

[Editor's note: Tubatic takes a look at the Mega Man series and tells us how he would improve it as part of May's Monthly Musings theme. Adding Ikaruga to just about anything would make it ten times more awesome. -- CTZ]
I love the Mega Man games, for pretty much all the reasons anyone could love Mega Man. The flow of gameplay, the higher difficulty, the style of it, the ridiculous and sometimes even heartfelt stories (see: Mega Man X).
That said, lets talk about changing some things, using the core Mega Man series as a base model. Hit the jump to see how I would change this series.
Weapon Combos
I'd say that Mega Man definitely has weapon stealing down to a science. Regardless of the enemy, and with apparently very little retro fitting, Mega Man
can adapt the special move of any boss that he's defeated. So,
lets just take that up a notch. For my first change, I want Mega Man to start combining his stolen abilities.
The result: awesome. What if this happened in Mega Man 2? Wood Man's Leaf
Shield, crossed with Air Man's Tornadoes? Maybe that's a vortex of sharp leaves
that sucks in enemies to get torn up in your shield! Metal Blade mixed with Crash Bombs? Eight directions of line-of-site Metal Blade Bombs! The possibilities are crazy, and numerous. 8 x 7 comes up to 56 different combos, given your usual eight robot master game scheme.
This wouldn't be without its unfortunate bad combinations. Flashman's weapon plus almost anything offensive might result in a barrage of hurt that Mega Man,
unfortunately, has to endure for the duration of the weapon. Or maybe Airman plus Bubble Shield would just result in a completely ineffective squirt of tiny bubbles. It's a trial and error process.
So resulting from that, Mega Man gets a mild shot of sci-fi stuck in his action
platforming. Levels could be retooled around making these combinations, or,
maybe there could be a "Danger Room" for Mega Man to go to and test out his new toys. You'd still have the old school platforming, but the act of using weapons
in combination becomes an exciting new game mechanic.
Weapon Switching
If we take that change into account, then we instantly have an amplification of an ever present, though fairly minor problem: the traditional methods of switching weapons is kind of broken. Mega Man's flow of gameplay has always been stilted by weapon selection.
This was especially glaring in end boss fights. Wily's phases would each rely on a different key weapon to hit his weak spot. As thrilling as that action is, it was somewhat disrupted by the need to either pull up the weapon menu, or use your shoulder buttons to cycle through until you found the weapon you need. While shoulder scrolling isn't too bad, it's still bound by being a linear list. And, throwing combinations into the mix, its going to be tricky cycling through and getting what you want.
The solution: analog sticks. All modern consoles have dual analog sticks, including the Wii's classic controller. (And frankly, why would you play a Mega Man game with anything less?) Analog sticks, unlike the D-pad, can hit the eight compass points fairly easily. We assign each robot master's weapon to a compass direction, and allow the player to press or flick in the direction that they want. For simplicity, maybe we make a shoulder or face button quick reset to default to the Buster Cannon, since pressing in on analog sticks can be tricky. This is important, since you won't be resting your thumbs on the sticks during gameplay.
For purists, lets keep the menu system in. That menu system will still be useful
under the new system too. Perhaps for a map screen, or configuring the weapon
selections for the analog sticks. But now, if you really don't want to tear away from the action to switch guns, you don't have to, and you can keep the action going!
Ready your Shield and unleash Hell
Now that we're mixing weapons and switching on the fly, what else is there? Lets
really press the genre and install a few new gameplay and level mechanics.
Since the very first game, our Blue Bomber has had to contend with some iteration of the shield-wielding opponent. Whether its been those guys on Flash Man's level, those skull-rocket things in 6 and 7, or his brother from a different lab table, Proto-Man, Mega Man has had the constant displeasure of having his regular attacks blocked and thwarted by guys with super amazing shield capability.
Why can't he steal that? Its precedented as an easter egg/special item of Mega Man 7, but the implementation there was very static. What I'm proposing is an
all new shielding mechanic for the Mega Man series. Sure Mega Man dodges fine
enough, but if he has a versatile shield, it can open the way to a complete level-up from current Mega Man gameplay. An implementation of mentality that's
had amazing results in another genre, and could be revolutionary in the side
scrolling platformer genre.
I'm talking about Bullet Hell. Ikaruga meets Mega Man. Rokuman no Danmaku, bitches. I'm running this train off the rails, so stick with me.
Wielding the shield completely overhauls the control scheme. Activating the shield will be a single button toggle (L trigger/shoulder). D-Pad is your movement as usual and there's no shooting while the shield's up. Since were not shooting here, we're going to take the right analog stick: no combos right out of shielding. With the shield up, you're controlling in eight directions and R trigger becomes your jump button. That's your basics.
From here, you're the target of a thousand guns. Bullets rain from above and from the side. Your shield deflects some bullets, and absorbs others. You don't get much chance to get aggressive in this mode: its all survival. While amped up difficulty is good, managing a simultaneous offensive while going into this defensive mode, there just aren't enough hands to really cover that! But what you end up with is sections of the normal Mega Man game, which is traditionally about dodging fire, wherein you go into tank mode.
Yeah, kinda like that.
And depending on smart level design, there'll still be advantage to going shieldless. You'll be able to cause massive damage out of shield-mode, and your
combo weapons are not readily available directly coming out of shields. If you're going to take on a boss, you've best off going without shield, for quickest win/highest rank/righteous bragging rights. Mega Man, at its heart, is really about finding ways to avoid damage. But it sets up the task of surviving a situation that, by all initial estimation, there's no way you think you'll be able to accomplish. Once you do, using the tools at your disposal, you'll frankly feel pretty badass. It's that sense of self accomplishment that retro gamers rave about when they talk about the good old days of hard games and limited lives. Its hard, its scary, but it's also a great experience that you'll likely remember well into the age of your children's next-gen gaming.
And taking the idea further, lets put some flight functionality on that shield! I love Rush as much as the next guy, but what if Mega Man just had something on the quick that he could jump onto and start flying with? Lets then take that down analog stick (because really, who blocks straight down?) as a mounting position of the shield. Hit the activation button, and you get full directional hover/fly, with a recharging "fuel" limit. Lets make that an advanced upgrade for the shield, and it would not necessarily have a role in the entire game. When needed, Mega Man would have this extra boost of mobility that at least a few people really enjoyed from the RushJet version in Mega Man 3.
Our Mega Mans, let me show you them
I'll admit, I've gone crazy. A lot of this doesn't make good sense and is far flung from the roots of our favorite robot hero. Would the purists accept this? Would the Battle Network kids become completely intimidated by the ramped up difficulty, let alone the fact that it's a side scroller? Can any normal human being aside from the Zentastic Topher Cantler even bring their mind in line with the Defender-esque controller dance I've laid out? I must concede, I'm asking a lot of a broad audience that definitely loves its franchise.
But what if it worked? The end result would be intensely gratifying. Imagine the satisfaction of pulling off the wild combo required to dodge, charge Buster, slide, then fire, flick into combo weapon, fire, slide, change weapons, fire more, activate shield, run the gauntlet, and end it all off with jumping our blue dude off of a cliff where we subsequently shield down, hit the jets, and blast off as the level starts to crumble in on itself.
Hell yeah.
Mega Man. I love it. Lets change it.
Have you gone mad man?!! It will kill us all!!!
I would cry if such a game was ever announced...
Also new megaman legends
The weapon switching idea is good, and I'm thinking that if you're going to be combining weapons, you should be able to assign specific combos to the right stick as well.
The shield sounds awesome as well. Imagine the mine cart section(s) from X, but in order to get through, you have to use your shield to block the bullets. Also, I loved the rush jet, so I'm all for the flying shield idea. I would buy 10 copies of this Mega Man and hold a contest to give them away to my fellow Dtoiders!
Finally: FRONT PAGE!
@magesx
Enh, not so much. They're good and all. But they're no Mega Man :D
HOORAY!
Hip hip
HOORAY!
Hip hip
HOORAY!
We plan to include the classic dash, crouch, sidestep, double jump movements but allow to combine them with each other and with "weapons".
We're still not sure about the motif of the game, but we're working on the physics and graphic engine (using SDL and box2d)
Megaman is an awesome series, I wish they improved on the classic stuff, the core of the game instead of making silly spinoffs.
Weapon combination = sex, though.
Shield is more interesting to me because it can add some difficulty, when you have to decide in a split second if you should dodge fire or shield it.
I am very interested in your Shield idea, though it seems a lot like the game breaking Shadow Dash in Megaman Zero 3
But I still, even without the Shield or Shadow Dash I want my bullet hell run 'n gun.
Weapon Switching - "The solution: analog sticks. All modern consoles have dual analog sticks, including the Wii's classic controller" , 2D MegaMan on home consoles. . . You can wish.
Shield - You can have it in MMZ4.
It would certainly keep things flowing rather smoothly if you're fast enough and inclined to choose quickly or, if under a ton of enemy fire, allows a nice respite wherein you have time to strategically plan what weapon you want and how to approach the battle you have found yourself in.
Sounds like a good combination to me. In fact, Mega Man games modeled off of R&C wouldn't be a bad idea in and of themselves. Then again, I love R&C.
Great read.
I'm not big on the shield idea though, taking away Mega Man's offensive powers, even for a little bit at the player's discretion, would just seem off. And when using the shield as a hover-jet you'd be wide open to attacks, unless you let the player use weapons with that shield set up. Then it might get overly complicated...
Great write up, I can go with most of your suggestions...
That's Amazing!!! I wonder if I can tate my monitor at work just to have that as my desktop . . .
@michiyoyoshiku
It feels like you're right. Aside from the ZX games keeping the original spirit and platform gameplay alive, he's been stuck in Battle Network for years now.
My desperate hope is that I'll one day be wealthy enough to go give Keiji Inafune a big sack of cash and tell him to make another Mega Man game. I think he'd be pretty cool about that.
Maybe with the lower publishing costs on digital distribution . . . dreamers will dream!
And technically they did do a Battle Network side scrolling game. Mega Man Network Transmission for the Gamecube. Although the graphics were not that great, it was insanely difficult near the beginning, not so much in the middle, and went back to being difficult near the end. Still, lotsa fun.
-Kazoo
Something like that. I'm thinking, if you really want all 8 ready for combo, map the weapons on both the left and right analog, keeping your D-pad as the main control. So in practice, you either take your thumb off the D-pad to hit both your sticks at the same time, or, if you're playing on a 360 or GC controller, you're bringing your index finger up from the left trigger to keep your movement going. With Wii Classic or the Playstation, you've got the meat of your thumb that can nudge your left stick full right for your most dire blade component.
Sounds like a pain when you see it written, but I think it would become very natural once you're in the spin of things. Aside from my Bullet Hell scheme, the games are usually good about giving at least second of breathing room in boss fights.
I agree with Cataract in that there's plenty of room for more Protoman love. He was always the most fascinating character in the series for me.
I would blow my wad if Mega Man 2 got the full HD treatment like Super Street Fighter II. All-new graphics, remixes of the classic music, Protoman as a playable character, maybe throw in some new hidden stuff. Ahh, I would gladly pay $10-$20 on XBLA for that.
@ B5512
Well the Mega Man XZ games are Metroidvania in design. I suggest picking them up but I seem to be the only one that loves them. And there is some quick RPG elements.
You're not alone, I love the ZX games. I've some issues with 'em, but to me they're the best Mega Man series in a while...
I'm actually REALLY interested in reading a Love It/Change It for Battle Network!
I antagonize those games for being this whole opposite direction for the series, but I'd love to get a better feel of the series from someone that really enjoys them.
Thanks for the recommendation--I've always been a bit on the fence about the ZX games. They look solid, but the saturday morning cartoon vibe was grating on me a bit. If I find one cheap I'll definitely snap it up, just not sure if the original or advent would be a better purchase.
I suppose a metroid-ey direction for the mm series would be a bit of a cop-out, as they have managed to keep the platformers in the series remarkably distinct from that other giant protagonist-with-a-gun-arm franchise. Plus, it is well known that these types of games are significantly less "hardcore" than straight metal slug or contra type games. To each his own i guess.
Hey, they could always make Dyson ecstatic and deliver an FPS Mega Man: Prime. ;-) Mega Man: Proto perhaps?
I actually didn't get either one of them until this past Christmas, but chomping for a third one. With a little more polish I think they could be amazing. Coupled with the Zero series, I can never understand why people seem to believe Mega Man's just stale and dead.
Granted I think they messed up the map horribly in Advent.
@ Tub
If I hadn't been so busy last month (and the first part of this month) I probably would have done them for the Guilty Pleasures idea. I can see why they aren't for everyone but I love the slight reimagining of the universe.
However this pretty much came out of me finally picking up Star Force back in March. Star Force is godawful and I wish I could play it for more than five minutes without just puting my DS into sleep mode and saying screw this. I seriously have to play it in small five minute bursts to get anywhere in it.
Really wish I was farther in it to give it a fair shake but the fact that I can't seem to do it is a bad enough sign.
I'm still wondering who all these new characters are. I haven't played a Mega Man since X3. :(
Yeah I reccomend them but as someone might point out -- I like the BN games too so maybe my opinion is moot.
I definitely enjoyed them but I liked the first one much better in most cases. Though Advent felt a bit harder until you got to the end...and it kinda just...yeah it doesn't feel all that hard towards the end. Last boss is a bit of a letdown. Actually huge letdown.
The VA work in the second one is about as corny as your Saturday morning cartoons, yes. I believe all the VA, what litte there is, in the first one is in Japanese so that helps. Things sound much better when you haven't got a clue what they're babbling about.
And I think we got the first one on clearance for $10 at Christmas time and Advent for around $20 at the same time. Should be able to find used copies around that or cheaper I'd think.
@ Tub again
The weapon combo system is definitely a 'go' idea with me. I'd love to see it.
Like a few people the shield idea I'd have to see in action and I don't know how you'd be able to seamlessly fit it into the stages but that's why you do it once -- so you can polish it for the sequel.
Honestly, any change to Mega Man would be a good change at this point.
Megaman was at its best in legends.
My idea of the perfect megaman would be a metroidvania style game.
He only needs 4 or 5 weapons, each partnered with some new exploration mechanic (rush/beat) that grant him access to new parts of the overworld.
Keep the choose your direction elements of the original, and you will have the best metroidvania game ever made. (Yes I realize I am basically describing the Zero games, but they weren't megaman, and the weapons sucked :P)
i also like the idea of a metroidvania megaman.
i very much dislike the non-linear "exploring" of the zero and ZX series on the handhelds, but if the whole game was setup like a metroidvania it would be much more palatable and not just a mindless waste of time between "stages"
the weapon comboing is genius. a shield could be cool too, but it could be tricky. especially if it involves deflecting AND charging. maybe just deflecting to start, and maybe limited use or stealing.
good ideas all around though, i hope to see them.
Other than that though, I want to be able to freaking duck, I mean wtf he has knees why cant he freaking duck? Also I want customizable armor, Im tired of just stealing powers or getting completely new suits in zx, I want to be able to change certain parts individually like the helmet chest shoulders belt pants weapons and boots, and I want tons of those items not just a few items. maybe make the items rpgish and have the upgrades that are absolutely needed to be separate from clothing,FE double jump. I also want the big explorable metroidish world to continue. Also a new story would be nice