This is it. The last Mega Man of the
Game Boy exclusive series, the only one to have an entirely new cast of
robot masters, and the only one to take advantage of the Super Game Boy
to deliver its own color set.
IN A.D. 20XX WAR WAS
...NOT beginning?
We
see plain-clothes Mega Man going for a walk with Roll. I understand now
that his blue armor isn't his actual exterior and that he's more of a Blade Runner
style android than the typical robot master, but there's still
something deeply unsettling about seeing him without his armor. It's
like looking at a hairless cat.
In a twist that happens to also be the plot of every Dragonball Z movie,
the peaceful outdoor adventure of our heroes is soon interrupted by the
villain of the game. This is the nefarious Terra, and he comes from
somewhere out in space to take on Mega Man. He makes reference to Mega
Man being his nemesis and stuff while Mega Man just kinda stands there
looking bewildered.
In
any case, Terra is made of metal not of this Earth, and he's immune to
Mega Man's weapons. In response, Dr. Light develops the Mega Arm. This
is basically Hard Knuckle with a boomerang component (it returns to
you), and replaces the charged shot of the game.
Apparently,
Mega Man punching his enemies instead of shooting them with lasers is
"the most powerful weapon ever devised". Who knew?
"It's the Mega Arm. It's so bad."
Terra is very nefarious... and is wearing Saiyan armor. That hair is kind of DBZish, too. Yep, this game definitely draws a bit of inspiration from that series.
ZAPOW!
Ya know, this weapon is pretty cool. Definitely varies things up a bit
from the usual, but there are plenty of people who weren't crazy about
the change for this game.
The
box-art for the game features the fist prominently, so Capcom was
really pushing this idea. Chances are it would have stuck around if they
had made a sixth Game Boy installment.
"MEGA ARM: Your old charged shots are child's play. Look at my rad to the max sunglasses."
Oh
yeah, this game also introduces the robotic cat, Tango. If you look at
the box art above, he even gets a more prominent spot on there than Rush
(who isn't even useful in this game, for once, so it makes sense).
Problem is, Tango isn't that useful either. Which is unfortunate because
he's a cool dude. More on Tango in a bit.
The stage select takes on different proportions than usual, with a focus on space.
The
robot masters in this game are named after planets. You'd think that
Capcom would be whipping out the remaining four bosses from Mega Man 5 on the NES and then half of the Mega Man 6 bosses for this game. You'd be wrong. Personally, I prefer having some entirely new stages unique to this game.
Here's
the Mega Arm. Yep, it looks exactly like Hard Knuckle. Much quicker and
more mobile, though. If this game had Top Man, he'd be DOOMED.
Minibosses
return in this game. Also noteworthy is that the entire game features
metallic architecture that looks like it's from another series, much
like the Wily stages in the previous Game Boy games. I can only conclude
that the people who designed new stages for the Game Boy games wanted a
new art direction. Since they had to stick to the existing designs for
most of the stages in the previous games, they could only do their own
thing in the Wily stages. But now, they finally had an entire game to
invent in their style.
The downside is that all of the stages in this game kinda look the same. They don't have the usual variety, which knocks some points off and leaves this game perhaps a notch below Mega Man IV.
The downside is that all of the stages in this game kinda look the same. They don't have the usual variety, which knocks some points off and leaves this game perhaps a notch below Mega Man IV.
Know
what's weird? The hallways before bosses in this game aren't flat. They
tend to have steps or various other oddities. This one in particular is
a bit interesting because it gives the impression that there's a hidden
hallway underneath. If this were a Metroid, I'd roll up in a ball and
bomb the floor.
Mars
is the first boss I take on, because I legitimately have no idea what
the best order is for this game. I've only played it once before, and it
was in 1998.
"There's this thing called the internet" said a douchey nerd somewhere when reached for comment. Well, I'd prefer to just wing it and see what happens.
"There's this thing called the internet" said a douchey nerd somewhere when reached for comment. Well, I'd prefer to just wing it and see what happens.
Mega Man takes Mars' quickening without much trouble, and we move on.
"HIGHLANDA! Remember who you are! Remember where we come from! Remember the planet Zeist!"
"HIGHLANDA! Remember who you are! Remember where we come from! Remember the planet Zeist!"
One
of the best weapons in this game, the Photon Missile zips across the
screen. Most of these games have one particular weapon that dwarfs the
others in usefulness. Mega Man II had the Metal Blade. Mega Man IV has
the Pharaoh Shot. This one might be the equivalent for this game, but
it's hard to say. Most of the bosses seem to be easiest to beat with the
Mega Arm, so weaknesses aren't that important in this one.
The
next stage I take on is... you know, I'm not sure. The lack of variety
in the way the stages look is a big strike against this game. None of
them are very memorable, and they all kinda blend together. It's too
bad, because in every other respect this game is awesome.
Oh yeah, I said I'd talk about Tango. Here he is, in all of his robo-cat glory. So you summon him, Rush-style, and he...
...turns
into a buzzsaw and DESTROYS EVERYTHING. Well, everything immediately in
front of you. It really isn't that useful. Beat, in the previous game,
was a better attack pet. If Tango had covered the entire horizontal
surface area of the screen, or bounced around it, the ability to summon
him might have been more useful.
Also, he meows. So that's cool, at least.
Also, he meows. So that's cool, at least.
These
nefarious owl-bots are the lamest foes in the game. They both suck and
blow... literally, which is a bad thing when they always seem to appear
in rooms with pits or spikes that you get pulled or pushed towards.
The bosses in this game have an S outside of their rooms. No Wily here. Who is S, you ask? Probably Sunstar, Terra's nefarious master. More on that later.
Venus
is the next boss I take on. He's basically Toad Man reincarnated, more
or less. One thing I find interesting is that both Neptune and Venus are
water-themed stages/bosses. Usually they vary things up a bit more than
that.
Venus should team up with Toad Man to become the...
"W!
Venus should team up with Toad Man to become the...
"W!
W!
E!
Tag!
Team!
Champions!"
E!
Tag!
Team!
Champions!"
Rush
Coil get. It isn't anywhere near as useful in this game as it usually
is, because you have few real occasions where it's necessary. Rush Jet
is even less useful in this game, to the point that I never even used
it. Which is a first, because I usually make use of it constantly. I'm
very lazy in areas with a lot of small block jumping, and if I can fly
over an area and skip it, I'm all for that.
Here's Neptune, the other (and more expected) water themed boss.
Mars is war-themed (ala Napalm Man) and Mercury is... well, I'm not sure, but he might be fire-themed.
Mars is war-themed (ala Napalm Man) and Mercury is... well, I'm not sure, but he might be fire-themed.
Neptune's stage is full of these weird copter mechs. They're visually appealing, just like every other miniboss in these games.
These water jets bring back bad memories of Elec Man's stage. Ladder + wall traps = a pain in the ass, to say the least.
Here's
Neptune. Wait a minute, why is a Jovian planet boss mixed in with the
Terrestrial planet bosses? I guess there aren't four non-Earth
Terrestrial planets, so they had to bring in a Jovian planet. Wouldn't
Jupiter have made more sense, though, given the closer proximity?
And while I'm at it, why is the leader of the Stardroids named Terra? Isn't Mega Man the representative of Earth in this whole deal?
And while I'm at it, why is the leader of the Stardroids named Terra? Isn't Mega Man the representative of Earth in this whole deal?
Mercury's stage is basically all conveyor belts, as Mega Man faces off with the nefarious Son of Beat.
Here's Mercury, THE LAMEST MEGA MAN BOSS OF ALL TIME.
Why is he so bad? His weapon is an item-grab, similar to the Steal command in a Final Fantasy game. You shoot enemies with it and it knocks items out of them, which is tremendously useful in this game and puts it in contention with Photon Missile as best weapon.
The problem is that when you fight him and he uses it on you, it causes YOUR items to go flying... and you can't get them back. In other words, whatever Energy Tanks you have might get knocked out of your inventory by the end of the fight. It's...
Why is he so bad? His weapon is an item-grab, similar to the Steal command in a Final Fantasy game. You shoot enemies with it and it knocks items out of them, which is tremendously useful in this game and puts it in contention with Photon Missile as best weapon.
The problem is that when you fight him and he uses it on you, it causes YOUR items to go flying... and you can't get them back. In other words, whatever Energy Tanks you have might get knocked out of your inventory by the end of the fight. It's...
Terra
reappears after the first four bosses, again acting like Mega Man's
long lost nemesis. Dude, I just met you like 45 minutes ago.
He leaves, and Mega Man instead must do battle with... NO! NOOOOO!!!
Well, it figures that theYellow Green Devil would finally make a Game Boy appearance...
Well, it figures that the
Same attack pattern as always, but this fight is pretty easy. He moves in slow-mo compared to Mega Man, Mega Man 3, Mega Man 8, and Mega Man X5. ...wow, that's a lot of iterations. I'm probably forgetting one.
This
game brings back the Light Shop, and once again the Energy Balancer is
the best item offered by the paint chip eating Dr. Light. This game adds
a couple of other persistent items worth getting, though. There's a
powerup that makes the Mega Arm do more damage to smaller enemies (it
grabs them and hits repeatedly) and another that makes it grab items
like a boomerang. That second one sounds really useful, but I didn't get
either of them. The first would be good if it worked on bosses.
Mega Man boards Rush Spaceship, and we're off to fight the second set of bosses.
These
four all lurk up in space. Each has an outer planet as a base (or is
perhaps orbitting them, in the case of the gas planets), unlike the
first four stages which took place on Earth. Conspicuously absent is
Neptune.
I
take on Pluto's stage first. I figured this might be the "ice level" of
the game, but it looks just like all of the other stages.
Protoman
makes an appearance here to remind us that this is indeed a Mega Man
game. As usual, he breaks floors (wait, now I get "Break Man") and gives
you powerups.
Pluto is a weird cat-man. It's a ferocious battle. Insert joke about furries here.
Pluto's weapon is this sweet dash-backhand. Who needs a dash punch when you have a dash-backhand?
Uranus'
stage is better than most of them because it actually has a theme:
Ancient Egypt. The miniboss, seen here, is rad. This might be better
than Pharaoh Man's stage.
Uranus himself is like an MMX-series animal version of Guts Man, and spends the entire fight throwing blocks.
The
last four stages have something that the first four don't. There is a
crystal hidden in each stage, and getting all four of these gives you a
powerup that reduces special weapon cost by half. It's a pretty damn
useful powerup. The crystals are really well-hidden, though, unlike the
letters in MMIV.
We've already had Guts Man Plus, and Saturn
is basically Ring Man Plus. He's big and bad.
Moving
on, Jupiter's stage takes place on some kind of starbase. It's full of
these robots with pointy heads, and I guess in that sense it's a little
bit memorable.
Jupiter is a bad-ass, and assaults you with lightning blasts from above.
He's pretty agile too, even with those ridiculous World of Warcraft style shoulderpads.
With all eight stages down, Terra shows up again.
The last time? He really won't get off of this idea that Mega Man is his nemesis, despite that they just met a couple hours ago.
"Sieg Heil!" says Terra as the battle begins.
Well, I didn't get any shots of it, but it was a disappointingly easy fight after all of the buildup. A few Mega Arm shots took care of him. It looks like there are throw-able blocks lining the floor, and that might be his weakness; yet he takes so much damage from the Mega Arm that it's barely worth the trouble to investigate any other weapons.
Well, I didn't get any shots of it, but it was a disappointingly easy fight after all of the buildup. A few Mega Arm shots took care of him. It looks like there are throw-able blocks lining the floor, and that might be his weakness; yet he takes so much damage from the Mega Arm that it's barely worth the trouble to investigate any other weapons.
But
wait! The game isn't over yet. Rising over the horizon is... the Skull
Sphere? Yep, Wily's working with the Stardroids. No surprise there. Given the
space theme of the game, I suspect this latest space station was a play
on the Death Star.
Mega
Man boards Rush Spaceship and has to dodge asteroids to get to the
station. It's a short "level", but I have to commend this game for
throwing surprises in like this.
The
outside of the station itself is a boss, believe it or not. The screen
zooms out for this fight, which is the one time in the game that you're
zoomed out. Impressive stuff for the Game Boy.
The
station interior is one long stage with many checkpoints. The Wily
emblem is back in full force, and the big bosses from the earlier Game
Boy games return.
Here's Enker, the badass from Dr Wily's Revenge. Once again, your shots inexplicably home in on his head, and once again it makes the fight easy.
Speaking of easy, here's the return of the easiest boss in Mega Man history, Quint. Unlike Mega Man II, you can now charge your shots, which makes this battle even easier.
Wait a minute, I recognize that image. It's...
BLADADADA WAAAO BADA DA DA DA!
"ALL I EVER! WANTED!"
"SOMETHING SOMETHING SOMETHING!"
"EVEN THROOOOUGH THE DAR-KEST DAYYYYS!"
"THIS FIIIIIRE BURRRRRNS!"
So
yeah, as you can expect, Ballade is next. Punk is the only one of these
four that really poses a major challenge, which makes sense. He's from
the most difficult of the games. Ballade almost poses a threat, but not
quite. He was the coolest of the Mega Man Hunters in his own game, but this one seems to just be a facsimile.
Capsule
room! Like the previous game, this is a fun one. I still don't know
what some of the bosses are weak against, but they're all perfectly
beatable with your default weapon.
Turns
out that no less than THREE bosses are all weak to Jupiter's electric
taser weapon. Makes sense given that the game has several water-themed
bosses. Mars isn't water-themed, but he dislikes being tased... bro.
Oh
geez, it's Mercury again, with his item-grab weapon of doom. As before,
this fight is a royal pain in the ass, and costs me an E-Tank.
Like the previous game, the Wily fight transpires in several stages, starting with giant mech arms.
As always, shooting it in the stoned-looking eyes is the way to win.
After
that, we get one of the less memorable Wily tanks in the series. It
looks like a giant trash compactor, and it unleashes smaller enemies to
fight you.
Defeat
that form, and we get exposed Wily and a super-low spiked ceiling. This
has to be a record for number of final battle forms in a Mega Man game,
because I suspect a saucer battle is still to come.
But wait! No saucer fight, as he has something else for our hero. And it's in this here box.
"WHAT'S IN THE BOXXXXX?"
"WHAT'S IN THE BOXXXXX?"
...oh. Wait, what?
Here's
Sunstar. Forget Terra, forget Wily, this is the final boss. He's like
Super Pharoah Man. As in, the Super Shredder to his Shredder.
Sunstar
is a boss that you'd expect to see in the X series. He's futuristic and
badass, not to mention a really difficult fight. Absolutely kicks the
ass of everything else in the game.
His
biggest attack is this highly-damaging energy blast. I'm at full health
in these shots, but that's only because I was burning through E-Tanks.
His weakness is the homing laser from Terra (ah yes, Terra had a weapon,
forgot to mention that), continuing the trend of using the "ninth boss"
weapon in each Game Boy game against the final boss. However, the homing laser
significantly lames up this fight since you don't need to make any
effort to aim. If you just use the Mega Arm, it's one of the best, most
competitive fights in the original series.
Get him down to one tick of health and Mega Man is all "STOP THE FIGHT, I GOT SOMETHIN' TO SAY"
It's
cool to see dialogue in this game. Either way, Sunstar refuses Mega
Man's help and tells him to get out of the base while he can.
Mega Man takes off on Rush Spaceship, leaving Sunstar to his demise.
The
end credits have Mega Man thinking about his foes in this game.
Interesting that he reached out to Sunstar like that. I'm wondering what
Sunstar's origins were. It seemed like he wasn't a Wily creation at
all, but something ancient that Wily had unearthed.
What about Terra and the eight Stardroids? They didn't seem to be Wily creations either. He simply joined forces with them to take out Mega Man.
What about Terra and the eight Stardroids? They didn't seem to be Wily creations either. He simply joined forces with them to take out Mega Man.
Wily
shows up in his saucer after the credits. Really? "Curse you"? After
all of these games, I'd think our hero at least earned a "Fuck You,
Megaman"
No fight, though, because the saucer promptly explodes from all of the damage it took earlier.
No fight, though, because the saucer promptly explodes from all of the damage it took earlier.
That
concludes the Game Boy series. This is a hit-or-miss series to say the
least; the first three games all have problems, while Mega Man IV and V are both pretty damn great.
Which is better? Hard to say. I think Mega Man IV wins overall due to how un-memorable much of Mega Man V is (stage design, mainly). That said, V introduces a lot of new concepts and has a number of big surprises. I also really enjoyed the boss procession in the final stage, featuring foes from older games.
Other Mega Man posts
Which is better? Hard to say. I think Mega Man IV wins overall due to how un-memorable much of Mega Man V is (stage design, mainly). That said, V introduces a lot of new concepts and has a number of big surprises. I also really enjoyed the boss procession in the final stage, featuring foes from older games.
Other Mega Man posts
Great post that brought back memories. Sunstar is a badass and they should have brought him back.
ReplyDeleteMercury isn't a problem the second time if you spam Black Hole (Saturn's weapon, IIRC).
I'd argue that this is a better game than IV just because it doesn't rehash any NES games.
Also, you missed a huge power-up! If you intentionally die over and over, you get Mega Arm upgrades that reduce charge time, make the shot travel faster, and travel farther.
ReplyDeleteThe Rock Moon Devil is also in MM9. Kindof. Great article. Any plans to do more of the NES games?
ReplyDeleteOops, I forgot about MM9! Yes indeed, I'll be doing Mega Man 2 (NES) soon and 4/5/6 at some later date. Maybe Mega Man X as well. Mega Man posts seem to get the most attention out of all the posts I do on here, for some reason, and if people like them I'll keep doing them.
Delete...wow, that really is the plot of every DBZ movie.
ReplyDeleteTango's meow > everything
New stages mean new stage musics. Saturn's is incredibly good.
I'm surprised after Terra SIEG HEIL Rush didn't betray Megaman on the spot like he always wanted to do.
ReplyDeleteStage order to take is,
ReplyDeleteMercury
Venus
Neptune
Mars
Jupiter
Saturn
Pluto
Uranus
For weakness loop (which also includes Terra),
Neptune
Mars
Venus
Jupiter
Saturn
Mercury
Pluto
Uranus
Terra