ll enter Dr. Wily’s fortress and fight one of three additional bosses before meeting the mad doctor face-to-face. Returning from the last game is the Yellow Devil; slightly redesigned and far tamer than before, the Yellow Devil jumps more, fires a barrage of cubes and a focused laser blast from its eye, as well as slapping you, firing projectiles, and transforming into a sphere. The Mad Grinder from Mega Man 7 (Capcom, 1995) appears to fire buzzsaws and flatten you with his steamroller appendage, flinging his mohawk and spitting fireballs but being notably weak to the Centaur Arrow, while Mega Man 2’s (ibid, 1988) Mecha Dragon pops up to roast you with large fireballs, deal continuous damage with its flame breath, and spawn smaller minions. Defeat each other these and Dr. Wily will attack in his newest contraption for a three-stage final bout. In the first phase, Dr. Wily summons a robot minion to distract you, fires a robotic fist to punch or flick you, and defends himself with those same hands, firing small projectiles or a larger mouth cannon. In the second phase, he takes to the air as a smaller target, launching bombs, taking shots, and trying to target you with an explosive attack. Take this out and you’ll be given ten seconds to finish him off as he teleports between pods, though you’ll only be denied seeing Dr. Wily beg for mercy if you fail to finish him. You’ll get different endings depending on which character or character combination you play as, with Duo’s being a massive tease for Mega Man 8 (ibid, 1996) and the introduction of Zero, Mega Man briefly questioning his morals, Proto Man refusing Dr. Light’s help, and Bass continuing to disrespect his creator. After viewing these, and the end credits, you can enter your name in the high score table and try a different story path or play again to try and beat your best score.

The Summary:
Although Mega Man 2: The Power Fighters expands on the original game with a few new features, it remains as barebones as the original and thus there isn’t too much to say about it. I definitely think it’s a superior game thanks to the deeper variety in the playable characters, Robot Masters, and in-game action, but it’s not enough to bump the overall score any higher. I wasn’t exactly blown away by what Duo brought to the table and, while I liked the robot helpers, it bugged me that you have to pick between using them or using your Special Weapons. Having health and weapon energy drop in fights made things a touch more interesting, and I like the competitive nature of two players fighting to snag the Special Weapon after defeating a Robot Master, but it remains a colourful, enjoyable, but strangely shallow arcade interpretation of the boss battles from the mainline games. The new story paths weren’t bad, though I could’ve done with more story being included in each, and the addition of upgrades and special attacks helped mix things up, but the combat is still ridiculously simplistic compared to other fighters so there’s not much incentive to come back, especially as Capcom Arcade 2nd Stadium doesn’t include game-specific Achievements. I’ll give it this: the fights lasted longer and were more engaging this time, both because the Robot Masters seem tougher and have that “pinch” mode, and Dr. Wily’s sub-bosses were definitely more impressive this time around. But the uninteresting backgrounds, the lack of a tangible differences between the fighters, and the simplistic nature of the combat keep this from being the glow up it had the potential to be. It’s still a nice bit of cartoonish arcade fun, but you’ll quickly be returning to deeper, more challenging fighters after blasting through this one.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever play Mega Man 2: The Power Fighters in an arcade? What did you think to Duo and the added combat mechanics? Which of the new Robot Masters was your favourite? Did you like the addition of robot helpers? Would you like to see Mega Man tackle the fighting genre again someday? How are you celebrating the science-fiction genre this month? Whatever your thoughts on Mega Man 2: The Power Fighters, share then below and check out my other Mega Man reviews!

Mini Game Corner [Sci-Fanuary]: Mega Man: The Power Battle (Xbox Series X)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 22 July 2022
Originally Released: October 1995
Developer: Capcom
Also Available For: Arcade, GameCube, GameTap, Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox, Xbox One, Xbox Series S 

A Brief Background:
Created to be Capcom’s big debut in the home console market, Mega Man (Capcom, 1987) was a big hit despite its excessive difficulty and, by 1995, the Blue Bomber was a staple of Nintendo’s consoles, with no less than twelve different titles available. At the same time, the arcade scene was as popular as ever thanks, largely, to Capcom’s game-changing 2D tournament fighter, Street Fighter II: The World Warrior (1991). Before long, fighting games swamped arcades as developers and publishers sought to have a piece of the action, though Capcom remained at the forefront of the genre. Unlike in later years, when Capcom seemed reluctant to make new Mega Man games, we got this relatively obscure fighting game in the mid-nineties, one that garnered largely positive reviews despite its simplistic gameplay. It was followed by a sequel the very next year and enjoyed a healthy post-arcade life as it was ported in numerous home console collections, most notably in Capcom Arcade 2nd Stadium, which is the version I’m reviewing here.

The Review:
Mega Man: The Power Battle is a 2D, one-on-one tournament fighter in which players pick between the super fighting robot Mega Man, his mysterious “brother” Proto Man, and edgelord anti-hero Bass. Two players can choose to play simultaneously, teaming up against Doctor Albert Wily’s refurbished Robot Masters, and you can pick one of three different story paths to play through, with each one boasting different Robot Masters and therefore different obtainable Special Weapons. Regardless of which character you pick, they all play the same and have the same attacks, though they’re visually very different. Mega Man attacks with his patented Mega Buster, Proto Man carries a useless shield and has a flame effect to his shots, and Bass fires purple energy. As far as I can tell, there are no other differences between them (although Proto Man seemed like he was a touch slower). Your primary attack is unleashed with A; you can hold the button to charge a more powerful shot and fire mid-jump, but there’s no ducking or directional attacks here and you can’t string together combos. X offers a rapid-fire setting to your attacks, the speed of which you can customise from the main menu, while B lets you jump (with you jumping higher the longer the button is pressed) and wall jump off the sides of the arena to avoid damage. You can also press down and B to dash across the screen, and switch between your Special Weapons with Y. Special Weapons are obtained by defeating Robot Masters just like in the mainline games, and just like them they’re tied to an energy meter. If you’re defeated in battle, you can choose to continue (pressing in the right-stick as many times as you like) and even switch characters, returning where you left off with full health and weapon energy.

Players can team up to defeat refurbished Robot Masters and acquire their signature Special Weapons.

This version of the game offers quite a few options to the player, from adjusting the game’s difficulty (though it’s pretty easy, overall), changing the borders and filters, switching to the Japanese version, rewinding the action with the Right Bumper, creating save states, and even enabling an invincibility. However, Capcom Arcade 2nd Stadium has nineteen Achievements to earn (which are further represented in the game as “Triumphs”) and these will be deactivated if you use the invincibility. Not that you really need it with infinite continues and the rewind, and with the game being so easy. Whichever route you pick, you’ll be taken to a world map and must select which stage and Robot Master to challenge on a roulette wheel. You then have as long as 99 in-game seconds to defeat your foe in a one-round match that basically amounts to an arcade remake of previous Robot Master boss battles. Any damage you take carries over to the next match and you’ll obtain your foe’s Special Weapon, as well as a score tally, upon victory. As in the mainline games, each Special Weapon is effective against a different Robot Master so it can be useful to time your button presses on the world map to make things easier on yourself. Depending on which route you pick (and, potentially, the game’s difficulty), you’ll face different Robot Masters and the stages will even change. The time of day will be different, elements in the background will have changed or, in Gyro Man’s case, you’ll be chasing your foe in a bit of sidescrolling action. There are no stage hazards or in-game power-ups to concern yourself with, with the exception of Magnet Man causing his arena to raise as you fight and the ability to score extra points for avoiding any damage, which will in turn put you higher on the high score table.

Each Robot Master has a specific weakness, though you can just plough through regardless.

Mega Man: The Power Battle sees you battle Robot Masters from the first seven Mega Man games and acquire their signature weapons. Each has a very similar attack pattern consisting largely of jumping, hopping, or stomping about and firing their weapon, though some also charge at you or suck you in. Considering your limited move pool, this means that your overall attack strategy will be to dodge their projectiles and pepper them with shots, either a charged one or a suitable Special Weapon, to make mincemeat of their health bar. Each Robot Master gets a signature intro, both before the stage and before the round starts (such as Cut Man literally cutting his way through the background and Wood Man dropping down in a log), and most are pretty simple. I had little issue powering through Ice Man’s Ice Slasher arrows or Guts Man’s Super Arm that sees him tossing boulders, though Heat Man represented a tougher challenge thanks to him being invulnerable when on fire and immolating you to cause continuous damage. Similarly, Wood Man and Magnet Man erect elemental shields and cause leaves and magnets to rain down, respectively. Gemini Man duplicates himself and fires a ricocheting shot, Plant Man spawns pellet-shooting minions and also has a shield, and Cloud Man summons lightning bolts to electrify the ground. As mentioned, Gyro Man was probably the most unique regular battle as the stage auto scrolls as you fight. Freeze Man peppers the ground with icicles that are all-but impossible to avoid, Turbo Man (not that one) charges as a racing car, and Slash Man is easily the most agile foe, dive-bombing you and slashing when you’re up close. Shade Man stays in the air firing ring blasts and sending out little smoke projectiles, Dust Man spits a cube of trash and draws you in with his cannon, and Crash Man tosses explosive Crash Bombs that can be tricky to dodge.

Your path inevitable leads to Dr. Wily’s fortress and a character-specific ending.

Once you’ve bested the six Robot Masters, you enter Dr. Wily’s fortress and fight either what seems like two versions of the Yellow Devil or this funky pumpkin robot. The Yellow Devil is a gigantic, slow foe who can only be damaged by shooting its eye. It’ll jump about, squash you with is hand, explode into fists or balls, or split itself into three smaller forms. Just target the eye or its exposed core, cycling through your Special Weapons, to cream it. Similarly, the pumpkin robot is invulnerable when closed up and fills the screen with projectiles when open, but it easily bested by pummelling its inner core. Dr. Wily battles you in a three-phase final boss at the end, with players receiving different endings for each character. In the first phase, his robotic fists will fly at you, flick you, or defend or deflect your projectiles. In the second, he floats up high and sends buzzsaws your way, and in the third you have ten seconds to finish him off as he teleports between pods. Successfully finish him and he’ll beg for mercy; but fail and he’ll escape, though you’re victorious nonetheless. Visually, the game looks great; there’s a short introduction that showcases the playable cast, and the different endings all boast big, cartoonish sprite art and ludicrous translation errors. The game’s music features remixes of classic Mega Man themes and character sprites change colour when you have Special Weapons equipped, as you’d expect. Although the stages are quite empty and small, they’re very detailed and change depending on which path you pick. You’ll see a big robot whale coming up through ice, robotic crows, Dr. Wily’s take on Jurassic Park, and even battle in the clouds. The time alters depending on your path and you’ll also be placed at different points: you fight Guts Man on a busy highway of a futuristic city and can see cars racing by in the foreground, but you’re right in the middle of the road when you come back here to fight Turbo Man, and Dr. Wily’s background can either be a rushing tunnel or a weird psychedelic vortex.

The Summary:
There really isn’t a whole lot to Mega Man: The Power Battle, hence the short review. The game looks great, with sprites being big and colourful arcade-style renditions of their 16-bit counterparts and the stages, though simple, changing up depending on which path you take was a nice touch. I also liked that the final bosses slightly changed with each path, though I didn’t notice the difficulty of the Robot Masters altering all that much. The game is very easy overall, to be honest, but I’m not really that bothered by this as sometimes it’s fun to sit down and have a quick gaming session with a fun title. However, those expecting a Street Fighter II-level experience will be disappointed. Gameplay is ridiculously simple, with no combos, counters, or blocking involved. Instead, you’re simply dropped into an arena and face off against a refurbished Robot Master, essentially giving you an arcade rendition of the early games’ boss battles and not much else. It’s cool that you can play as the different characters and team up with a friend, but I barely noticed any differences between them, which was a shame. It’s also weird to me that this wasn’t ported to home consoles at the time as it might’ve been found a home there, especially on the Super Nintendo. Ultimately, while Mega Man: The Power Battle is a fun-but-brief experience, there’s not much else happening here and, oddly, the Capcom Arcade 2nd Stadium doesn’t even include Achievements specific to this game, meaning you can plough through it in about an hour and be done.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Mega Man: The Power Battle out in the wild? Which story path was your favourite to take? Were you disappointed that there wasn’t much distinction between the playable characters? Which of the Robot Masters do you think got the best glow up? Do you think the game suffered by not being a more competitive experience? How are you celebrating the science-fiction genre this month? Whatever you think to Mega Man: The Power Battle, share your thoughts below and check out my other Mega Man reviews across the site!

Mini Game Corner: Mega Man V (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 7 June 2024
Originally Released: 22 July 1994
Developer: Minakuchi Engineering
Also Available For: Game Boy and Nintendo 3DS

A Brief Background:
Notorious for its high level of difficulty, Mega Man (Capcom, 1987) represented Capcom’s shift away from the arcade scene and into the burgeoning home console market, eventually establishing a franchise that expanded to the Game Boy in 1991. Capcom outsourced development to Minakuchi Engineering, whom they reunited with for the Blue Bomber’s subsequent handheld ventures after a brief collaboration with Thinking Rabbit left series artist Keiji Inafune allegedly disappointed by their efforts. Mega Man V was the last of these efforts, and was said to have taken the longest to develop of the Game Boy titles. Furthermore, Infaune struggled to create new designs for the game, particularly the debuting “Stardroids” and Mega Man’s newest robotic companion, Tango. Mega Man V was also one of the first games developed specifically to connect with the Super Game Boy peripheral, allowing players to experience the game in full colour on their televisions. Seen as one of the system’s most ambitious titles, Mega Man V is largely regarded as one of the best in the franchise’s handheld library, demonstrating better graphics, mechanics, and narrative elements. Although this didn’t lead to a collection of the portable Mega Man games, these were all eventually ported to Nintendo’s online shops and services.

The Review:  
Mega Man V retains the core gameplay mechanics of its predecessors and main console titles, charging players with battling through four initial stages and powering the fighting robot Mega Man up before heading into space to take on four additional stages and Robot Masters. Consequently, the controls remain unchanged (with one exception): B or X fires the Mega Buster, which can be charged to unleash a stronger shot. This time, Mega Man flings out his fist thanks to his creator, Doctor Thomas Light, upgrading his abilities since his usual charged shot won’t work against the game’s new Stardroids. However, the “Mega Arm” is functionally the same as the old charged shot except it deals additional when it flies back to Mega Man and it can be upgraded to snag items and pass through walls. B is for jumping, with Mega Man jumping higher when underwater or in outer space, and down and B performs a slide that’s useful for avoiding hazards and attacks. There’s no longer a recoil to the charged shot, which is a bit of a shame, but you’ll still collect P-Chips to trade in for upgrades at Dr. Light’s lab between stages. These allow you to buy those upgrades for the Mega Arm, refill some or all your weapon energy, replenish your health, or purchase a 1-up or E- and S-Tanks to refill your health and energy on the go. Enemies drop most of these items upon defeat, though your chances of getting them are again more restricted since they also drop P-Chips (which are mostly useless with the Switch’s rewind and save state features). These goodies may also be found in stages by taking alternative paths and destroying certain walls, and Mega Man’s little friend Eddie and mysterious brother Proto Man occasionally gift items. Mega Man’s robotic bird companion Beat is absent, so you won’t have to worry about collecting any letters, though four crystals are hidden in the later stages that will grant you the Power Generator, which halves the usage cost of your Special Weapons. Finally, if you exhaust all your lives and use a continue, you’ll gain the Turbo Accelerator for your Mega Arm to help you out.

Mega Man V mixes things up with some unique bosses, weapons, and items.

Brace yourself for a shock but…Mega Man V features all-new Robot Masters and Special Weapons! Yes, for the first time in Mega Man’s handheld career, the stages and bosses are all new (save for some inspirations from previous games). Like previous Robot Masters, Terra’s Stardroids are weak to specific Special Weapons, making the game more difficult depending on the order you challenge them. They’re all fought in enclosed arenas, as usual (though Mega Man V gives you more room to manoeuvre than the previous Game Boy games) and all fought again during the endgame. I started with Mercury, a Stardroid with liquid metal properties who transforms into blobs but who you can put down with the regular Mega Arm (or, later, Salt Water). Mercury grants you the Grab Buster, which leeches health from your target, though the Mega Arm alone was enough to take down Neptune, who simply hops about like a frog. Weak to Photon Missile and Electric Shock, Neptune bestows you with the Salt Water shot which, while slow, damages enemies with splash damage (a common mechanic in this game). Salt Water also gives you the edge over Mars, who fires the slow but very powerful Photon Missiles and even lays mines across the floor. Like the Crash Bomber, you must time Photon Missile shots to defeat Venus, who mostly just stomps about but gets some serious airtime when he’s filling the screen with explosive bubbles. The Bubble Bomb is one of the more useful Special Weapons thanks to it travelling upwards, making it perfect against Pluto when he pounces to the ceiling, and Jupiter since he’s always hovering overhead. Jupiter fires a concentrated beam of electricity and is invulnerable in this state, a weapon you can use to fry enemies up close. Saturn was next; a big target, he tosses a ring, slides at you, and sucks you in with his Black Hole attack, which Mega Man uses with explosive effect. Defeating Pluto nets you the Break Dash, which sees you charging across the screen to barge through enemies and walls. It’s also great against Uranus, who you fight in close quarters. Defeating him grants you the Deep Digger which, like the Super Arms, lets you toss certain blocks.

New mechanics and hazards make this the most unique of Mega Man’s portable games.

You’ll also obtain an additional Special Weapon by defeating Terra; the Spark Chaser is like the Gemini Laser in that it ricochets about and is best saved for the game’s true final boss. Beat may be gone but Rush is still here; unfortunately, you get Rush Coil and Rush Jet quite late in the game and they’re nowhere near as useful as before. Mega Man V finally addresses Rush’s potential by having you fly about in a sidescrolling shooter to approach and then blast into Doctor Albert Wily’s newest space station. Mega Man also gets a new robotic companion right from the start of the game. Tango is summoned with a charge attack and will spin about the screen to attack anything in range, though I honestly had little use for this and kept longing for the Rush Coil to reach out of reach goodies. While you’ll find many familiar hazards in this game, such as bottomless or spike-ladened pits, insta-kill spikes, moving and disappearing platforms, and rising tides, there are a fair few different obstacles to overcome. Mega Man spends some time either out in space or dealing with gravity mechanics inside, not unlike his encounter with Gravity Man. The floor threatens to crush you rather than the ceiling coming down, and you’ll do your fair share of tricky platforming up in the clouds. Water rushes at you and pipes vent steam, rocket-powered blocks drive you towards ceiling spikes, snow and ice make platforms slippery, and rocks and girders drop from above. Except for Metall’s new annoying shield and sniper variants, all the enemies in Mega Man V are new. There are robotic apes that hop up and down and toss bananas, bubble-shooting crabs that push you to your doom, fan-like owls, walking bombs, spiked turtles, and armoured foes who are invulnerable when charging. Many attacks feature splash damage, which is an additional hazard, though Mega Man V handles slowdown and screen tearing much better than its predecessors. Mega Man will also battle some bigger mini bosses, including an attack helicopter, a giant cannon, and a Sphinx-like wall that constantly threatens to drop you onto insta-kill spikes.

New bosses exhibit a lot of character and offer a new challenge.

Battling past the first four Stardroids sees you confront Terra in a strangely deserted base. Here, he sics an upgraded Yellow Devil, the “Dark Moon”, on you. While his body parts are still tricky to avoid, the battle is the same as in Mega Man in that you must time shots of the Photon Missile to hit his eye and the hardest thing about this fight is all the waiting around to land hits. Defeating the second set of Stardroids sees Terra finally face you in battle for “[mettling]” with his plans. Terra teleports about, fires his Spark Chase, and can briefly freeze you but, for all his hype, he’s easily defeated with the Deep Digger. Mega Man and Rush then blast at the exterior of Dr. Wily’s space station (something that’s tricky to do as you can only attack its laser-firing mouth) before Mega Man battles through a gruelling torture chamber within and encounters the four previous “Mega Man Killers”. While each is weak to one of Mega Man’s new Special Weapons, the fights are unchanged: you still fire at Enker when he holds his sword aloft, still target Punk’s head as he pogos about, still jump over or slide under Punk’s buzzsaw-like attack, and must still avoid Ballade’s Ballade Cracker. Still, it was nice to face them again and I liked the added touch of seeing copies of each held captive in the stage. With them defeated, you’ll take on Dr. Wily’s newest, biggest mech in a four-stage battle. The first two see you avoiding giant robotic fists, blasting its wrist eyes with the Grab Buster and avoiding its homing missiles. Next, you’ll find the Brain Crusher impervious to all your attacks. Instead, you must avoid its missiles and destroy the Pikashus before their gravity attacks drive you into the ceiling spikes, then fire at the walking bombs it spits out to deal damage. You’re then forced into a tight, spiked corridor and must hop over Dr. Wily’s ground shots and pummel his glass dome to finally put him down. However, in desperation he awakens the ultimate Stardroid doomsday weapon, Sunstar, who frequently destroys the ground and forces you to drop to lower areas. Weak to the Spark Chaser, Sunstar boasts a particularly devesting arm cannon, fires scattered shots and tiny sparks, and spins at you like a buzzsaw.

The Summary:
Well, it took five games, but the developers finally gave Game Boy players something unique to get their teeth into. Mega Man V is the first of the handheld titles not to shamelessly recycle and reuses bosses, stages, and weapons from the previous games. Instead, it presents an all-new (if familiar) narrative pitting Mega Man against the planet-themed Stardroids and giving you new Special Weapons to play with. Unfortunately, as ever, I had little use for these outside of boss battles; you can use them to make stages easier, but I got along just fine with the Mega Arm. Similarly, it’s a shame Tango wasn’t used more; like, he could’ve let you climb certain walls and perhaps fulfilled the Grab Buster mechanic. However, I was glad to finally see a sidescrolling shooting stage implemented with Rush (including a boss battle, no less) and Dr. Light’s items were much more useful, giving me an incentive to collect at least some P-Chips. There’s a greater emphasis on story in Mega Man V, with many sprite-based cutscenes and dialogue boxes, which are bolstered by the best pixel art in the portable series. Unfortunately, while stages are more detailed than ever, there wasn’t much variety or logic to them. Like, Mercury could’ve been any other underwater base stage, Saturn had an Aztec theme, and Jupiter went with electricity instead of raging storms. Venus and Mars mixed things up with their weird, tumour-like enemies and spinning gears, respectively, but I feel the developers could’ve done a lot more with the space theme. Still, I really enjoyed Mega Man V, particularly the rematches with the Mega Man Killers and the new antagonists. Terra and Sunstar were a nice change of pace and even Dr. Wily’s presented a bit differently in his boss battles. Mega Man V is what we should’ve seen from some of the Blue Bomber’s previous handheld titles; familiar elements in a new setting. This, it feels less like you’re playing a downgraded version of the home console games and more like a unique experienced tailored to the Game Boy.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you own Mega Man V back in the day? Were to happy to finally see some original content for the Game Boy? What did you think to Terra and the Stardroids? Were you disappointed that the developers didn’t do more with the planet theming? Which of the new Special Weapons was your favourite? How would you rank Mega Man’s portable adventures? What are your plans for celebrating the science-fiction genre this month? Whatever opinions on Mega Man V you have, leave them below and be sure to check out my other Mega Man reviews!

Mini Game Corner: Mega Man IV (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 7 June 2024
Originally Released: 
29 October 1993
Developer: 
Minakuchi Engineering
Also Available For: Game Boy and Nintendo 3DS

A Brief Background:
After Mega Man (Capcom, 1987) allowed Capcom to stake a claim in the revitalised home console market, the franchise became a Nintendo staple known for its challenging difficulty. Capcom expanded their reach to the Game Boy in 1991 by outsourcing the franchise, resulting in the highly regarded Mega Man: Dr. Wily’s Revenge (Minakuchi Engineering, 1991). When the quickly produced sequel divided critics, series artist Keiji Inafune allegedly blamed the inexperience of developers Thinking Rabbit, leading to Capcom collaborating with Minakuchi Engineering once again for the for a third, better regarded effort. For Mega Man IV, the developers again borrowed elements from the main console games, mixing and matching them into a bite-sized title that was largely praised for pushing the limits of the Game Boy and better emulating the main series titles. Unfortunately, like its predecessors, Mega Man IV was stuck as a Game Boy exclusive for many years as a collection of these games was cancelled, though this eventually changed when they were all ported to Nintendo’s online shops and services.

The Review:
Mega Man IV continues the time-honoured tradition of the Blue Bomber’s handheld adventures by recycling and remixing elements from the franchise’s release on the Nintendo Entertainment System (NES), namely Mega Man 4 (Capcom, 1991) and Mega Man 5 (ibid, 1992). In many ways, these portable titles are delivering what I came to hope from the mainline series in that they’re combining elements of two games into one, and a common complaint I had about Mega Man’s console games was how redundant some of them are since the changes were so minimal. Without a doubt, Mega Man IV is the closest to the console games so far in terms of presentation, length, and gameplay mechanics. The basic setup is all here: Mega Man runs-and-guns through four initial stages, defeating Robot Masters to gain their Special Weapons, then battles through four additional stages in his quest to defeat Doctor Albert Wily. B and X fire your Mega Buster or currently equipped Special Weapon. Holding down the button charges a shot with either the Mega Buster or Pharoah Shot, with the added wrinkle that Mega Man’s basic charged shot now has a little recoil you’ll need to account for. B jumps, with Mega Man being lighter when underwater, and down and B slides beneath jumping enemies, projectiles, and through narrow tunnels. While enemies will still drop health and weapon energy, and the occasional 1-up, and you can still collect these and energy filling E-Tanks in stages, Mega Man IV introduces a new collectible. During your adventure, you’ll collect P-Chips; collect enough of these and, between stages, you can visit Doctor Thomas Light and purchase various single-use power-ups. You can fully refill Mega Man’s health or weapon energy, gain a 1-up, store an E-Tank (or purchase a small one to trade in for a large one), and refill one or all your weapons. Personally, I found this a bit tedious; the P-Chips simply meant more grinding for health or energy and the power-ups weren’t really worth the extra effort of collecting them.

A new shop mechanic adds additional power-ups to the formula but they’re not that special.

Mega Man’s robotic companions return in Mega Man IV, though Rush sadly doesn’t get much play. Rush Coil is primarily used to reach higher platforms containing goodies or the odd alternative path, while Rush Jet didn’t really factor into the game until I reached Dr. Wily’s space station and needed to fly over some insta-kill spikes. Beat also returns, with him summoned when you collect four letters to spell his name from the first four stages. I was actually able to accomplish this this time around, meaning I made use of Beat to chip away at the latest “Mega Man Killer”, Ballade. Eddie also pops up to offer you helpful power-ups and you can even take alternative paths to find Proto Man, who’s standing near some helpful pick-ups. Finally, you must collect the WILY letters from the second set of stages to access Dr. Wily’s newest stronghold, and you’ll gain a brand-new Special Weapon, Ballade Cracker, which tosses an explosive in all directions and is very handy when escaping Dr. Wily’s exploding base and battling the mad scientist. Otherwise, Mega Man’s Special Weapons are the same as in Mega Man 4 and Mega Man 5: you douse flames and hit all enemies with Rain Flush, freeze enemies (and Pharaoh Man) in their tracks with Bright Flasher, fire diagonally or charge an overhead energy ball with Pharaoh Shot, and toss a quick returning Ring Boomerang. Defeating the second set of Robot Masters adds the slow, explosive Crystal Eye, the bouncy explosive Napalm Bomb, the twirling Power Stone, and the sliding Charge Kick to your arsenal. As ever, these Special Weapons are best saved for use against specific Robot Masters and bosses, but they’re also useful for attacking aerial or tougher enemies and destroying certain walls. Though Rush Marine isn’t present, you can jump to propeller platforms to cross spike beds and ride slow moving, insta-kill drills to cross gaps.

Mega Man IV is the closest the portable games have gotten to recreating their NES counterparts.

Mega Man IV does a commendable job of recreating the stages from its NES counterparts and features more story than of the previous handheld Mega Man games. Dr. Light appears, as do frequent text boxes, and big pixel art is the order of the day; you even get a quick demonstration of Mega Man’s new abilities and a new stage introduction. Unfortunately, slowdown and sprite flickering are still a problem, particularly when using the Power Stone. Enemies constantly respawn and bottomless pits and various spikes are everywhere, but Mega Man IV feels fairer than the last game. The perspective hasn’t changed and sprites, though detailed, are still too big (like some hit boxes), but the difficulty was way more accessible for me this time around. Many gimmicks from the console games are faithfully recreated here, such as the light gimmick from Bright Man’s stage (where you must destroy Dompans or activate switches to light up the area), the quicksand from Pharaoh Man’s stage, and the zipping platforms from Ring Man’s stage. Crystal Man’s stage is full of glittering crystalline trappings and spikes, Napalm Man’s stage features destructible blocks and collapsible walkways, and Charge Man’s stage again takes place in and on top of a train, with the screen juddering to simulate the train’s movement. Magnetic hazards await prior to Ballade and you’ll blast at missiles across the deck of Dr. Wily’s ship before venturing inside, where a very detailed mechanical hellscape awaits you. Mega Man IV really pushes the Game Boy to the limit, featuring blinking lights, numerous medium-to-large enemy sprites, and a far more detailed enemy roll call at the end that shows Mega Man battling each Robot Master. The sprite-based cutscenes are entertaining to see on the handheld and the larger pixel art is impressive, it’s just a shame the hardware is still struggling to render everything that’s happening. Luckily, the rewind and save state feature can help you out, and the game still includes a password feature (which has also received a new coat of paint).

Dr. Wily’s newest creation and biggest mech yet make up for the recycled Robot Masters.

There’s far greater enemy variety in Mega Man IV, which faithfully recreates some of Mega Man 4 and Mega Man 5’s most recognisable foes. Crystal and Gunner Joes will dog you, Mummira’s appear from hidden doors and toss their heads, Metall’s drive little choo-choos or split into miniature versions of themselves, and tiger-like Sumatran pounce at you. Coccos sit in place and spawn little chicks, bombs and rocks are tossed at you, and four familiar, giant mini bosses also return. The large snail Escaroo again tosses bombs and its vulnerable eyes at you, the hippo-like Kabatoncue stays high up out of reach and spits homing missiles (it’s best to use Pharaoh Shot rather than waste time bringing him to the ground), a giant Metall shoots at you from a massive cannon (easily destroyed by hopping on the gun barrel and blasting his eyes), and you’ll want to use Bright Flasher to expose Whopper’s weak spot. The Robot Masters are much easier in this game thanks to the arenas being a little bigger, meaning you’re less likely to take damage from their massive hit boxes. Charge Man was an exception as he was tricky to jump over, but guys like Toad Man and Pharaoh Man are a joke thanks to the former just hopping around and the latter being powerless against Bright Flasher. You’ll fight Ballade twice, with his second form being a bit tougher, but he’s a big target for your charged shot. Dr. Wily’s base is protected by a large energy cannon and mechanised bridge, with the latter firing some of the Robot Masters’ attacks, as well as eyeball-like drones and the traditional rematch against the eight Robot Masters. Dr. Wily attacks in a machine so vast it is the background; he’ll punch you or slam the ground, causing debris to fall, and fire a shot from his central core. Simply avoid these hazards and time your Power Stone to knock out this first stage, then his bird-like cockpit lowers and fires electrical blasts from its antenna. In this phase, you must toss Ballade Cracker into the mech’s mouth and unload with the Mega Buster when it tries to crush you. Finally, Dr. Wily pulls the old disappearing trick in his UFO but with a twist; he drops bombs that’ll destroy sections of the ground, and you’ll need to chase after him, relentlessly tossing the Ballade Cracker until he’s begging for mercy!

The Summary:
Well, it’s taken four games, but the developers finally brought something that closely mirrors Mega Man’s console outings to the Game Boy. Mega Man IV is a clear step up, visually, from its predecessors; the added focus on story and sprite- and pixel-based cutscenes alone speak to that. It’s also a lot bigger than its predecessors; the main content is about the same length, but the stages definitely feel longer and more challenging. Yet, the challenge is notably fairer than normal and the game’s way more forgiving than Mega Man III. I liked the little touches, like the recoil from Mega Man’s charged shot and the optional paths, which included cameos from Proto Man. While the developers haven’t played around with the format too much, the action was a lot smoother and less aggravating than before, with less cheap deaths and enemy and hazard placements, to the point where I was actually enjoying myself rather than tearing my hair out with the rewind function. It’s still a tough game and I still question how anyone completed it back in the day, but the margin for error is much wider this time around. This is best seen in the Robot Masters; while still big targets and difficult to avoid, I didn’t feel as much pressure to go in with full health and it felt satisfying offing them rather than a chore. The P-Chip system was a bit weird and unnecessary; Dr. Light doesn’t sell anything you can’t get with a bit of exploration ot pre-boss grinding and the mechanic just reduces the drop rate of health and energy. Like, why not purchase Proto Man’s shield or a passive item that instantly respawned you when you fall down a pit, or a rapid-fire power-up? Similarly, it’s a shame Rush was sidelined and that the Ballade Cracker was little more than a secondary explosive. Still, I liked the sidescrolling chaser sections where you have to outrun the exploding environment and the faithful recreation of some of Mega Man 4 and Mega Man 5’s more recognisable enemies and mechanics. It was still a short, shallow, and tricky experience, but Mega Man IV is much closer to the level of quality I’d expect from the series and therefore where your handheld Mega Man journey should start, in my opinion.

My Rating:

Rating: 3 out of 5.

Pretty Good

Was Mega Man IV a part of your Game Boy library growing up? Do you agree that it’s one of the better portable Mega Man adventures? Were you disappointed by the Ballade Cracker? Did you ever collect all the letters and utilize Beat? Which Robot Master was your favourite to fight? Do you have a favourite portable Mega Man game? How are you celebrating the science-fiction genre this month? Whatever opinions on Mega Man IV, leave them below and be sure to check out my other Mega Man reviews!

Mini Game Corner: Mega Man III (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.


Released: 7 June 2024
Originally Released: 
11 December 1992
Developer: 
Minakuchi Engineering
Also Available For: Game Boy and Nintendo 3DS

A Brief Background:
Mega Man (Capcom, 1987) successfully saw Capcom graduate to the growing home console market and. by 1992, the Blue Bomber was a Nintendo staple thanks, in part, to the challenge offered by his titles. In 1991, Capcom outsourced the development of Mega Man’s Game Boy debut to Minakuchi Engineering, resulting in the highly regarded Mega Man: Dr. Wily’s Revenge. Though it borrowed elements from Mega Man’s main console outings, the portable adventure was followed by a 1991 sequel so divisive even series artist Keiji Inafune allegedly believed the inexperience of developers Thinking Rabbit was to blame. Thus, Capcom reunited with Minakuchi Engineering for a third handheld title, one that was noted to have produced something much more akin to the mainline games. In keeping with its predecessors, reviews are somewhat mixed (despite notable improvements), especially concerning the limitations of the hardware and the recycling of elements over creating something truly unique to the series. While a collection of the Blue Bomber’s portable adventures was cancelled, Mega Man games continued to appear on the Game Boy and were later ported to Nintendo’s online shops and services.

The Review:
Mega Man III takes its inspirations from Mega Man 3 (Capcom, 1990) and Mega Man 4 (ibid, 1994), maintaining many of the same gameplay mechanics as the previous two handheld adventures and deviating very little from the established formula. When you first start the game, you must battle past four stages and defeat the Robot Masters waiting at the end. As you’d expect from a Mega Man title, each Robot Master has a specific weakness so it’s best to tackle them in a certain order. I’d recommend this more than usual because Mega Man III is particularly unforgiving, even for a Mega Man game. The restricted screen space of the Game Boy and the large sprites and hit boxes remain a constant headache, but I also found the game to be full of far more insta-kill hazards (bottomless pits and various spikes) than usual, and that enemies were far less likely to drop health and weapon power-ups. By default, Mega Man is armed with his signature arm cannon, which you fire with B or X. For the first time in the handheld series, you can charge up a shot by holding either of these buttons and this is far more useful here for cutting through the constantly respawning enemies. B lets you jump and pressing down and B lets you slide under enemies and projectiles (a feat trickier than it sounds thanks to their large hit boxes), through tunnels, and under ceiling spikes. You can replay any stage until you reach Doctor Albert Wily’s new sea fortress and the game comes with the usual password feature, though the Nintendo Switch’s save states and rewind features make this redundant. They were, however, far more essential here than usual as the game is littered with enemies and hazards, with airborne robots, projectiles, and temporary platforms screwing up your jumps and dropping you to your doom.

A visual boost doesn’t relieve the aggravation of an outrageous difficulty spike.

Players of Mega Man 3 and Mega Man 4 will instantly recognise the stages on offer here, and Mega Man III does a commendable job of recreating its 8-bit counterparts. One positive I can definitely say is that the developers were becoming more familiar with the Game Boy’s limited hardware and adding more depth and detail to the backgrounds and foregrounds. Snake Man’s stage, for example, boasts rippling snake platforms and fireball-spitting turrets; Gemini Man’s stage features a catchy tune and a beautiful crystalline aesthetic; and Shadow Man’s stage begins set before a rushing waterfall. Each Robot Master is fought in a claustrophobic, enclosed arena that makes it near-impossible to avoid taking damage. Thus, it’s recommended you “farm” nearby enemies to bump up your health and weapon energy. Each one drops a Special Weapon that’ll defeat another, and they all function exactly as in their home console counterparts. The Search Snake sends little snakes slithering across the floor and up walls, the Gemini Laser ricochets about, the Shadow Blade can be directed, and the Spark Shot fires a powerful electrical blast. Battling the Robot Masters is compounded by the atrocious slowdown and sprite flickering at work here that crops up in stages with larger enemies, such as Jumbigs, Pickelman Dadas, and frustrating Skeleton Joes (who reassemble far too quickly for my liking). As before, besting the first four Robot Masters sees you taking on four additional ones in four more stages. You’ll battle through Dust Man’s junkyard, avoiding being sucked up by him, and acquire his slow but explosive Dust Crusher, navigate Skull Man’s boneyard stage and hop around his Skull Barrier to gain a temporary shield, test your platforming skills in Dive Man’s flooded damn and grab his useful homing Dive Missiles, and blast through Drill Man’s mine to fire the Drill Bomb, which can also be remote detonated.

The restrictive screen size is compounded by unforgiving stage designs and large bosses.

Dr. Wily’s personal defences are somewhat lacking this time around; you’ll battle the Giant Suzy twice, a fight I found extremely aggravating thanks to being stuck in a narrow corridor and the erratic robot attacking at random each time I rewound. Dr. Wily puts a lot of faith in his new “Mega Man Killer”, Punk, who makes a dramatic entrance and attacks by spinning at you like a buzzsaw and firing similarly themed projectiles. He’s not too tricky but also varies his high and low attacks, making him an unpredictable foe who I’m not how you’d defeat with the rewind feature. Dr. Wily attacks in a ridiculously large machine that hops about and fires diagonal missiles in its first phase. Thankfully, you can avoid damage completely by staying at the far left of the screen, but it can only be damaged with a well-timed, fully charged blast of your Mega Buster to its pupils (not the eyes; the pupils!) In its second phase, it stays still and spits out bouncy spheres at reflect your attacks. You must position yourself between them and chuck the Screw Crusher at the cockpit to reduce Dr. Wily to tears and destroy his base. Stages are the usual affair here, featuring many repurposed gimmicks such as ladders (with and without damaging clamps), vertical shafts (with and without spikes), lightbulbs that must be destroyed to light up dark areas, disappearing and reappearing blocks, long gaps that must either by leapt across or crossed using Rush Jet, higher areas you can only reach with Rush Coil, and a tense gimmick where the ceiling tries to crush you and you must blast blocks to reach safety. Dive Man’s stage was a standout for me thanks to the large Moby enemies and the rising/falling water gimmick recreated from Mega Man 4. Skull Man’s stage was also great because of the giant bones and skull theming, and I especially liked the swaying trees in Snake Man’s stage. Unfortunately, Mega Man III had a hell of a sharp difficulty curve, with some stages assaulting you with offscreen enemies right at the start. Tricky jumps, timed explosive platforms, and Hammer Joes were all placed in the worst locations and the margin for error is so frustratingly low thanks to the tiny screen size and the ridiculously large sprites (as impressive as they are).

The Summary:
I’m not against a challenge as long as it’s fair and fun. In this day and age, with quality-of-life features like save states and rewinds, it seems hypocritical to complain about a game’s difficulty. But Mega Man III is quite possibly one of the cheapest games I’ve ever played. It’s easily up there as one of the hardest Mega Man games I’ve experienced, and not in a fun way. The number of times I had to rewind or reload a save state tells me that I probably wouldn’t even clear a single stage if I was playing “legitimately”. Three games into the Blue Bomber’s portable career and the developers still haven’t figured out to just zoom out a bit, or reduce the size of their fun, expressive sprites. Sure, they’re way more detailed and impressive than the home console sprites, but they take up far too much screen space. It was almost impossible to avoid taking damage, especially with the brutal slowdown and sprite flickering slowing the game to a snail’s pace. Enemies respawn way too quickly, flying and jumping at you in the smallest of spaces and eating away your health in the blink of an eye. Sure, you can find the odd E-Tank to refill it, but that’s not going to help you when a couple of enemies appear at just the right position to batter you into an explosion of pixels. The Special Weapons were more useless than ever; considering their energy drains so quickly, you don’t want to waste them on anything but the Robot Masters so you’re stuck charging your Mega Buster. The Robot Masters were more unfair than ever, clogging up the screen and peppering you with their signature shots; Gemini Man was the worst thanks to him duplicating, firing a regular shot, and bouncing his Gemini Laser around. The Game Boy just couldn’t handle all that and your movements and attacks so the battle was an aggravating one. Sure, the sprite art in the ending and between stages is impressive, as is the soundtrack and the impressive recreation of the home console games. But the Game Boy just can’t handle everything happening onscreen and Mega Man III suffers because of it. The difficulty spike is immediate no matter which stage you pick and playing this game was a chore as a result, making it one of my worst experiences with the franchise so far.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you find Mega Man III a challenge and a half? Do you think the Game Boy’s screen size was too small for the action? Were you disappointed by the lack of other bosses? What did you think to Punk and Dr. Wily’s obnoxiously large final machine? Which of Mega Man’s handheld games is your favourite? How are you celebrating the science-fiction genre this month? Whatever your thoughts on Mega Man III, share them below and be sure to check out my other Mega Man reviews!

Mini Game Corner: Mega Man II (Nintendo Switch)


January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.


Released: 7 June 2024
Originally Released: 
20 December 1991
Developer: 
Thinking Rabbit
Also Available For:
 Game Boy, Nintendo 3DS, Nintendo Wii, Nintendo Wii U

A Brief Background:
Capcom developed Mega Man (Capcom, 1987) to establish their name in the renewed home console market, landing themselves a popular franchise known for its excessive difficulty. By 1991, Mega Man was a staple of the Nintendo Entertainment System (NES) thanks to its many sequels and, with the developers busy with Mega Man 4 (1994), Capcom outsourced Mega Man’s first Game Boy title and earned themselves another well regarded success despite Mega Man: Dr. Wily’s Revenge (Minakuchi Engineering, 1991) recycling many elements from Mega Man’s NES titles. Capcom then doubled down and outsourced the franchise to another developer to release a second Game Boy title later that same year, a decision series artist Keiji Inafune apparently believed caused Mega Man II to differ somewhat from other games in the series. Despite a later compilation of Mega Man’s Game Boy adventures being cancelled, this lukewarm remix of a game represented another of the Blue Bomber’s lengthy outings on the Game Boy and has subsequently been ported to Nintendo’s online shops and services.

The Review:
It’s interesting learning that Keiji Inafune believed Thinking Rabbit’s inexperience with the franchise led to Mega Man II feeling “different” from the other Mega Man titles as, for me, the game plays, looks, sounds, and feels exactly like a Mega Man game and is as different from Mega Man: Dr. Wily’s Revenge as Mega Man 3 (Capcom, 1990) is to Mega Man 2 (ibid, 1988). For example, Mega Man II is still a 2D, sidescrolling action/platformer; players can still pick one of four initial stages; and you’ll face a Robot Master (recycled from Mega Man 2) to acquire their signature Special Weapon. Not only that but the game’s controls are exactly the same as those of Dr. Wily’s Revenge, with A allowing you to jump, B or X firing your currently equipped weapon, and + bringing up the pause menu where you can equip a different Special Weapon or use an E-Tank (making their Game Boy debut) to restore your health. Health is again restored by picking up or finding restorative orbs, extra lives are gained from 1-Ups, and your Special Weapons can be recharged by collecting Weapon Energy pods. In addition to Mega Man 3’s password system also returning, Mega Man can now slide through narrow tunnels, beneath enemies and projectiles, and through gaps by pressing down and A. As in Mega Man 3, this feature is useful only in certain stages and circumstances and not explored much beyond taking different forks in paths or perhaps reaching hidden goodies. The same is true of certain ladders, which lead to power-ups or hazards depending on which path you take, though your slides often have to factor in drills, spikes, and potential pitfalls. As ever, you can circumvent much of the game’s difficulty with the Nintendo Switch’s rewind and save state features, though you still have to battle the knockback and large hit boxes that dogged Dr. Wily’s Revenge.

Mega Man’s repertoire has been expanded to include more of his NES abilities.

Anyone who’s played Mega Man 2 will recognise the four initial Robot Masters, their stages, their attack patterns, and their Special Weapons and battling them is no different to that game except the arena and screen is much smaller so it’s a lot harder to dodge their attacks. As always, you’re better off tackling each in a specific order to obliterate them with whichever Special Weapon is most effective against them, meaning I tackled Metal Man first to grab his Metal Blade, which cut down Wood Man despite his large Leaf Shield and leaf barrage, which in turn clogged up Air Man (despite his mini tornados filling the arena), which of course gave me the edge over “Clash Man”. This latter was probably the toughest fight as “Clash Man” doesn’t just jump around and damage you with his giant hit box like the others; he also drops a delayed explosive charge that can be tricky to dodge. Defeating Metal Man, Air Man, and “Clash Man” awards the three Rush “items” that debuted in Mega Man 2. These allow you to spring up to higher platforms, fly over bottomless spits or spike beds, or easily cut through underwater areas with Mega Man’s robotic canine, Rush. While these turn the game into a short sidescrolling shooter, you must keep an eye on your energy meter or you’re like to be sent plummeting mid-flight. After besting the first four stages, you’re transported to four more levels from Doctor Albert Wily’s space station, with these themed around stages and bosses from Mega Man 3. You’ll face Needle Man, Magnet Man, Hard Man, and Top Man, with each being exactly the same as in their NES title and bestowing the same Special Weapons (which, honestly, I only found useful for defeating their counterparts). Finally, you’ll battle Quint, an upgraded and corrupted future version of Mega Man who bounces around on Sakugarne, a pogo-stick-like item that is surprisingly useful against the final boss.

Stages are longer, more detailed, and more accurately reflect their NES counterparts.

The difference between Dr. Wily’s Revenge and Mega Man II isn’t readily apparent from the title screen alone, despite the noticeably jauntier music, but does become more obvious once you get into the game. Stages are longer and far more detailed, with gears, cogs, and a mess of drill-like platforms adorning Metal Man’s stage (alongside those conveyer belt-like platforms from Mega Man 2). Wood Man’s stage features a surprisingly detailed forest and tree trunk interior, Air Man’s stage is in the clouds and features girders and Mega Man 2’s “Goblin” platforms, and “Clash Man” resides in an ugly mess of pipes. As in the last game, Mega Man flies into space to confront Dr. Wily, though there’s now an additional cutscene where he drops you into a trap and you’re teleported to four additional stages rather than battling through different levels of Dr. Wily’s base. Needle Man’s stage has a large city in the background and essentially takes place on a construction site, while Magnet Man’s is also in the sky, with clouds obscuring enemies and you crossing gaps using the Mag Fly enemies. Hard Man’s stage is much more basic, being simple steel platforms and a plain background, while Top Man’s reminded me of a botanical garden with its glass tubes containing leaves. This latter stage, and Wood Man’s, contain underwater sections where you’re better off using Rush Marine than risk the floaty jumps. Disappearing/reappearing platforms make a return, as do insta-kill spikes, and you’ll be taking out Kaminari Goros to ride their cloud platforms across gaps. Large vertical shafts, different ladder designs (now with transparency), cannons, blind drops, and those rail-based platforms from Mega Man 2 all make appearances. When you explore Dr. Wily’s base, it sports a bizarre clock aesthetic and multiple narrow shafts and tunnels, while the ending cutscene again mirrors Dr. Wily’s Revenge by being in space and featuring a roll call of the game’s bad guys. Speaking of which, Mega Man II features far more enemy variety, recycling baddies from Mega Man 2 and 3 but I’ll take that over the handful of lame enemies seen in Dr. Wily’s Revenge.

Recycled Robot Masters are joined by a new foe and Dr. Wily’s newest three-stage weapon.

While Mega Man II performs much better than its predecessor and sports a greater number of large enemy sprites, there are still many moments where the game suffers from slowdown, screen tearing, and sprite flickering. It feels like a far bigger game thanks to you being transported to additional stages rather than straight to boss battles in Dr. Wily’s space station, though it still suffers from a lack of originality in its level design and a failure to better incorporate the various Special Weapons into each stage beyond using Rush Marine or Rush Jet to bypass certain obstacles. Drills, clamps, respawning enemies, rushing robot chickens, mechanical apes, and robots with fans in them dog your progress as much as totem poles, robotic birds, and giant mechanical cats. Bola-throwing Joes, spiked hedgehogs, and large spiked weights all make appearances alongside the usual bottomless pits, with some enemies positioned in ways that require your Special Weapons (though you’ll need all your energy for the Robot Masters). This game’s newest “Mega Man Killer” is Quint, but he’s a pretty lame penultimate boss despite his lack of a health bar. You simply slide under his pogo jump, watch for the rocks he kicks up, and blast him in the head. His Sakugarne is pretty difficult to control, but you can use it to land a lot of hits on Dr. Wily in the final confrontation, since his only weak spot is his cockpit. Dr. Wily battles you in three craft, flying between them in his little UFO vehicle, with the first being a mech walker that fires bouncy bombs and a low needle shot. Defeating that sees him switch to a tank-like vehicle and gain a cannon shot, while the third phase has him in a stationary dragon-like mech that drops missiles, rains enemy robots onto you, and tries to smash you with its extendable skull. If you’ve collected a bunch of E-Tanks, these battles are tough but mostly do-able. It helps that there’s not loads of projectiles and slowdown to deal with, though the rewind feature is obviously your saving grace.

The Summary:
Mega Man II represents a bit of a step up from Dr. Wily’s Revenge, but not much. It’s literally the same as the differences between Mega Man 2 and Mega Man 3, with Mega Man II adding only one brand new weapon to your arsenal (the Sakugarne), though it does recycle Special Weapons and the Rush abilities from those two NES titles. Sadly, they’re not utilised all that much; again, I can forgive this given the restrictions and limited hardware of the Game Boy, but it would still be nice if the game had found some way to incorporate Rush more prominently. Although the Game Boy still struggles to render all the action, Mega Man II performs far better than its predecessor, is much bigger, and features far more detailed environments. Some of them might be an eyesore but it’s still impressive given the hardware, and I always enjoy seeing it render large enemy sprites (even if they are immobile). The enemy variety was also much appreciated and a big step up from the last game, even if they are all recycled, and the music was pretty catchy, too. The hit boxes remain a frustrating obstacle, but Mega Man II seemed more forgiving in this regard, though more challenging overall with its longer stages, greater hazards, and the inclusion of four additional stages prior to the additional Robot Masters. In many ways, it’s simply a repeat of the last game but with more to look at and accomplish, which is enough to bump the score up ever-so-slightly, but there’s still a lot of room for improvement for it to match-up to its NES counterparts.  

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you own Mega Man II back in the day? How do you feel it compares to Mega Man: Dr. Wily’s Revenge? Which order did you challenge the Robot Masters? Were you disappointed by Quint? What did you think to the inclusion of four additional stages in Dr. Wily’s space station? Which portable Mega Man game is your favourite? How are you celebrating the science-fiction genre this month? Whatever opinions on Mega Man II, leave them below and be sure to check out my other Mega Man reviews!