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!

Mini Game Corner: Mega Man: Dr. Wily’s Revenge (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: 26 July 1991
Developer: Minakuchi Engineering
Also Available For: Game Boy, Nintendo 3DS, Nintendo Wii, Nintendo Wii U

A Brief Background:
Mega Man (Capcom, 1987) represented Capcom’s bid to make their big debut in the growing home console market. Known as “Rockman” in Japan, Mega Man was a big hit despite its excessive difficulty and, by 1991, the Blue Bomber had (eventually) become a Nintendo staple with a handful of sequels. While Capcom were busy working on Mega Man 4 (1994) for the Nintendo Entertainment System (NES), they outsourced the development of Mega Man’s Game Boy debut to Minakuchi Engineering, though long-time series artist and producer Keiji Inafune contributed by designing the newest Robot Master, Enker. Though limited by the Game Boy hardware, Mega Man: Dr. Wily’s Revenge was highly regarded at the time. Reviews praised its faithful recreation of the NES gameplay, though its difficulty and recycling of previous elements was criticised. Although a compilation of Mega Man’s subsequent Game Boy adventures was cancelled, the Blue Bomber had a healthy career on the Game Boy and his handheld adventures were later ported to Nintendo’s online shops and services.

The Review:
Mega Man: Dr. Wily’s Revenge is a 2D, sidescrolling action/platformer in which players control the fighting robot Mega Man and run-and-gun their way across four initial stages, each themed around a returning Robot Master from Mega Man. Being a Game Boy title, the controls are as simple as you would expect: you control Mega Man with the directional pad, jump with A, and fire his currently equipped weapon with either X or B. You can pause the game and select a Special Weapon using the + button, though the Special Weapons Mega Man obtains drain an energy meter, which must be refilled by collecting Weapon Energy pods that are either dropped by the constantly respawning enemies or found in each stage. You can also find the odd 1-Up for an extra life and refills for your health bar, both of which are sorely needed as Dr. Wily’s Revenge is one challenging game. While Mega Man can take a fair few hits, hit boxes are large thanks to the Game Boy’s small screen and the surprisingly big sprites. Mega Man also gets knocked back when hit and you’ll constantly have to watch for insta-kill hazards like spikes, lava, and bottomless pits. Thankfully, the password system introduced in Mega Man 3 (Capcom, 1990) appears here and you can abuse the Nintendo Switch’s save state and rewind feature to your heart’s content, though it’s sometimes easier to lose a life and respawn from a checkpoint with full health than risk battling a boss with critically low health.

Mega Man uses recycled abilities to take on some familiar faces in a semi-new adventure.

If you’ve played the original Mega Man, you’ll be very familiar with the Special Weapons on offer here. You’ll get the Thunder Beam, Ice Slasher, Fire Storm, and Rolling Cutter from the four primary Robot Masters, with the Thunder Beam firing horizontally and vertically, Ice Slasher firing frigid arrows that temporarily freeze enemies, Fire Storm blasting a fireball and creating a brief shield, and the Rolling Cutter tossing a boomerang-like projectile. You can challenge the four Robot Masters in any order but, as each has a specific weakness, it’s better to go after them with the right Special Weapon on hand as you’re stuck in a claustrophobic arena and dodging their attacks is incredibly difficult thanks to those big hit boxes. Once you’ve gotten the fourth Special Weapon, you’ll also get the “Carry” weapon, which creates a temporary floating platform and is key to reach out of the way areas or crossing spike beds or bottomless pits. When battling through Dr. Wily’s fortress, you’ll encounter four Robot Masters lifted from Mega Man 2 (Capcom, 1988) and gain four additional Special Weapons that again function exactly the same as before. The Time Stopper freezes all enemies until your meter drains and leaves you unable to attack, the Quick Boomerang tosses a few small boomerangs in quick succession, the Bubble Lead fires slow but powerful bubbles, and the Atomic Fire shoots flaming spheres that you can charge by holding X or B. Finally, defeating Enker earns you the Mirror Buster, which reflects projectiles if and when you can get the timing right. There is no slide ability here, no Rush, and very few opportunities to use your weapons in stages beyond using the Atomic Fire to destroy optional blocks in Dr. Wily’s stages.

Stages are surprisingly detailed, though the hardware struggles at times.

Despite being a Game Boy title and thus devoid of any colour, Dr. Wily’s Revenge surprised me in how detailed it is. There’s no intro or story to speak of, but the title screen is surprisingly vivid and all the sprites are big and cartoonish. Mega Man even blinks when left idle and the backgrounds are surprisingly not just plain voids, with you scrambling around on rooftops against a backdrop of clouds at times. You’ll clamber up ladders (sadly lacking transparency), hop to moving or temporary platforms, and dodge hazards such as blowing fans, electrical currents, plumes of fire, and the ever-annoying spikes. Each stage gives a sense of a theme, with Elec Man’s stage kind of being like a power plant, Ice Man’s being covered in snow that slows your movements and ice that sends you skidding to your doom, Fire Man’s stage featuring wooden ladders and rivers of flashing lava, and Cut Man’s stage being packed with girders and little buzzsaw enemies. Enemy variety is a little lacking; Metall and Sniper Joe are here, alongside little propeller enemies, loads of lame +-shaped robots, sentient scissor blades, and little birds that drop eggs full of smaller minions. Larger enemies like the Big Eyes and Hotheads act like mini bosses, slowing the action to a crawl and causing the sprites to flicker and the engine to struggle to render everything onscreen, and you must blast the Lightning Lords to ride their cloud mounts through the skies of Elec Man’s stage. Enemies respawn and can be “farmed” for goodies, but some (looking at you, Big Eye) are difficult to defeat without expending your Special Weapon energy. You’ll want to be fully powered up when you tackle the Robot Masters as, again, the game slows to a crawl once they start jumping or flying about and firing their projectiles, and the hit boxes are so big that it’s almost impossible to defeat them without taking at least a little damage, even with the right Special Weapon equipped.

Once you’ve bested the returning bosses, you’ll face Dr. Wily’s newest, cheap-ass creations.

Visually, the game does a decent job of recreating its NES counterparts. Sure, stages aren’t as colourful or varied and Mega Man’s sprite doesn’t change when he has Special Weapons equipped, but the same vertical shafts are here, many of the same gimmicks and mechanics are present, and the music holds up just as well as Mega Man 2’s. Larger sprite art is used to show Mega Man’s arsenal being upgraded, in-game graphics recreate Dr. Wily’s escape to his fortress and his humiliating defeat, and we still get a fun roll call during the credits. Naturally, beating the four stages isn’t enough and you’ll need to fight your way through Dr. Wily’s fortress, a mish-mash of every enemy, hazard, and gimmick seen before, including ice blocks that melt when you stand on them, flame bursts across the ground, and tricky platforming sessions (though now against the fun background of a space station!) Some of these hazards are used in tandem, such as fans pushing you back as you hop to platforms over a spike pit, or electrical bursts appearing in spiked shafts, or forcing you into shoot-outs with Sniper Joe on precarious platforms. After besting Enker (who can absorb and redirect your shots but its otherwise pretty easy to beat; literally just keep shooting and dodging), you’ll take on Dr. Wily’s newest death machine. This large, bird-like mech is completely stationary but initially spits buzzsaws that you must jump over or run under to attack with the Fire Storm. The second phase is much harder as Dr. Wily fires a semi-homing claw appendage and super-fast high and low projectiles. You need to find the space to avoid taking damage and use frame-perfect timing to reflect his shots with the Mirror Buster to win the day here, which can be very frustrating since everything is so hard to avoid given the restricted screen space.

The Summary:
I was surprised by Mega Man: Dr. Wily’s Revenge. Given the restrictions and limited hardware of the Game Boy, I didn’t expect the game to look or sound as good as it did. The sprites and environments are nice and chunky and detailed, technically surpassing the first two NES titles in many ways, and the game does a great job of recreating the gameplay and gimmicks of its home console cousins. Mega Man controls exactly as I’d expect and the gameplay loop is the same, but distilled into a portable package. Yet, I give the game props for having you face different Robot Masters in the endgame rather than simply repeating the previous four boss battles. Unfortunately, the limitations do hold this game back. Screens are largely empty, with only a handful of sprites and hazards seen at any one time, because the Game Boy just cannot render it all. This leads to some of the worst slow down and screen tearing I’ve ever seen as sprites fade out of existence and the game struggles to chug along. I can somewhat forgive the recycling of elements from Mega Man and Mega Man 2 and commend the developers for recontextualising them in a new adventure but, at the same time, why not just port the first two games since you’re not doing anything really new with the concept? The game is also atrociously difficult, and not just because the hit boxes are so large. I have no idea how anyone beat this back in the day without rewind and save states because it was pretty tough to beat even with those features. Unfair and needlessly difficult at times thanks to the hardware limitations, Dr. Wily’s Revenge is a fair crack at offering a portable Mega Man adventure but ultimately has too much working against it to be as enjoyable as I’d like.

My Rating:

Rating: 2 out of 5.

Could Be Better

Was Mega Man: Dr. Wily’s Revenge in your Game Boy library back in the day or did you first play it on Nintendo Switch? Which order did you tackle the game’s Robot Masters? Were you disappointed that the bosses and Special Weapons were recycled from the NES games? What did you think to the difficulty of the game? Which portable Mega Man game is your favourite? How are you celebrating all things science-fiction this month? Whatever your thoughts and memories of Mega Man, feel free to leave them below and go check out my other Mega Man reviews!

Mini Game Corner [Sci-Fanuary]: Mega Man: The Wily Wars (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: 30 June 2022
Originally Released: 21 October 1994
Developer: Minakuchi Engineering
Also Available For: Mega Drive, Mega Drive Mini, and the SEGA Channel

A Brief Background:
Before 1987, Capcom was mostly known for their arcade titles. The 1987 release of Mega Man (or “Rockman” in Japan) changed all of that. Widely regarded as an 8-bit classic, Mega Man was notorious for its difficulty and maintained this reputation across its many sequels and spin-offs. For decades, Mega Man was a Nintendo staple thanks to Capcom outsourcing the franchise to Minakuchi Engineering (and, briefly, Thinking Rabbit) for the Blue Bomber’s Game Boy ventures. Capcom also teamed with Minakuchi Engineering for Mega Man’s one and only Mega Drive appearance, which proved to be a nightmare because, as related by series artist Keiji Inafune, the developers struggled with the debugging procedure. Inafune stepped in to assist and also designed the new Wily Tower bosses for the game, whose North American release was first delayed and then cancelled due to technical issues. The Wily Wars eventually surfaced on the subscription-based SEGA Channel but it would take decades for it to be widely available to gamers. Those lucky enough to play it gave mostly positive reviews that praised the graphical overhaul and additional gameplay mechanics, though the sluggish control scheme and awkward hit detection was noted.

The Review:
I’ve already reviewed the first three Mega Man games (and a whole bunch of others) so it seems superfluous to go into great detail for this 16-bit remake collection. Essentially, The Wily Wars recreates Mega Man’s first three adventures from his Nintendo days in glorious, full-colour, 16-bit graphics. You get three save files to play with, that ability to switch around the game’s simple controls, and a sound and music test and that’s it. You play each game in turn, gaining an “All Clear” screen upon completing them, and each game stays true to their original mechanics. So, for example, you won’t be sliding, charging, or utilising E-Tanks in Mega Man, which is a bit of a shame as it would’ve been nice to see the later features incorporated to add a new challenge. By default, B fires your currently equipped weapon, A sees you jump, and you can pause the action and open the in-game menu with either Y or +. From here, you can select an E-Tank to refill your health when playing Mega Man 2 (Capcom, 1988) or Mega Man 3 (Capcom, 1990) and equip different Special Weapons. As in the original games, each Special Weapon is earned by defeating Robot Masters and each one has a finite amount of energy. Exploring stages and defeating enemies grants you small or large refills for your health and weapon energy; you’ll also find 1-ups, E-Tanks and, in Mega Man, can add to your high score by playing through the game.

The 16-bit visuals make Mega Man pop like never before while retaining the core gameplay.

Naturally, I took on Mega Man first and the graphical overhaul is immediate right from the start. Mega Man looks great as a 16-bit sprite; he still only blinks when left idle but it’s nice to see him resembling his box art for a change. Stages are obviously far more impressive here, with elements like rocky grounds, mechanical platforms, and piping given far more detail. There are some instances where the background scrolls past in a version of parallax scrolling; mountains, clouds, and scenes of destruction can also be seen in the backgrounds. Ice Man and Fire Man get the biggest glow ups in terms of visuals, with their slippery, snowy ground and flash-frozen backgrounds and shimmering heat effect and rushing lava, respectively. You can still freeze fire plumes with the Ice Slasher and grab certain blocks with the Super Arm, and this is still the only way to get the Magnet Beam to navigate Doctor Albert Wily’s fortress. The action is a little zoomed out, giving you more room to manoeuvre; this is especially noticeable in boss arenas, where it’s easier than ever to avoid attacks thanks to the extra screen space. Sprites still have sizable hit boxes and enemies will still respawn over and over, but Mega Man has never looked or performed better, with no slowdown or screen tearing evident in my playthrough. Things are a little bland, though; Sonic the Hedgehog (Sonic Team, 1991) this is not and, frankly, the presentation doesn’t seem to match what the superior Mega Drive was capable of in 1994. The music has also been remixed and, similarly, has a decidedly tinny and grainy sound that isn’t up to Nintendo’s 8-bit standards let alone the Mega Drive’s higher sound quality. Still, we get some decent, partially animated sprite and pixel art and all the same Robot Masters and bosses return. As you’d expect, all the same strategies work just as well this time, with the exception of the Yellow Devil; you can no longer exploit the pause function to easily defeat him. Still, they all look very vibrant and dynamic even when you’re decimating them with their main weakness and it’s immensely satisfying seeing Dr. Wily beg for mercy in 16-bit glory.

Mega Man 2‘s stages and final bosses greatly benefit from the graphical upgrade.

The visual upgrade continues in the game’s redesign of Mega Man 2 and is evident right from the start. However, while the game’s iconic title screen has been rendered in the same 16-bit art style, the city in the background does look a bit pixelated. This effect continues in Dr. Wily’s third stage and the Robot Master teleporter room is now a mess of animated panels, but most stages shine from the additional processing power. Bubble Man’s stage, for example, is awash with a very impressive waterfall effect that showcases some transparency effects; Wood Man’s forest has never been denser; you’ll hop behind big fluffy clouds like never before in Air Man’s stage; and Flash Man’s crystal mine is very beautiful with all its gleaming rocks and slippery crystal platforms. Mega Man 2 is further bolstered by big pixel art renditions of Mega Man receiving his upgrades; these are joined by incoming calls from Doctor Thomas Light that grant you the Items you’ll need to cross spike beds and navigate Dr. Wily’s stages. Large enemy sprites are better than ever here; there’s no slowdown when the Lantern Fish and Hot Dogs spawn in, no matter how many Shrinks and flame bursts they fire, and Quick Man’s stage still has its fading light gimmick and insta-death lasers. These are actually easier to avoid this time around; maybe it’s because of my past experience with the game but I relied on the Time Stopper far less this time around. A bit of parallax scrolling and an abundance of blinking lights and environment effects add to the visual appeal of this remake, though I will say that the stage designs could’ve been tweaked as there’s often a lot of empty space that feels wasted. The Robot Masters retain all their weaknesses, though their intros have bene reworked, but it’s the big bosses in Dr. Wily’s castle that benefit the most. Mecha Dragon, Guts Tank, and Dr. Wily’s machines are now fought against detailed backgrounds rather than a plain black void and you have more room to avoid their attacks. Mega Man did seem a touch slipperier in this game, I will admit, and the game seems to be deadlocked into its “Difficult” mode, meaning those damn Sniper Joes take a lot of hits or waiting around to destroy. Still, the visual glow up and the remixed soundtrack make this already great game even better and I loved the personalities of the quirky Robot Masters, which shined through much clearer thanks to the Mega Drive’s greater processing power.

Despite the Mega Drive’s increased power, the system struggles at times in Mega Man 3.

Things are very much the same for Mega Man 3, though Mega Man can now slide by pressing down and A and his weapon select screen has been changed. It now appears at the bottom of the screen, which I found to be a bit clunkier. Otherwise, the same kind of semi-parallax scrolling can be found here, with backgrounds moving with you through windows in Top Man’s stage and layers of pipes and machinery in Spark Man’s stage. Background details in general are much more detailed than in the original games: lava flows and bubbles in Shadow Man’s sewer-like dwelling, Snake Man’s jungle is much denser, and Needle Man’s clear sky reveals a city in the distance. Some stages are cluttered by the additional background details, though: Spark Man’s, for example, is so lively and has so many clashing elements that it was easy to miss pits and hazards. Gemini Man’s crystal cave is a step down from Flash Man’s, though the coral-infested, tadpole-dwelling depths have never looked better. Proto Man’s sprite doesn’t quite match up with the upgrade given to Mega Man, Dr. Light, and the enemy sprites, though, appearing strangely small and simple. The game still handles far better than its 8-bit forefathers, with backgrounds appearing for all boss battles and larger enemies like Bikkys, the Giant Metall, Penpen Makers, and Tama appearing (with limited frames of animation) without any slowdown. However, the game does struggle when you battle Gemini Man as he duplicates himself and sends his Gemini Laser ricocheting about. The action also slows whenever you fire this weapon, which is a shame as The Wily Wars had coped with these issues really well up to this point. As in the previous games, there’s much more room to manoeuvre here, giving you more margin for error in boss battles, though the battle against the tedious Yellow Devil MK-II is just as annoying since you have to wait for him to assemble. He also looks super derpy here, though you can at least get a few more shots in with the Hard Knuckle. You’ll still revisit four previous stages and battle the Robot Masters from Mega Man 2, with the Doc Robot assuming their abilities, and fly over spike beds on Rush Jet. Dr. Wily’s crawling machine is easier to avoid thanks to the extra space, negating its large hit box, and the gigantic Gamma now looks gloriously cartoonish as a huge, detailed background image that smashes up the lower platform with its fists. You’ll also still battle Proto Man and be left clueless regarding his true identity, despite redrawn, sprite-based cutscenes where Dr. Light muses about his true motivations and the shield-carrying anti-hero still watches his brother from afar.

Customise Mega Man to your liking and challenge new stages and bosses in the Wily Tower.

Finishing all three games on the same save file unlocks an additional mode exclusive to The Wily Wars: The “Wily Tower”. This mode remixes bits and pieces from all three games, including enemies, hazards, and stage elements to present Dr. Wily’s latest challenge to his rival. The begin with, you can challenge one of three new “Genesis Unit” Robot Masters before taking on the titular tower itself (which is essentially Dr. Wily’s newest fortress). Before each stage, you get to equip Special Weapons, Items, and Rush abilities from all three games. You can mix and match up to eight Special Weapons and set three Item slots, allowing you to use, say, Rush Jet alongside Item-3. This is a really fun feature and one I honestly wish the developers had applied to the other three games; you’ll need a guide or something to help you pick the right loadout for each stage, though. This is because, while you can get by perfectly fine for the most part, you’ll open up alternative paths using the likes of the Crash Bomb, freeze flame bursts with the Ice Shooter, and of course reach different areas with Rush. The Genesis Units are also weak to specific Special Weapons, so it’s fun to mix and match and see what works. While stages remix elements from all three games in a fun way, there are a lot of Hammer Joes in each stage. Still, it’s fun seeing Snake Man’s stage suddenly emerge from the grassy hills, the layered island and water visuals of Mega Water S’s stage and seeing Jamacys emerge from pipes in Hyper Storm H’s stage. The three Genesis Units are all based on characters from Journey to the West (Cheng’en, 1592): Buster Rod G is modelled after Sun Wukong and attacks with an extendable lance and duplicates; Mega Water S is based on Sha Wujing and boasts a water shield and jet stream; and Hyper Storm H is based Zhu Bajie and sports two health bars! However, Hyper Storm H may look intimidating, and his stage may sport damaging spikes, but he’s the easiest of the three, with Mega Water S being the trickiest since he can force you into insta-death spikes and Buster Rod G being the most frustrating since he can deflect your shots and shield himself at the same time.

The Wily Tower will test your skills, though the final boss is a bit of a pushover.

Clearing these three stages sees you challenge the Wily Tower itself, the only part of this mode you can replay after clearing it. These stages recycle elements from Dr. Wily’s previous fortresses and other stages, as before, with you riding tracks like in Mega Man, battling Hot Dogs and riding Lighting Lord’s clouds like in Mega Man 2, avoiding turbines, hopping to spinning tops, and more. Naturally, Dr. Wily has some defences you must past to reach him. The first, Snakey, is a fire serpent that pops out of lava and breathes fire or leaps over you spitting fireballs. The hardest thing about this fight is not falling in the lava courtesy of the small, springy platform you fight on; if you have the Ice Slasher or Bubble Lead, though, it’s a joke. The Iron Ball is even easier, despite firing the Gemini Laser. This easily avoided sphere bounces about a bit and is only vulnerable when its face is exposed, but it’ll crumble from a few shots of the Thunder Beam. You’ll then battle Buster Rod G again, this time while freefalling on pieces of a destroyed walkway, which is very unique. He’s technically much easier here as he just fires shots at you while hopping to platforms, but he can be tricky to hit unless you have the Air Shooter or Metal Blade on hand. Your final challenge is Dr. Wily’s giant mech, a machine so big that we’re denied a background and you must first destroy its legs to attack its torso. In this first phase, it just stomps about and fires homing missiles, but you can use the rising blocks to blast the sphere at its hip with Crash Bomber, Spark Shot, or Thunder Beam. Its torso assumes a boxer’s stance and tries to smack you with its spiked fists, which you can hop on to pummel its face with Hard Knuckles while also freely chipping away with Metal Blades. Once destroyed, Dr. Wily resorts to his UFO once more, dropping time bombs that are easily avoided. Though he stays out of reach at the top of the screen, you can finish him off with the Thunder Beam to complete this mode. It’s a shame there’s no boss rush and you still can’t play as Proto Man, but I enjoyed the “Wily Tower” as an additional mode so much that I honestly would’ve liked to see its mechanics applied to the other games, at least after defeating this bonus mode, just to mix up the classics.

The Summary:
Mega Man: The Wily Wars is an interesting conundrum. On the surface, it sounds great! The first three Mega Man titles on one cartridge, with save files, a bonus game mode, and all brought to life by 16-bit visuals? Sign me up, right? Well, it’s a bit of a mixed bag, really. Graphically, yes, the games obviously look and run better than they did on the Nintendo Entertainment System. There’s no slowdown until you encounter the Gemini Laser, sprites and stages are far more detailed, and the layering and visual glow-up given to these 8-bit titles is immediate and eye-catching. Yet, I can’t help but feel like they fall short of what the Mega Drive was truly capable of. They remind me more of the James Pond games (Millennium Interactive, 1990 to 1993) which, while colourful and fun in their own right, aren’t exactly comparable, graphically, the Sonic games or Rocket Knight Adventures (Konami, 1993), which released a year prior to The Wily Wars. The action is a bit too zoomed out (a strange complaint given how frustrating Mega Man’s portable adventures were), reducing the detail in the sprites and arguably making the games easier by giving you more room to jump about. They’re still challenging titles, don’t get me wrong, but I think the developers missed a trick by not trying to do more than just improve the visuals. They copied the games so faithfully that they even included Mega Man’s useless score system, which is just baffling. I think it would’ve been better to look at the improvements the series had made by this point and apply them to all three games, sprucing up the interface and mechanics. Capcom would later do something like this with Mega Man Powered Up (2006), but it’s baffling to mee that Mega Man was up to his sixth game by this point and none of his then-modern mechanics (a charged shot, Rush’s other capabilities, and such) were included here. The Wily Wars’ main appealing factors are its visuals and its rarity; it’s a curio few got to play and thus worth a look, if only to challenge your skills in the enjoyable Wily Tower mode. However, I think I preferred playing the 8-bit versions, flaws and all, just because they had a charm and heart to them that was somewhat lacking here simply because The Wily Wars could’ve been so much more and it played things far too safe.

My Rating:

Rating: 3 out of 5.

Pretty Good

You didn’t own Mega Man: The Wily Wars back in the day so I won’t ask. But, when did you first play it? What did you think to the graphical overhaul given to the first three games? Were you disappointed that Mega Man didn’t sport more of his later abilities? Did you ever complete the Wily Tower? Would you have liked to see its mechanics applied to the other games? Which Mega Man game is your favourite? How are you celebrating sci-fi this month? Whatever you think about Mega Man, comment below and then check out my other Mega Man reviews!

Game Corner [Sci-Fanuary]: Mega Man 6 (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: 24 August 2015
Originally Released: 5 November 1993
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Xbox, Xbox One, Xbox Series S 

The Background:
Capcom made a successful debut on the home console market with the notoriously difficult Mega Man (known as “Rockman” in Japan), a widely praised run-and-gun that spawned numerous, equally celebrated sequels and spin-offs that dominated Nintendo’s consoles. By 1993, Capcom were busy working on bringing Mega Man to the industry-defining Super Nintendo and series artist Keiji Inafune worked hard to come up with new, innovative gameplay mechanics for the Blue Bomber’s sixth 8-bit outing. As before, the game’s Robot Masters were designed by fans, though two were the result of North American submissions and the implementation of the Robot Masters caused some issues for the overworked Inafune. Despite being the last Mega Man title released for the NES, Capcom decided not to publish it outside of Japan, so Nintendo of America handled that aspect. Regarded by some as the best of the original six Mega Man titles, Mega Man 6 has been widely praised despite sticking to the series formula and including some cheesier elements. Mega Man 6 has enjoyed many re-releases over the years and was naturally a part of this Legacy Collection release, which included quality of life features and additional bonuses.

The Plot:
A year after defeating Doctor Albert Wily, the Global Robot Alliance organises the First Annual Robot Tournament to determine the world’s strongest peacekeeping robot. When the mysterious “Mr. X” attacks with eight Robot Masters, the super fighting robot Mega Man to intervenes.

Gameplay and Power-Ups:
For his final NES appearance, Mega Man delivers one last 2D, run-and-gun action/platformer that pits him against another batch of eight Robot Masters. Although you can challenge the bosses stages in any order, it’s best to tackle them according to the cheat sheet provided with the Legacy Collection (or an online guide) as each Robot Master has a specific weakness. Mega Man 6 also includes more branching or alternative paths than any previous Mega Man title, with each of the initial eight stages featuring two paths that lead to their boss. Although you’ll still battle the Robot Master and obtain their Special Weapon upon victory, only one of these two routes gives you one of the four Beat Parts to utilise Beat, Mega Man’s robotic bird helper. You can replay any of the previous stages to acquire ones you’ve missed but will lose this ability once all eight Robot Masters are defeated. Mega Man 6 adds nothing new to Mega Man’s basic controls: you’ll jump with X, sliding under enemies, projectiles, and through narrow corridors with down and X, fire your Mega Muster with A (holding A to charge the shot), and rapidly fire with Y. The Legacy Collection allows you to tweak these controls, if required, rewind the game, create save states, and apply special borders and filters to the game. Although the Mystery Tank is gone, you’ll still grab E-Tanks to refill your health and 1-Ups, health and weapon energy from enemies or scattered about the levels, and be gifted these power-ups whenever your robot ally, Eddie, appears. You’ll find more of these by taking alternative paths or utilising the Flame Blast or Mega Man’s new Rush Power Adapter to melt or destroy certain blocks, respectively, and open new paths.

Mega Man can now merge with Rush to power up, and open new paths using his Special Weapons.

Yes, while Rush does appear whenever you select one of the two Adapter forms, the little robotic canine can no longer be summoned to aid you. Instead, Mega Man fuses with Rush to gain a powerful set of armour that fires a shorter, but far stronger shot. Alternatively, Mega Man also gains a super useful jetpack, perfect to flying to ladders, platforms, or hovering over spikes. These two forms are tied to a meter that limits how much you can use them, but you don’t need to collect energy to fill it (though you lose the ability to slide when using Rush Adapters). Once again, Capcom are hardly thinking outside the box with Mega Man’s Special Weapons, but I appreciated that the Flame Blast and Rush Power Adapter were used to reach new areas and it’s extremely useful to use Centaur Flash to attack all onscreen enemies or Plant Barrier to gain a shield. Personally, I prefer to save the Special Weapons for the boss battles, so I largely relied on the Mega Buster and charged shot, though the speed of the Yamato Spear was appreciated and it’s always useful to hit airborne or oddly placed enemies with the likes of the Silver Tomahawk and Blizzard Attack. Like Mega Man 5’s Water Wave and Charge Kick, the Wind Storm and Flame Burst are great for attacking smaller enemies that rush across the ground, while the Knight Crush’s boomerang-like arc can deal extra hits if shot correctly. Sadly, they’re all way too familiar at this point and still don’t mix up the gameplay mechanics. Rather than expanding upon the Marine Bike and Super Arrows, Mega Man 6 removes them. You do have to hit Pookers with a charged shot to flip them into rideable platforms, but that’s not as fun as the fast-paced sidescrolling shooting offered by the Marine Bike. As mentioned, Beat also returns and is just as difficult to obtain. His ability to battle alongside you explains this, but it was annoying not being able to utilise him without a guide.

What few new gimmicks are included are at least visually engaging.

Mega Man 6 also plays it safe when it comes to stage hazards and level design. Sure, the spikes all have a different appearance in each stage and it’s fun to discover new areas, but you’ll encounter the same bottomless pits, disappearing and reappearing blocks, moving platforms, and tricky platforming challenges here (though the Rush Jet makes it much easier to bypass some of these). However, there are some new and clever mechanics to encounter here. Flame Man’s stage is filled with oil that slows you down and bursts into insta-kill flames when ignited by enemy fire. Blizzard Man’s stage also slows you down with snow and sees you skidding about on ice, making jumping to ice columns and platforms a genuine concern. Knight Man’s stage includes a large set of ceiling spikes that threatens to crush or skewer you and bouncy gears that pinball you about, Centaur Man has underwater sections (including a part where you must time your jumps according to the rising/falling water to avoid spikes and pits), and Wind Man’s stage features propellers that enhance your jump and are used to clear gaps and reach ladders and platforms. Many of these gimmicks are recycled for Mr. X (not that one) and Dr. Wily’s stages, with a falling block bridge, reliance on the Rush Jet, flipping spiked platforms, fan enemies that blow you into spikes, hidden drops, and a lack of energy refills making these, fittingly and as usual, the most challenging stages. Each time you clear a stage, you get a password (made redundant by the Legacy Collection), though I found enemies dropped health and weapon energy far less frequently than before, which can make Mega Man 6 tricky at times.

Presentation:
It remains a constant disappointment that, six games in, Mega Man’s sprite remains unchanged since Mega Man 3 (Capcom, 1990), with his sprite simply changing colour whenever he has a Special Weapon equipped, dramatically exploding when killed, and striking a pose when he defeats a Robot Master. I suppose this isn’t entirely true as Mega Man does get a new sprite when using the Rush Adapters, but I would’ve liked to see more detail, a proper idle animation, and a revised sprite to match with the far more detailed backgrounds and environments. As in Mega Man 5, Mega Man 6 uses its resources wisely, limiting the onscreen enemies to reduce (but not eliminate) slowdown and screen tearing and transitioning to a plain black background whenever larger sprites appear. Sadly, Mega Man 6 is a bit of a step back from Mega Man 5 when it comes to narrative; the introduction features large sprite art, but it’s all static and you’ll only see it animate in the game’s ending. However, the stage introductions are vastly improved, now displaying stats for each Robot Master (though not their weaknesses) and a big, animated Mega Man sprite is showcased when you obtain a Special Weapon, with my call for a visual representation of the weapon’s abilities being answered. While Proto Man, Roll, and Doctor Thomas Light are all absent, there is a sprite-based cutscene revealing that Dr. Wily was the true mastermind behind the recent robo rampage and Robot Masters are accompanied by ominous lighting when they drop into their arenas. The more detailed Capcom logo also returns, as do instances of moving foregrounds and backgrounds that appear to be a version of parallax scrolling, though they’re used sparingly (as are instances of flickering lights in the background).

The stages are more colourful and detailed than ever and really showcase the power of the NES.

The music is, again, top-notch, if hardly anything groundbreaking. What did surprise me was just how far the environments have come since the franchise’s basic early days. Again, this is why I feel the series would’ve benefitted from releasing games every two years or so, to give the developers time to figure out the NES hardware limitations and combine some of their ideas to appear more innovative with less games. Flame Man’s stage is a veritable oil field, but with an Oriental flavour to the background; I loved the gimmick of the oil igniting and wish the game had done more with it. Blizzard Man’s stage takes place in the snowy mountain peaks, featuring platforms that’ll explode under you if you’re not careful, meltable walls, and a really fun and impressive section where you carefully platform across a submarine, avoiding the spikes overhead and below. Plant Man’s stage was the most visually impressive for me thanks to the dense forest in the background. Enemies even dropped from the trees and hopped out of grass, which was really surprising, and the stage included some quirky springy parts to mix things up. Tomahawk Man’s stage has a distinctly Wild West theme, featuring cacti and a beautiful sunset in the background, while Yamato Man’s is themed more around Japan, featuring a large mountain and traditional architecture, and Knight Man’s is, as you might guess, themed around a medieval castle and dungeon. Centaur Man’s stage is more inspired by Ancient Greece or Atlantis, featuring columns and ruins and animated water, while Wind Man’s stage sees you traversing a cluttered mechanical tower. Mr. X and Dr. Wily’s stages are the usual mishmash of garish colours and mechanical trappings, though Mr. X’s impressed with a surprisingly detailed futuristic city and moon-lit night sky in the background. Being able to see through windows and Dr. Wily’s mixed and matched enemies and hazards from previous stages create another visually interesting obstacle course, though one boasting alternative paths.

Enemies and Bosses:
As you might expect, some of Mega Man’s more iconic enemies return in Mega Man 6, such as Sniper Joes now piloting massive cannons, though the Metall’s adopt a disappointingly back to basics approach. You will encounter giant Metall dispensers a few times and one pilots a mech suit in Dr. X’s third stage, but there are now fun new variants and even giant versions here. Slightly tweaked versions of the Dachone, Shield Attacker, shielded Tatepakkan cannon all appear; the Fire Boy is somewhat similar to the Hothead enemies in that they toss fireballs; drill tanks still charge towards you; and you’ll even encounter an evil version of Beat, Peat. Robotic seals, tanukis, pandas, cowboys, fish, bugs, and pelicans (which drop robot fish) make up the quirky list of enemies you’ll face. Skull-faced jumpers, erratic anthropomorphic springs, and speedy curling stones also appear alongside larger enemies. You’ll encounter a few robotic squids that fire homing missiles and ice blocks, brutish Power Slams try to crush you with a boosted jump, clouds transform to submarines, and samurai-like guardians deflect your shot with their spear and toss projectiles. Naturally, the largest enemies act as mini bosses; you’ll destroy a few Metall dispensers, as mentioned, which are more an inconvenience than anything. Gamarn and Gamadayu are a bit tougher in that the large mechanical frog fires lasers from its mouth and his little pilot tosses bombs, but they’re a largely stationary target. Not so for the Gorilla Tanks, which trundle along on tank-like treadmills and spit a spread shot as well as firing their fists at you. All these mini bosses are notably weak to the Flame Blast, though you’ll have to target the Gorilla Tanks’ eyes to take them out.

Robot Masters continue to be weak against specific Special Weapons.

As ever, Mega Man 6’s latest Robot Masters are fought in enclosed arenas and generally jump about firing their Special Weapon. Like in Mega Man 5, Robot Masters seem to take more hits than in previous games, offering a bit more challenge even when hitting them with their weakness. All are fought a second time, in more generic settings, in Dr. Wily’s fortress and, as ever, their difficulty depends on which Special Weapons you have. I went for Flame Man first, who not only causes flame pillars to burst from the ground but also launches a fireball. The Mega Buster works on him very well, though the Wind Storm is obviously even better. His Flame Blast makes short work of Blizzard Man, who’s fought outside for a change and is invulnerable when charging in his ball form. His Blizzard Attack, which summons snowflake projectiles, is the best way to wilt Plant Man, who utilises a very familiar barrier that both protects him and acts as a projectile. You’ll need to time your Blizzard Attack to hit him in the small window when he’s vulnerable, and similarly time your own Plant Barrier when facing Tomahawk Man, who not only tosses his directional Silver Tomahawk but also fires feathers at you. Yamato Man is a bit nimbler and more versatile, defending himself with his lance and flinging his signature Yamato Spear straight ahead or in a spread. This fast-paced attack obliterates Knight Man, who’s mace/boomerang-like Knight Crusher equally crushes the life out of Centaur Man. Possibly the most creative Robot Master up to this point (at least visually), Centaur Man teleports about and fires an easily avoidable spread shot but will briefly freeze you with the Time Stopper-like Centaur Flash. This Special Weapon makes a joke of Wind Man, who desperately tries to suck you in and fires propeller-like projectiles only to fall with a few hits. When fought again in Dr. Wily’s castle, you’ll again have to endure only having your health refilled after each bout, hence why I like to conserve my Special Weapon usage in stages.

Mr. X is obviously Dr. Wily and has some big, dangerous mechs in his castles.

Like Mega Man 5, you’ll have to tackle Dr. X’s four stages, three guardian robots, and the madman himself to unmask the game’s true evil genius. First, you’re pitted against two upgraded Rounders; these spherical craft loop around a track dropping small bombs and are tricky to hit with the Heat Blast. The Power Piston is a much easier target, though you’ll need to position yourself just right so the Silver Tomahawk arcs into it while also avoiding its spread shot and the falling boulders. Although it looks intimidating and fires a big, bouncy shot, the Metonger Z is easily felled by the Blizzard Attack. The X Crusher can be much more challenging as it’s a huge wrecking ball sprite with an equally large hit box; it sways back and forth and drops a purple shot like the one used in Mega Man 5’s finale. However, if you stay in one corner, time your jumps, and attack with the Flame Burst, he’ll be toast soon enough. Dr. Wily’s fortress houses the huge (but entirely stationary) Mechazaurus, perhaps the franchise’s biggest and most impressive boss so far. It’s no slouch, either; you must avoid its fireballs and hop on quick moving platforms fired from its torso to shoot its eyes with the Yamato Spear, which can get quite hectic. The Tank CSII is much easier, despite being a moving target; simply avoid its small and big shots and blast its centre mass with Wind Storm. Your final confrontation with Dr. Wily is a three-phase battle that first seems him trying to crush you in a gigantic skull ship that’s also got a massive hit box. All you need to do is slide to safety and pelt it with the Knight Crusher or Silver Tomahawk, though I’d save that for the third phase. After enough hits, the cockpit is damaged and the ship moves more erratically, relying more on its large spiral shots, but the strategy remains the same. Finally, Dr. Wily again teleports about in his UFO craft and blasting you with four spiral shots. But this is probably the easiest final battle against him as you just pelt him with the Silver Tomahawk and he’ll soon be begging for mercy and finally locked up for good.

Additional Features:
Twenty-four Achievements are up for grabs in the Mega Man Legacy Collection and you’ll snag one for completing this game, and another for beating all six Mega Man games. Alongside the usual display options on offer, you can enable a turbo mode, play the Japanese version of the games, browse a concept and character art museum, and listen to the soundtrack. If you fancy an additional challenge and some more Achievements, you can check out the appropriately named “Challenge Mode”, where remixed stages from all six Mega Man games offer timed challenges. Challenges specific to Mega Man 6 are also included to test your skills, though the only real replay value offered by Mega Man 6 is again in replaying stages to find the secret exits and acquire Beat.

The Summary:
Mega Man certainly finished up his NES days with a bang. While, on the surface, Mega Man 6 is much of the same as before, offering only a few additional features and even missing or not expanding on mechanics from Mega Man 5, it’s astounding how much more detailed the game’s environments have become compared to the first game. While it’s disappointing that Mega Man’s sprite hasn’t evolved all that much, the more detailed sprite art and animations between stages and the new Jet Adapters make up for this. I missed Jet Marine and the Marine Bike, but I loved having a jetpack and the power armour and that they didn’t consume energy when used. As ever, Capcom could’ve done more with these, but it was great seeing them be necessary to access alternative paths and giving you a reason to switch to Special Weapons in stages. While the Robot Masters aren’t all that special, they’re visually very quirky, much like the beautiful stages, and I really enjoyed how big and outrageous some of the boss machines were. It’s a shame we never got a resolution to the Proto Man storyline here, or got to play as him, and that Mega Man 6 focuses more on action than narrative, but the gameplay experience was really solid, with some fun gimmicks. Again, I do think the 8-bit games would’ve been better served releasing further apart and in fewer numbers but Mega Man 6 shows how powerful the NES could be at times and offers a fair bit of innovation compared to some of its predecessors, and even sneakily teases that the series will continue by the end.

My Rating:

Rating: 4 out of 5.

Great Stuff

Do you think Mega Man went out with a bang with Mega Man 6? What did you think to the new Rush Adapter mechanics? Were you disappointed that the game didn’t better expand on Mega Man 5’s gimmicks? Which of the Robot Masters was your favourite to fight against? Did you guess that Dr. Wily was behind everything again? Were you impressed by the greater level of detail in the stages? How are you celebrating the science-fiction genre this month? Whatever you think about Mega Man 6, comment below and go check out my many other Mega Man reviews.