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Pew pew pew!

D-Arts Mega Man photo
D-Arts Mega Man

The Mega Man D-Arts figure is now available in the US

Play some pew pew in real life
Jan 27
// Chris Carter
Remember that awesome D-Arts Bass figure we told you about recently? That's not confirmed yet for folks outside of Japan, but his arch nemesis is! Starting today, you can grab the D-Arts Mega Man figure at select outlets...
Archie Sonic / Mega Man photo
Archie Sonic / Mega Man

Mega Man and Sonic comic arc gets sexy 16-bit covers

When Worlds Collide
Jan 25
// Chris Carter
Some time ago, Archie Comics created the "When Worlds Collide" storyline, which brought Sonic and Mega Man together in one wacky continuity, across various comic lines. IGN now has the scoop one new covers for the upcoming is...
Rockman Forever photo
Rockman Forever

Rockman Forever album will put you in a 'trance'

Tribute album by doujin label Prismatic Music
Jan 23
// Tony Ponce
[Update: The album was free, but I'm guessing the free download cap was reached. I forgot that Bandcamp does that sometimes. Must mean you guys are slamming the page!] I think everyone on staff just sorta... crashed. Time to ...
D-Arts Bass and Treble photo
D-Arts Bass and Treble

Bass and Treble are next in Bandai's D-Arts Mega Man line

Ignore MetalGarurumon sitting in the corner
Jan 22
// Tony Ponce
After rockin' some kickass Mega Man X figurines for a while, Bandai decided to return to the series' classic roots with an OG Mega Man and Rush combo this past December. And because little boy blue was just so gosh-darn popul...

Street Fighter X Mega Man unofficially hits Mac

Fan made port
Jan 21
// Chris Carter
Capcom made the decision to bring Street Fighter X Megaman solely to PCs initially so that they could test the download count -- but despite the fact that they still could have tested it for Mac based systems, they never repr...

The Street Fighter X Mega Man update is here

Password get!
Jan 20
// Chris Carter
Remember when Capcom released Street Fighter X Mega Man without a number of core features -- like, oh I don't know, a password or a save system?Well, they had a change of heart, and now you can reap the benefits of fan demand...
Sigma photo

This new custom Sigma figure is pretty badass

It's been a while, X...
Jan 17
// Chris Carter
Toy modder Jin Saotome has come up with a pretty awesome homage for the big bad of the Mega Man X series himself, Sigma. Jin took a bunch of parts from different toys, assembled some glass gems and metallic domes, and came up...
SF X MM photo

Street Fighter X Mega Man update dropping on Friday

Get equipped with passwords!
Jan 14
// Tony Ponce
Though Street Fighter X Mega Man was a fairly decent romp, there were quite a few issues that held it back from being as good as it could be. The free "Version 2" update mentioned a couple weeks back will be ready for distrib...
Mega Man Clay photo
Mega Man Clay

Mega fan recreates every Mega Man Robot Master with clay

Look at Wind Man's turbines!
Dec 31
// Chris Carter
After working on the project for a number of years, Rockman Corner reader "Ricardo" has finally finished working on his clay miniature figure line, featuring every single Robot Master ever from Mega Man 1-10. I'm currently re...
Mega Man Christmas photo
Mega Man Christmas

Ring in the New Year with Mega Man Christmas Carol Remix

The next best thing to Christmas Carol III
Dec 28
// Chris Carter
Mega Man fans are in for one last treat in 2012 -- another Mega Man Christmas Carol fangame! After the first and second iterations, Sprites Inc. is back with a third title, which is a remixed version of the first one with th...
Mega Man X photo
Mega Man X

Hot! Rooster Teeth animator's sweet Mega Man X vid

Dec 22
// Tony Ponce
If you've been catching any of Red vs. Blue during the past couple of years, you'll have noticed that the boys at Rooster Teeth have stepped up their game big time. No longer restricting themselves to basic machinima techniq...

Review: Street Fighter X Mega Man

Dec 19 // Tony Ponce
Street Fighter X Mega Man (PC)Developer: Seow Zong HuiPublisher: CapcomReleased: December 17, 2012MSRP: Free Unless you've been living under a rock, Street Fighter X Mega Man is a traditional 8-bit Mega Man platfomer that replaces the Blue Bomber's usual motley crew of Robot Masters with eight World Warriors from the Street Fighter universe. If you are looking for any context as to why Mega has gone rogue and taken to hunting humans, you won't find any. Seriously, don't worry about it. Instead of taking the easy route and incorporating just the combatants from Street Fighter II, the game pulls from the entire series roster -- Ryu, Chun-Li, Blanka, Dhalsim, Rose, Rolento, Urien, and Crimson Viper. Each warrior rules over an appropriately themed domain, such as the rooftop of an ancient Japanese castle for Ryu or the electric eel-populated Brazilian jungles for Blanka. My personal favorites are Urien and Viper's stages. Urien holes himself deep in the mountains, where you have to traverse unstable platforms before they fall and fight enemies that can reflect your buster shots right back at you. Viper awaits in a S.I.N. building, guarded by insta-kill security corridors and a new model of Sniper Joe equipped with massive laser cannons. [embed]240890:46149:0[/embed] But the stages are merely preludes to the main events. Even though the bosses have been re-imagined as NES sprites, they retain all their signature abilities. Ryu of course breaks out the Hadoukens, Shoryukens, and Tatsumaki Senpukyakus; Dhalsim teleports, breathes fire, and stretches his Gumby-like appendages; Viper launches a flurry of electricity-enhanced punches and kicks; and so on. Also, I think it's safe to say that Rolento's pogo stick bounce was intended to conjure images of certain rich, pants-less fowl hailing from Glasgow. They may not be machines, but the World Warriors will whip Mega's blue ass 'til it turns purple. They naturally follow predicable patterns in true Mega Man fashion, but as is always the case, simply knowing the pattern is no guarantee of victory. You have to react accordingly and make generous use of the charge shot, slide, and acquired weapons. In fact, not even a boss' weakness is a caveat-free "instant win" card. There are always risks associated with the weapons that must be taken into account, such as Chun-Li's Lightning Kick that requires direct contact with your opponent. The other big element of the game aside from the bosses is electronic musician A_Rival's soundtrack, which consists of NES demakes of Street Fighter jams albeit with a Mega Man twist. You'll hear Ryu's theme mashed up with Flash Man's theme, Dhalsim's with Snake Man's, Rolento's with Heat Man's, and so on. Even the piece that plays when you select a boss is a blend of both series' iconic "Game Start" jingles. Other tracks don't directly sample Mega Man tunes take certain Mega Man-ish cues, most notably the pulsing drumline out of Mega Man 2. It's very cool, and like the full game, it's free to download. In addition, there a bunch of little nods and Easter eggs sprinkled throughout. Most notable is Dan Hibiki, who plays the role of punching bag as Mega tests out a newly acquired power. There is a secret boss who seriously isn't that much of a secret to anybody. And though Guile was excluded from the roster, his "goes with everything" theme song can replace any level's music with but a simple code punched in at the pause menu. But as I hinted in the beginning, there are a bunch of issues that weigh down the entire experience -- some that drastically impact gameplay and others that will really only bother super Mega Man aficionados. Right off the bat, there is no save option. No biggie, you may think, since the NES games didn't have save functionality either. Yeah, they used a password system... which Street Fighter X Mega Man also lacks. You can't tell me it would have been difficult to come up with a traditional password grid as in years past. So you'll have to plug through all in one sitting, which no one has been required to do since the very first Mega Man. Speaking of keys, I hope you like playing platformers on a keyboard. Street Fighter X Mega Man technically has gamepad "support" in the loosest sense of the word. I plugged in my Xbox 360 controller and discovered that I couldn't use the D-pad for movement and that the start button was mapped to the right analog stick click. Really? REALLY!? There's an in-game key remapper, but that only works if you enter the game, choose a boss, pause it, and press F2. Even then, it doesn't allow you to customize everything. Should you choose to use a third-party controller remapper like Xpadder, the game still forces analog stick movement. To play the way I wanted, I had to plug in the controller, set up Xpadder, start the game, use the sticks to select a level, enter the pause menu, then press F1 to switch the device from "gamepad" to "keyboard," and also remember to repeat those steps in the future if I want to play the game again. Some levels are very clever and fun, but others are flat and boring. Chun-Li's stage in particular is just a straight run while dodging cyclists on the road. Other levels are filled with large expanses of nothing. Most egregious, however, is that background assets are often so poorly defined that they clash with the character sprites and their thick, black outlines. There are splashes of artistic genius, but typically the environments come off as crude MS Paint doodles, which makes it difficult to determine which platforms can be stood upon. Beyond that, there are tons of little bits that, while nothing super serious on an individual basis, give an impression of sloppy work when taken as a whole. Mega's jumping is slightly stiff, Mega jumps in front of the life bar rather than behind, items that spawn from defeated airborne enemies drop too quickly, the continue screen doesn't give you the option to restart from the current level, the "Stage Clear" jingle is played at a volume much lower than the rest of the audio, etc. And why does it seem as though a certain boss was left out of the endgame levels? Street Fighter X Mega Man feels like... well... it feels like it was made by a single person. More accurately, it was made by a single person and rushed to meet a December 17th deadline. Now, I'm not one to knock an honest-to-God passion project by a small team -- many of the best games these past few years have been from teams of as few as one lone dude. I wouldn't mind the shortcomings as much if this particular game had been released quietly without the backing of a massive publisher. But when Capcom said it would publish Street Fighter X Mega Man, there were promises of extra funding and QA testing, I took that to mean the company was making a concerted effort to bring the game up to the series' lofty quality standards. Sadly, it does not, and I wonder exactly what Capcom has been doing these last few months. But it's still a fun game, and it truly does set a precedent for publishers to take a more constructive approach towards passion works from fans. Street Fighter X Mega Man is not the best or most polished Mega Man game around, but it's solid effort by a very dedicated fan. I hope it does it well enough to convince Capcom that there is life yet in this franchise. In the meanwhile, just enjoy the crossover fun for its cleverness and not its missteps.
SF X MM Review photo
Capcom's treatment of the Mega Man franchise these past couple of years has been atrocious. When Street Fighter kicked off its 25th anniversary, Capcom clearly laid out its plans for the coming year, which included key softwa...


Svensson responds to lack of passwords in SF X MM

Capcom "may" provide an update
Dec 19
// Chris Carter
Street Fighter X Mega Man just launched, and fans already have a number of criticisms ready: chiefly, the complete lack of a save or password option. Naturally, some fans were fairly confused at this oversight, and Capcom Se...

The 25 most memorable Mega Man moments - Dtoid ver.

Dec 17 // Tony Ponce
Tony: You're just marching along, pew pew-ing mechanical minions into oblivion as you make your way the boss' chamber. Suddenly, you find yourself in a room with no visible way to reach the exit in the top corner. You're given but a couple of seconds to process your predicament before... BUUUUUUUUUN! BUUUUUUUUUN! BUUUUUUUUUN! What in the blue hell are those things!? BUUUUUUUUUN! BUUUUUUUUUN! BUUUUUUUUUN! Are you serious!? BUUUUUUUUUN! BUUUUUUUUUN! BUUUUUUUUUN! There's no escape from the Appearing Blocks -- they are sprinkled throughout most every Classic Mega Man title as well as several from the other sub-series. They force you to stop and learn patterns like a sadistic game of Simon. Sometimes, the sequence extends beyond the edge of the screen, and you end up hopping blindly over bottomless pits, only to plummet to your death because the level designer trolled you with a block that spawned just above your head. For this reason, we have support items. I mean, what kind of a masochistic freak would willingly cross Heat Man's infinite lava field without the use of the Item-2 jet board!? LBD: While this may not seem like much today, it was mind-blowing in 1989. So much so, in fact, that this late-game boss was often previewed in gaming magazines of the day as something of a selling point! But even if you saw the screen, nothing could prepare you for what was to come as you scaled the walls of Dr. Wily's fortress and began leaping from one platform to the next. The pace changes to a slow auto-scroll, and you know something is coming. What you don't expect, however, is to have the enormous Mecha Dragon suddenly teleport up from below and begin chasing you across a precarious series of blocks, with one false move meaning instant death. Truth be told, this battle is one of the easiest in the game -- perhaps in any Mega Man game, for that matter. But as the saying goes, "It is not the destination, but the journey," and just reaching the point of confrontation is a journey no Mega Man fan is likely to forget. Tony: Five simple notes. That's the calling card of the enigmatic Proto Man. Is he friend or foe? He insists on testing your abilities during every encounter, yet he always opens the path to the rest of the stage once he deems you worthy. Whatever the case, he looks pretty sweet rocking that shades-and-scarf combo! How many of you paused the game right when the whistle starts blowing just so you could listen to the extended version of Proto's theme? I did that all the time! It's just that good! So good that I made it my "incoming text message" jingle on my phone! And once you beat the game, you were treated to that glorious ending song as you learned the shockingly awesome truth -- Proto Man is Mega Man's super cool older brother! LBD: The original Mega Man series is a group of games with a very simple premise: run left and right, climb ladders, and jump across platforms while shooting just about anything that moves. Simple, effective, and fun, it worked for seven console installments, five Game Boy titles, and even a spin-off series -- there was no need to question it. Yet question it Capcom did in Mega Man 8. In Frost Man's stage, things start as normal, but then you come to an odd device which looks like the offspring of Back to the Future's hoverboard and the DeLorean. Unfortunately, this device neither hovers nor travels through time; instead, it speeds you ahead to a portion of the game most would rather forget. It begins well enough, as you're basically doing the same old platforming while moving forward automatically. Then the obstacles start coming, and Capcom gives you helpful hints on what to do as beacons appear, telling you to "JUMP! JUMP!" or "SLIDE! SLIDE!" And it's okay, for a while. But then the level speeds up, and the beacons come faster and faster. Your reflexes are put to the greatest test Mega Man has ever faced, and the jumping and sliding are coming so fast that the beacons are literally talking over each other, not even allowing one a chance to finish before the next prompt is issued. The section soon ends, however, and you're able to put it all behind you. Or so you think. As it happens, the second half of Frost Man's stage also includes a rocket-powered snowboarding section, complete with irritating, nagging prompts in a voice so grating that even Microsoft Bob would tell it to put a sock in it. And if you're lucky, you'll make it through and be done with that -- just defeat Frost Man so you'll never have to worry about that part again. That is, until you reach Wily's volcanic lair, which inexplicably opens with the accursed device despite a complete and utter lack of anything so much as resembling snow around. Tony: Trying to fool our heroes into thinking he isn't responsible for the current Robot Master outbreak is so typically Wily that it's now something of a running gag. Like how Inspector Gadget's mission assignments keep self-destructing in Chief Quimby's face. Wily attempted something a little different for the fourth outing. Right from the opening cutscene, we are lead to believe that a new villain by the name of Dr. Cossack has decided to try his hand at this whole world domination business. There seemed to be no mistaking who was running the show this time when we defeated the Robot Masters and were greeted by Cossack's Citadel rather than the usual Skull Fortress. Something was amiss when there were no boss rematches in the final Cossack stage. Our suspicions were confirmed when Cossack gave up the fight once he learned his daughter Kalinka was safe and sound. Turns out Wily was controlling the Russian doctor via extortion. Instead of battling you right then and there, Wily escapes to a second castle! Damn, another one!? This makes the "endgame" almost as long as the main Robot Master stage sequence! Wily pulled this stunt again in Mega Man 5 and 6, but after that the developers at Capcom decided to scale back to a single castle. Two castles is too many castles! [embed]240763:46125:0[/embed] LBD: You knew this one would be here -- it's the moment that has been burned into many a fans' minds for over a decade. At the end of the game, Mega Man Volnutt ventures to Elysium to save everyone on the world below, to fight for their right to survive and to honor the wishes of an old friend. As it so happens, Mega Man's trip was apparently one-way -- despite Data finding a way to get back (hmm...) -- and now he and his new friends are stuck waiting for anyone to find a way to get them down. The credits roll, and we're treated to a stinger which shows Teisel and Barrel looking on as Tron and Roll work together / fight over how to rescue their shared love interest from an eternity of MoonPie, Moon Shoe, and moonwalk jokes. Data has some ideas, but they aren't interested -- they would rather wreck many more rockets than have him make a monkey of them. And that's where the Legends series ended, remaining that way for over a decade -- save for a few prequel side games. It's a moment we won't soon forget, one which makes us want to spit whenever Capcom -- or any publisher, but especially Capcom -- chooses to "end" a game series on a cliffhanger. Yes, we're looking at you, Mega Man X8 and Mega Man ZX Advent! Tony: In the Classic series, Wily is always the main villain. Always. And the final battle is always against one of his contraptions. Always. Except that one time... Mega Man V on Game Boy flipped the script by pitting Mega against an army of alien Robot Masters called Stardroids. Though Wily was pulling the strings as usual, the Stardroids actually were aliens that he dug up one day and reprogrammed for his own purposes. Deep within Wily's Death Star knockoff, you confront the madman for yet another ultimate showdown. But Wily has one last trick up his sleeve -- a final Stardroid more powerful than all the others combined. A literal doomsday weapon. Sunstar. Sunstar is in a league of his own and can't be controlled, as he demonstrates by trying to kill Wily immediately upon activation. Wily escapes, realizing that his plans have once again ended in failure, but Sunstar remains and targets Mega Man as an inferior being that must be eradicated. What follows in an epic showdown in which Sunstar fires massive "Final Flash" laser beams, zips around the room as a giant fireball, conjures acidic rain, and destroys the floor multiple times, bringing the fight to the levels below. The battle itself isn't all that challenging by series standards, but it's the first time Dr. Wily isn't the final boss, not to mention a refreshing way to cap off one of the more unique installments in the franchise. LBD: It's like that movie with Arnold Schwarzenegger and Danny DeVito, only Arnold is a computer program and DeVito is a boy in the fifth grade! In the first Mega Man Battle Network, we're treated to a series of self-evident world-building facts. Everything is hooked up to the Internet, and almost everyone carries a Personal Terminal (PET) that houses a sophisticated artificial intelligence that interacts with a virtual reality environment, because this is 200X and clicking links and stuff is so 1999. Oh, and they like to fight a lot, making "virus-busting" a rather literal term. Over the course of the game, you see the relationship between MegaMan.EXE and Lan develop. By the end, when they really need to pull together in order to save the world from devastation, you learn that MegaMan is actually Lan's stillborn twin brother, Hub, who died from a rare, fatal heart condition. Lan's father managed to merge the DNA and soul of his brother with a NetNavi computer program so that he could still live in some fashion. That's some heavy stuff, especially for a game series aimed primarily at kids. Too heavy for companies otherwise interested in licensing it, it would seem, as this little facet seems to have remained exclusive to the games. While the anime and manga based on Mega Man Battle Network -- released here under the MegaMan NT Warrior banner -- still depict MegaMan and Lan as sharing a very close link, they not only avoided the whole issue of Hub's death, but also didn't make the duo related at all. The former is just a simple NetNavi -- an exceptional one, yes, but not in the way the games portrayed. [embed]240763:46120:0[/embed] Tony: When the Mega Man series made the jump to the PlayStation, it got spruced up like it was going to the prom. Best of all were the new full motion video sequences that made kids yearn for a brand new Mega Man cartoon. Fully voiced cutscenes are a dime a dozen these days, but it was still a fresh concept in the mid-90s and worth getting excited over. But that voice acting? UGH! Both Mega Man 8 and Mega Man X4 have their share of facepalm-worthy blunders -- Elmer Fudd as Dr. Light, anyone? However, it's the infamous "Death of Iris" scene in X4 that encapsulates everything that was wrong with the early years of videogame voice acting. What should have be a pivotal moment in Zero's development is marred by poor casting and even worse delivery. Just like that, tragedy becomes comedy and an Internet meme is born. Thankfully, the Legends games were far better in the voice acting department, a necessity for such a character-driven series. Shame that the team in charge of localizing the X games couldn't pick up a few pointers. LBD: If there is one thing that the Mega Man franchise largely is known for, it's not knowing when to quit. Granted, opinions will vary on that front, but the fact is that many of the Blue Bomber's games feel more episodic, ready to continue in perpetuity, than part of any sort of overarching narrative. Hey, remember Mega Man X5, the game designed to hastily wrap up the X series to make way for Mega Man Zero? Yeah, that worked out really well. Capcom delivered a new X game after a bit of a gap and people flocked to it, but rather than going out on a modest note -- the game seems to have about an equal number of lovers and haters -- the company decided to keep that ball rolling. Inafune's plan? Pfft! Not when there's money to be made! Then of course, there was Mega Man Legends 2, whose open ending left us knowing that there was meant to be more, whether or not we ever see it. Strangely enough, Capcom is far less interested in that money, but I digress. And then there's the Classic series, which simply is. Maybe Mega Man has more adventures, or maybe he doesn't. Things weren't left hanging wide open, nor was the book closed, leaving it so that the series could go either way. This is what made Mega Man Zero 4 and Mega Man Battle Network 6 such a surprise, as for the first time ever, an actual end had been penned to not one but two different Mega Man series, and they looked like they were going to stick. Zero had "died" before, sure, and for a while, people thought this was just another one of those instances where he's somehow able to escape the law of probability and return to fight anew. But he didn't. Not exactly in such a way that anyone expected, anyway, but that's another story... which was entirely the point. Meanwhile, Mega Man Battle Network 6 offered a look at what happened to the characters we had come to know and love over the course of the series. Granted, there is still room for some adventures in the intervening years if Capcom so chooses to explore, but just about everything regarding what had come before felt nicely wrapped up. Tony: Two years ago, Chad Concelmo wrote a wonderful feature entitled "Six completely irrational things I do in videogames," and first in his list was "Jumping through boss doors in Mega Man." I would be remiss if I didn't acknowledge such a vital element of the Mega Man experience. Unlike the other moments on this list, this isn't something you encounter in the normal course of play. Rather, it's an emergent event to you trigger on your own, and it has no bearing on absolutely anything. Ever. But it's so much fun! Maybe it's the pointless thrill of seeing Mega frozen in the air as the gate opens, looking all the world like Trinity at the start of The Matrix. Maybe you think it'll improve your probability of victory, sort of like mashing the A and B buttons in Pokémon to supposedly improve a Pokéball's successful capture rate. Whatever the case, you've got to jump through those doors! Let's not forget it's close cousin: sliding through boss doors! For some reason, this doesn't always work, as Mega Man 3 demonstrated. Why kill our fun, Capcom? And for the X series fans, there's dashing through boss doors! Oh, what fun we're having! [embed]240763:46126:0[/embed] LBD: Mega Man ZX Advent was released in 2007, marking the 20th anniversary of the Mega Man franchise. To celebrate, developer Inti Creates decided to include a little something extra in the game. Behold "Mega Man a" ("a" for "ancient"), an 8-bit styled mini-game which featured ZX Advent's heroes going through classic-styled stages in pursuit of Master Albert. Of course, this treat came before the releases of Mega Man 9 and Mega Man 10 and may have even helped serve as a proof of concept, though Inafune had stated before that he hoped to go more old-school with the downloadable titles. Nonetheless, at the time, "Mega Man a" was a unique experience and a suitable way to give a nod to the origins of the franchise on its two-decade anniversary. Even now, seeing the style applied to other characters, enemies, settings, and themes is fun, and it sets the mini-game apart from its fully-developed successors. Incidentally, if it really was a proof of concept that helped get Inti Creates the job of making Mega Man 9, then it's a bit of a shame they didn't manage to sneak in a similar mini-game based on Mega Man Legends, isn't it? --- That's it from me! Don't forget to check out The Mega Man Network for the next set of 13! Happy 25th birthday Mega Man! You knew this one would be here-- it's the moment that has been burned into many a fan's mind for over a decade.   At the end of the game, MegaMan Volnutt ventures to Elysium to save everyone on the world below, and fights for their right to survive and to honor the wishes of an old friend. Things happen, and we learn that MegaMan's trip was apparently one-way (despite Data finding a way to get back. Hmm...), and now he and his newfound friends are stuck waiting for someone to find a way to get them down.   The credits roll, and we're treated to a stinger which shows Teisel and Barrel looking on as Tron and Roll work together/fight over how to rescue their shared love interest from an eternity of Moon Pie, Moon Shoe, and Moonwalk jokes. Data has some ideas, but they aren't interested-- they would apparently wreck many more rockets than have him make a monkey out of them.   And that's where Mega Man Legends ended, remaining that way (save for a few prequel side games) for over a decade. It's a moment we won't soon forget, and which makes us want to spit whenever Capcom (or any publisher, but especially Capcom) chooses to end a game (we're looking at you, Mega Man X8 and Mega Man ZX Advent) on a cliffhanger.
25 Mega Moments photo
A look back at 25 years of PEW PEW PEW
Exactly 25 years ago today, my favorite videogame hero of all time was born. Exactly 25 years later, my passion has never been stronger. He may have had some rough patches in recent times, but I've never forgotten the joy he'...

Sound Card 011: Ten awesome, underrated Mega Man songs

Dec 16 // Tony Ponce
[embed]240668:46101:0[/embed] Jayson: If you read my staff bio, I talk about having hummed videogame music and driving my friends nuts as a kid. This was one of those tracks. The snappy percussion and decisive bass will have you bopping your head as the synth guitar and pads kick major ass. It actually gives off a rather spooky vibe that is only heightened by the lengthy and awesome buildup that features bell tone arpeggios -- one of my favorite things in life -- and some ethereal pads that seemingly call out from beyond. Given the highly over-remixed nature of "Dr. Wily Stage 1" from Mega Man 2, this has long since taken over as my personal favorite Wily stage theme, and you should consider it for yours as well! [embed]240668:46102:0[/embed] Tony: I've regularly professed my love for the Sega Genesis' FM synth audio. As a Sega child, I have a fondness towards the raw, crunchy sounds of games such as Comix Zone, Thunder Force IV, and Konami's Genesis line. Include Mega Man: The Wily Wars in that list as well. The Wily Wars was to Mega Man 1-3 what Super Mario All-Stars was to Mario 1-3, so the soundtrack for the most part consisted of arrangements of older tunes. However, there was a bonus fourth game called "Wily Tower" that included original bosses, levels, and music. And "Wily Tower 4," which sets the "this party's goin' down tonight" vibe for the final stage, is definitely the standout of the lot. [embed]240668:46103:0[/embed] Jayson: This one has the typical bell tone trappings of an ice stage then throws in smooth saxophone, galloping electronic percussion, and a bumpin' bassline that are pretty damn cool. I certainly wasn't expecting that. This "cool" atmosphere is supposed to go along with the hip rocket snowboard segment of the level, although the computerized "JUMP! JUMP! SLIDE! SLIDE!" directions get in the way of the music. You may also be interested in checking out Joshua Morse's remix, "Frost Bossa," which is actually how I first became aware of this track. [embed]240668:46104:0[/embed] Tony: Hands down, this is the best boss theme in the entire series. Whereas Wily stage bosses in most Mega Man games have an element of "cute" about them, like ginormous goofy eyes or bright color schemes, the ones from Mega Man IV are surprisingly cold and faceless, with detailed designs that contrast with the simplicity of the Yellow Devil or Mecha Dragon. And the music that plays during their encounters is every bit as dark and grim as their appearance; you've gotta love the intense keyboard section that runs from 0:21 through 0:47. [embed]240668:46105:0[/embed] Jayson: Two ice stages? Yes! This one takes a different approach to the stereotypical ice stage by laying a foundation with a subdued chugging bass and a rather solemn melody. There's something foreboding and moody about it, and I appreciate the fact that it's not forcing itself upon you by going all-out rock. I think that definitely makes it memorable in my mind, although some out there may have forgotten about it. It's time to get reacquainted! [embed]240668:46106:0[/embed] Tony: The creepy, imposing tune from the first three endgame levels gives you the impression that this will be X and Zero's final stand against Sigma's forces -- and it would have been had Capcom actually respected Keiji Inafune's wishes and ended the series with X5. Then for the final level, the music changes to an electric dance number that gets everyone up out of their seat. And just when it couldn't get any better, cue the guitar solo at the minute mark! Have you even seen what the final level looks like? It's literally a robot rave! [embed]240668:46107:0[/embed] Jayson: Okay, this one is amazing. The epic brass in the intro actually made me chuckle as it sounded like I was listening to a Rocky anthem -- or perhaps Europe's "The Final Countdown" -- but the rock quickly rolls in with chugging bass, wailing electric guitar, and some great bell tones. It's all somewhat laid back, giving off a cool vibe as you battle your way through one of the most interesting Mega Man stages of all time. Check out a playthrough of the level to get an idea of its awesomeness. There are a couple great tracks from this game, and I admit that I didn't get far enough in the X series to enjoy it -- I got tired of all the additional characters and voice acting. But given some of the great music from the game, I may need to go back and give it a chance! [embed]240668:46108:0[/embed] Tony: This recurring piece of music from Mega Man Legends has been used as Legends characters' themes in Namco X Capcom, Tatsunoko vs. Capcom, Marvel vs. Capcom 3, and Project X Zone. But considering how next to nobody played Legends, to call this song "popular" would be like calling an ant the strongest in its colony. Which is a shame, because it's an excellent song. Just as Legends is a vastly different Mega Man game, "Flutter VS Gesellschaft" is not your typical Mega Man jam. It's got a very Caribbean vibe that sticks with you. I especially love the We are ROCK-MEN cover version, which goes in a slightly more chill but -- in my opinion -- superior direction. [embed]240668:46109:0[/embed] Jayson: Call me crazy, but this could very well be my favorite Mega Man tune of all time, and I just recently discovered it! The Network Transmission soundtrack, composed by electronic guru Shinji Hosoe and his team at SuperSweep, was never released until SuperSweep Records came to the rescue just last month. This track in particular blew me away. There are snazzy arpeggios, smooth bell tones, and crazy synth sweeps that accent an incredibly catchy melody and bassline. It's pure aural heaven! As I'd never played the game, I took a peek at StarMan.EXE's Zero Gravity Area to get a sense of the track in context -- it's funny how great of a track this is for such a boring area. Then again, the entire game looks slow-paced and uninteresting compared to SuperSweep's hip electronic score. [embed]240668:46110:0[/embed] Tony: From the gradual buildup until 0:39, this song makes you feel the weight of Zero's lonely struggle. Then the main melody kicks in and it's all like, "There's the badass Zero we all know and love!" Definitely among the better opening stage themes in the entire franchise, second only to that of the original Mega Man X. I'm not a fan of the GBA's sound capabilities, and I don't think it does this song enough justice. Thankfully, Zero developer Inti Creates has released several arrange albums of its game soundtracks, and the version of "Departure" off Remastered Tracks Rockman Zero Mythos may just be the definitive one. [embed]240668:46111:0[/embed] Tony: Surprise! Bonus eleventh song! I didn't include this among the original ten because it's never actually heard in any game. It was only used in commercials for Rockman's Soccer, known out West as Mega Man Soccer. It's also the secret best Mega Man song. Why is the song so good? Take the lyrics of Japanese comedy singer-songwriter Tatsuo Kamon, toss in an English rap by a non-Japanese artist who -- to the best of my knowledge -- has never been acknowledged, then compose a duet about breaking down the walls between Tokyo and New York City so that our people can come together as one. That would be a very positive message, if it weren't for a very "special" moment at 0:46 -- you'll know it when you hear it. "We Are Rockman" raises many questions, the least of which is, what the hell does any of this have to do with soccer? But that's what makes it so great! It's the perfect encapsulation of Japanese weirdness, with only a tenuous connection to the Mega Man series. A true masterpiece!
Sound Card photo
Because Mega Man 2 is played out
If it wasn't obvious from the many musical references throughout the series, the Mega Man games are as much about excellent tunes as they are about tried-and-true action gameplay. He's not called "Rockman" for nothing! But de...

Mega Man Game History Ver. 2: 25th Anniversary Edition

Dec 15 // Tony Ponce
My criteria for inclusion is the same as it was in 2009, EVERY officially licensed game that plays on some kind of electronic device. That means console games, handheld games, PC games, arcade games, mobile games, and even LCD games like Tiger Electronics' Mega Man 2 and 3. I also considered every port from every region, with the exception of re-issues on the same platform. For example, I included the first versions of the Rockman Complete Works titles -- Japan-exclusive PlayStation ports of the original NES Mega Mans -- but not the re-releases from Sony's PSone Books budget line. The games are ordered according to original release, whether that be in Japan, North America, Europe, or Asian territories, but are tagged with localized box art, screens, and titles when available. It's for that reason you'll see Mega Man 2 appear on the 1988 row in accordance with Rockman 2's release, even though the American version didn't arrive until the following year. Games from a given year were placed across a row in more or less release order. Unfortunately, specific release dates were unavailable for several games. In such cases, those games were simply appended to the end of the row. In regards to mobile titles, the same games typically launched across several different phone services, while enhanced versions on a particular service often appeared at a later date. I treated every instance of said games as single releases for sanity's sake -- information about old cell phone games is a bear to track down! However, I gave Android and iOS releases their own entries due to the greater significance of those platforms. I likewise treated the multiple versions of Mega Man 9 and 10 as well as the various recolored models of the Battle Network / Star Force LCD digital pets as single releases. Those were purely judgment calls on my end. But enough jibber-jabber! You want to see the chart for yourself! I've attached a sampler in the gallery below, but if you want to view the full 9000 x 7000 monstrosity, you'll have to swing on by my MediaFire page. Please be warned that the original's file size exceeds 9 MB. And if you happen to find any errors or missing games, don't be afraid to give me a holler. Enjoy my labor of love, friends! I guarantee you'll be pleasantly surprised! View and download Mega Man Game History Ver. 2
Mega Man Game History photo
25 years of games crammed into one massive infographic
Three and a half years ago, I foolishly dedicated an entire week to constructing a ginormous infographic of every single Mega Man game in existence. My Mega Man Game History chart was well received by several outlets, and I c...


Pew pew pew! VGdrum busts through Mega Man X3

Our buddy Patrick Kulikowski covers the opening stage theme
Dec 01
// Tony Ponce
Pixelitis' Patrick Kulikowski, who moonlights as the elusive yet ever-vigilant VGdrummer, is excited for Mega's 25th anniversary just like the rest of us. With his mad skills, he celebrates with another incredible drum cover...

Fourth Archie Mega Man graphic novel collection en route

Collects Mega Man #13-16
Nov 28
// Tony Ponce
Archie is readying its own celebration for Mega Man's 25th birthday, but before then, there's another graphic novel compilation set to slip into stores on December 5 for $11.99. Mega Man Vol. 4 collects the "Spiritus ex Machi...

Mega Man Boss Battle art gallery coming December 15

131 artists, 131 characters, 131 licks to get to the center of a Tootsie Pop
Nov 27
// Tony Ponce
Where's Mega Man?Where's Mega Man?The mega-pooJust hit the fan! The march towards the Mega Man series' 25th anniversary continues with the Mega Man Boss Battle Tribute art gallery. Videogame designer Jason Warnke has gathered...

Armcannon's third album coming in 2013, brother!

Are you a real sexy American boy?
Nov 20
// Tony Ponce
Ahhhhh... the elusive videogame cover band Armcannon! For years, I have tried to see these cats perform live, and time and time again, events transpire to prevent me from achieving my goal. I will not be denied by the cruel ...

Sequel to PC Mega Man clone Rosenkreuzstilette is out

Uhhhh... fahrvergngen?
Nov 12
// Tony Ponce
Are you familiar with "doujin soft"? They're essentially Japanese indie games, and although most are of the fan game variety, major publishers tend to leave them alone. As it should be! Fan games aren't harming anybody! In 2...

ROCKMAN HOLIC promo has a kickass X vs. Zero battle

Oct 26
// Tony Ponce
A few weeks ago, I shared news of five upcoming Mega Man albums. Among those is ROCKMAN HOLIC, a 16-track vocal arrange album by the Japanese music label SOUND HOLIC. I really enjoyed the previous Mega Man-themed arrange alb...

Rockman Xover fan-made demo, plus actual game details

Might as well sit back and see how this train wreck pans out
Oct 14
// Tony Ponce
Capcom insists on seeing this construct through to the end, so I might as well keep abreast of the latest news and developments. First up is this fan-made Rockman Xover Flash demo that recreates the TGS build Conrad played. I...

Tons of Mega Man music albums en route, no game in sight

No, Xover doesn't count
Oct 13
// Tony Ponce
You would think with the deluge of Mega Man merchandise in recent months that the franchise was celebrating some kind of anniversary or whatever. Bandai is poised to release Classic Mega Man in its D-Arts figurine line, an ex...

MM2 rock medley featuring the Plants vs. Zombies composer

Oct 07
// Tony Ponce
Just the other day, this nifty little Mega Man 2 medley popped up. It's a rock arrangement with keyboard accompaniment of the Metal Man and Heat Man themes. On guitar is Ferdk, a videogame cover artist with a couple of free ...

In Keiji Inafune's J.J. Rockets, you ARE the President

Sep 12
// Tony Ponce
Keiji Inafune is a busy man. In the excitement of today's announcement of YAIBA, we failed to mention that his Comcept studio teamed up with Marvelous for another game that was actually just released. J.J. Rockets is a side-s...

Dr. Wily's goofy ponytail stars in Mega Man #17

Sep 05
// Tony Ponce
This month's issue of Archie's Mega Man, which goes on sale September 12, will be the first of a two-part "Proto-Type" arc focused on Dr. Light's "first triumph" and "greatest failure," Proto Man. We teased you with some earl...

Doggie! Bandai's Rush toy comes with a Mega Man figurine

Aug 31
// Tony Ponce
Bandai's Tamashii Nation brand has brought many popular properties to life in high-quality action figure form. Perhaps most notable is the D-Arts Mega Man X line, which has been selling pretty well even here in the States. Ne...

Mega Man #20 pops the bubbly for Mega's 25th birthday

Aug 18
// Tony Ponce
It appears as though I've skipped a few solicitations for upcoming Mega Man comic issues, notwithstanding the Sonic / Mega Man crossover business. I know, right? For shame! The latest Archie Mega Man I've discussed with you g...

What does a Super Fighting Robot smell like?

Aug 08
// Tony Ponce
Mega Man air fresheners. Let me repeat myself: Mega Man air fresheners. Well, I think we've just about seen everything, right? This fall, fragrance licensee (seriously) Epic-Scents will release Mega Man and Proto Man Scent Bl...

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