Saturday, September 29, 2012

#405 - Mega Man 5


           Does Mega Man have some sort of magical zapping power I'm unaware of?


               Why mess with success?... Capcom, that's not a rhetorical question.

A mere eleven months after Mega Man IV was unleashed to disappoint the gaming masses with its less-than-great-but-still-good gameplay, Mega Man V is released, capturing the hearts of a few people and boring the majority. I am definitely part of the majority here. I said in my last review that it's incredibly hard to fully dislike a Mega Man game, but if I had to choose one to almost fully dislike, it would be this fifth entry. Aside from the graphics, which remain impressive, there's very little in Mega Man V to recommend. Much like IV, the boss and weapon design is uninspired, the music flat, the difficulty severely unbalanced (in Stone Man's stage, I maxed out my lives, simply by moving through the level and defeating enemies). Unlike IV, there's a real lack of inspiration in the levels this time. Many of them feel like slightly re-imagined levels from earlier games – something that makes complete sense, given the quick turn-around time. The Mega Buster returns, and I can honestly say, I now realize why people complained about it in IV. It's such a powerful weapon that many enemies go down in one hit. Like one commenter pointed out in my Mega Man IV review, it's really annoying to continue holding down the 'A' button in order to charge. One bizarre new feature this go-round includes collecting a letter in each stage (that spells out "MEGAMAN V") to unlock Beat the bird. Beat is a great character design (I actually have a figurine of Beat staring at me as I write this review, judging me with his cold, adorable eyes), but he's incredibly cheap. Equipping him allows him to fly around you and attack any enemies that get in your way, and he's especially useful for the last couple bosses. I wouldn't have a problem with Beat – who can argue with a helper bird that causes damage to enemies? - except he's not one of Mega Man's weapons... even though he kinda is... but really he isn't. You don't "fire" him at enemies, he damages them of his own accord. If you wanted to, you could just have Mega Man jump around while Beat does all the work (until he runs out of juice). Beat, cute as he is, feels too far removed from the purity of Mega Man's game design, is all. Other new features include the Super Arrow, which is a stepladder to reach high places ora very slow homing weapon, your choice; and the M-Tank, a tank that re-charges all of your weapons instead of health. The latter is the most worthwhile addition to Mega Man V, a sadly unnecessary entry in a once-great series.




Evil robots are again hell-bent on destroying the world, as if there would be any other reason for a Mega Man game. How many times must we see those same two buildings with explosions in the background? Turns out, Protoman, not Wily or Cossack or the G.O.P., is the realevil genius in this game. He's the one unleashing evil robots (does this explain why their design is so sub-par? Protoman can't have made many robots prior to this), along with kidnapping Dr. Light. Certainly not the best intro in the series, but the downcast music - composed by yet another newcomer, Mari Yamaguchi – is a slight improvement over IV's bizarre note-packed intro and the image of Protoman's cape is wonderfully evocative.


THE BOSSES


The boss design in Mega Man V is Capcom at their weakest. In Japan, once again, Capcom asked for fan submissions for the Robot Master designs. They received 130,000 submissions. I can't even fathom having 130,000 of anything, let alone hastily scribbled renderings of potential Mega Man boss candidates. But surely... surely, there were better suggestions than Charge Man?! Wave Man? Stone Man? ANYTHING?! Well, let's get started: Stone Man, Charge Man, Wave Man, Star Man, Gravity Man, Gyro Man, Crystal Man, Napalm Man.




I've played through the stage, I've watched the walk-through video, and I still can't remember anything that happens in Stone Man's stage, other than the generosity of extra lives dropped from enemies. The plentiful stones that make up the stage remind me of Hard Man's equally stony lair from III and the music reminds me of better music from previous games. Stone Man's a craggly jerk who (surprise!) likes to heed House of Pain's call to "jump around," but a few charged Mega Buster shots will destroy him – both from the stage and, Lord willing, our memories.




Hey, it's the boss that looks like a train with a face and limbs, but for some reason, he's called Charge Man! His stage also takes place on top of a train, in train cars, and contains the hard hat enemies known as Metools riding adorable miniature trains. The boss might be stupid looking and poorly named, but the stage is competent. Mega Man and trains seem to go well together. The music is solidly pieced together, but lacks substance or a competent melody. It's like listening to an old band's new album: it's not like they can't write a new song, but the magic is long since gone. Stone Man's Power Stone is the weakness against Charge Man, but good luck getting it to hit. Better off using the Mega Buster and avoiding his infuriatingly close attacks. Many swears.




Wave Man looks like an overweight sea creature with a trident gun on his arm... ::sigh:: Also, didn't Capcom just give us Dive Man in IV? I understand they want a water level, but what about Squid Man or Fish Man? The first part of the stage is sewer shenanigans, but the second half involves Mega Man riding on a Seadoo and trying not to get hit. Enemies will come from behind, from the water, and dolphins will try to body slam you from above (I always knew they were evil). It's fun at first, but the sequence goes on for way too long. Dive Man is fairly incompetent. It takes a few Charge Kicks (To use the weapon, you have to slide? Come on, Capcom...) to the groin to take him down.




How cool would it have been to fight a Aladdin Sane-inspired robot? Instead, we get a goofball with a large upside-down yellow star for a body. His stage starts off intriguing enough. You're fighting in space, with low gravity. Comets are careening down around you. Then you descend into a space station, and it's pretty blah from there. Avoid some spikes, jetpack-equipped Metools (at least Capcom comes up with creative new ways to use them), and listen to an almost-decent, appropriately spacey theme. Star Man's weakness is the Water Wave; in space, no can hear you drown apparently. I used to like this stage more before I played all five Mega Man games in a row.




Gravity or Lack Thereof Man's stage is all about destroying what Isaac Newton and his apple wrought upon the Western world. Throughout the stage, gravity will reverse and you'll be on the ceiling, shooting enemies with reckless abandon. I imagine this would have been jarring in '92, but for players weaned on Super Mario Galaxy, this backwards gravity ain't nothing. Still, it's one of the funner stages, though the music doesn't know what the hell it's doing. It's four awkward themes in one, and I nominate it for Worst Music of the original series. Gravity Man, as a boss, is actually fairly rewarding to beat. Like the stage, he'll reverse gravity constantly, but you'll never be on the same plain as him. Equip your Star Crash (a star shield), and when Mega Man and Gravity Man pass each other, he'll be hit. After a few hits, he'll get onboard the Newton bandwagon and True Gravity will be restored.




Gyro Man's gyro backpack thing is pretty nifty, but what's with the sherbet coloring? In fact, a lot of the bosses have similar off-colors that make them unappealing to the eyes. Yet another feature of this game for me to complain about. Gyro Man's stage reminds me of Ring Man's stage, sans colorful platforms. Perhaps it's the same cloudy blue background that's been used at least once per game since Air Man. Move along, folks, nothing to see here until you have to move along rows of falling bricks, while avoiding spiky enemies that try to crush you. It's a gas, alright. This is followed by an elevator ascending, while you have to avoid beds of spikes as they try to crush you. It's another too-long stage, like Wave Man's. Gyro Man is pretty easy to beat, though. Simply use the Gravity Hold and Gyro Man's blades will lose their market value. No joke!



Crystal Man bears no resemblance to a crystal of any kind, unless said crystal is blue and bulbous in nature. CAN'T YOU EVEN TRY CAPCOM!!! His stage, the Crystal Mines, is one of the prettiest stages in the game, though. The outline of the crystalline stage shimmers a deep blue raspberry, while the background of robots encased in large glass tubes suggest something sinister. There's a bit o' frustration in the Mines, however, thanks to the crystals that randomly come out of chutes. They're always placed over drops or spikes, so if you get hit, prepare to lose one of your nine lives. Crystal Man deserves nothing less than a Gyro Attack or five. Give it to him proper and – hurry! The game's just about half over.




Napalm Man's Weapons Factory appears to be set in Cambodia, for some reason. You start off in the jungle, fighting tigers, before working your way down into guano-filled caves. Ascend into the forest to fight off a gorilla-like, missile launching fool, then back down into a real Weapons Factory, full of Super Fighting Warheads. The backgrounds of Napalm Man's stage have one of the more interesting progressions of any boss stage I've seen before, and that's my one positive comment. The music is the same uninteresting tripe, while the gameplay attempts nothing more than Mega Man-by-numbers. Napalm Man shoots two little bombs out at you, but he's easy to avoid – simply slide under him and give him a read of your Crystal Balls. Death will certainly be in his future.

PROTOMAN'S CASTLE




Protoman's Fortress looks pretty rad, with his large helmet as the base of operations. Stages 1, 2, and 3 feel like every other castle level that's come before, without any musical gravitas to lend emotional depth to the end of Mega Man's journey. There's a smattering of enemies from all the previous boss stages, combined with the necessity to use more of a variety of weapons and Rush to get through each stage. The stages end with generic robot boss battles. Capcom couldn't have been more inspired by "Lost In Space" if they'd tried. They all have some sort of weapon weakness, but Mega Man hardly has to move to defeat them. Protoman's no Wily, that's for sure.


HIGHLIGHTS


The pink sunrise/sunset background in Stage 1 is a wonderful use of the NES' limited color palette.


In Stage 2, leaping from conveyor belt to conveyor belt while avoiding both spikes and enemies dropping skulls on your head, is Mega Man masochism at its finest.


The Super Mario World-esque slithering worm platforms across space in Stage 3 was an unexpected tribute.




In Stage 4, Mega Man finally faces off against Protoman. Protoman blows his whistle, but something sounds off. Protoman takes a shot, reducing Mega Man to one bar of health. Suddenly, the authentic Protoman whistle sounds and the real Protoman bursts down and exposes the fake Protoman as... another tacky looking robot. This particular robot, Dark Man, plays for keeps, though. Just a few hits from him and you'll be dead. Protoman generously refills your life for you, before leaving you to face Dark Man by yourself. But Mega Man's tired. He doesn't feel like fighting, so he equips Beat to inflict the beating. Dark Man sees the light (or rather, he explodes into light) and from the darkness emerges Wily. He gives you some longwinded speech about how when he was your age, he would never have thought about coming after mad scientists and their evil robots, then flies away to his own castle.


DR. WILY'S CASTLE




Dr. Wily's fortress is far more interesting, but certainly, he's had more experience at being evil than a fake Protoman. This is his fifth unique fortress in five years, on top of the "fake" fortresses he made for Dr. Cossack and Darkman! He's either got money coming out his hairy ears, or he's backed by the world's most evil billionaires. Stage 1 finds Mega Man moving precariously. Whether it's jumping from moving wheel to wheel above spikes or sliding under descending ceilings, the tiniest slip-up will have your lives down to nil. Big Pets, the boss (no joke – thanks Mega Man wiki!), has three tiers, and only the top tier takes damage. Shooting the bottom two tiers will make him thrust the tiers at you, but you have to use them to stand on and shoot his head. It's one of the best boss designs of the game, and certainly one of the most fun to beat. A rare inspired moment.




Stage 2 makes Mega Man face his demons. Spikes upon spikes upon less gravity upon moving wheels which have spikes on them that can knock you off – well-constructed piece of the stage. There's also a couple large Stomper jerks that need to be taken down a notch with the Power Stone. Props to the fuchsia coloring in the stage, as well. The boss, Circring Q9, is another cool one. He's constantly bubbling around in the air, and the only way to reach him are two slowly moving platforms on either side of the screen. He's invulnerable until he opens his sideflaps and allows the Gyro Attack to DESTROY HIM.




Fight all the Robot Masters again. Was it good for you?


Wily shows up afterwards with the Wily Press. Unlike the printing press, it has absolutely no marketability, other than its potential to squash Mega Man into several large light particles. No need to use any fancy weapons here. Just equip the Mega Buster, wait until Wily tries to smoosh ya, then hit his bulbous, bald head. Fin'!... almost.




Wily's second-to-final boss form is a totally tubular-looking skull on top of dozer wheels. Finally, the Super Arrow gets its day in the sun! Equip the hell out of it and fire it directly at the skull for maximum impact. Explosions are imminent, then it's just you, Wily, and his silly UFO. But Mega Man's tired. Equip Beat again and let him destroy Wily. Capcom really made it that easy.

Strangely, there really isn't an ending to Mega Man V. After Wily, Protoman, Dr. Light, and Mega Man all escape from the crumbling fortress, the three purveyors of good look on from afar while Wily flies away... then the credits roll. It's an anticlimactic ending to an ultimately average game.

Mega Man Vis the first entry in the Original Six that feels completely phoned-in. It's impossible to think that Capcom forgot how to develop Mega Man games properly, given the series' unprecedented amount of quickly generated sequels, but how else does one explain this mess of an entry? Mega Man V may look, sound, and play like Mega Man, but it doesn't feel like Mega Man. The first three entries were created with passion, and without that, the character may as well be in a cryogenic chamber waiting until an adventure worthy of his name comes along to rouse him. Let's hope his NES swansong will do the trick.



Wednesday, September 26, 2012

#404 - Mega Man 4


After many years and many tears, Mega Man finally (mostly) resembles himself. I'm still concerned about that snail, though...


                                           Bright Man looks particularly befuddled.


Europe opted not to give a damn this go-round and settled with stealing the American cover.


Mega Man IVbegins and ends with Mega Man riding atop a train, helmet off, wind caressing his blue/black hair. There's no explanation within the game as to why Mega Man is taking a train. Does it symbolize anything or does Mega Man's mop top just look cooler with a breeze blowing through it? Personally, I believe that he's riding to Dr. Cossack's lair. Since Dr. Cossack is Russian, Mega Man is likely traveling in the former Soviet Union (the Union collapsed the month this game was released in Japan). I'm no expert on the Russian land, but I would imagine that, outside the larger cities like Moscow and St. Petersburg, it could be potentially hard to drive a car or even a flight vehicle, given harsh weather and undeveloped roads. A train might be the only way Mega Man can access Cossack. After the game is over, Mega Man returns back home to Dr. Light's lab, perhaps on the same train that took him there. He has grown attached to them, because they are, much like he is, a mechanical machine built for a good purpose. As long as someone keeps them fueled, they will continue to run – and have meaning.


It's hard to fully dislike a Mega Man game, as they all essentially have the same formula, but Mega Man IVis certainly one of the lesser entries on the NES. For the first time since the series began, it felt like Capcom was resting on their laurels. While the stage design remains solid, the boss design and the music seem underdeveloped. Dust Man? Ring Man? DiveMan? What in the world, Capcom? According to the "Mega Man: Official Complete Works" book by Udon (and in all honesty, Wikipedia, who sources the book), the Robot Masters selected for the game was the result of a design contest that took place in Japan. There were over 70,000 submissions. 70,000! How did Drill Man or Bright Man or Dive Man beat out 69,991 other submissions?! Sorry to rant, but it boggles the mind. Mega Man IValso introduced the extremely controversial Mega Buster. It's a charge technique for Mega Man's Plasma Cannon, allowing him to release more powerful regular shots. Many reviewers and players found that it lessened the difficulty, but I actually found IVto be the hardest behind the original. The stages were pretty easy to breeze through, but the bosses – particularly the Wily battles – were quite challenging, with the Buster or without. For me, the Buster was best used on the larger enemies, like the Snail or the Levitating Pair of Eyes. The other new and adorable addition to this game is Eddie, the tiny red robot that shows up simply to give you an item. You never know what he's going to give you, but more often than not, it's something good. Even if it's not, he's too darn cute to hate. Other than those two new additions, Mega Man IVplays exactly like the other games, sans the inspiration of II and III.




The cinema scene gives you a brief recap of the last three games – Wily threatens Earth, Mega Man defeats him, hooray! - before explaining Mega Man's new mission: to defeat Dr. Cossack. I love the title screen. A spotlight shines down on Mega Man's unworn helmet. It's an amazing image that's, frankly, too significant to be in Mega Man IV. Think back to the mournful opening theme of Mega Man III: that's where this helmet belongs. Now listen to this particular title theme. The composer, Minae Fujii, tries to cram too many notes in this piece, yet fails to evoke emotions. The theme starts out solemn, somber, transitions, sounds briefly epic, then transitions and ends. Aside from the helmet, a waste of an opening. 


THE BOSSES



As you may have gathered, I'm not a huge fan of the bosses in this game. Many of their designs are clunky and strange (Toad Man reminds me a lot of Air Man, while Dive Man is Hard Man with a spout attached), while a scant couple, like Skull Man and Pharoah Man, are still pretty cool. The order I beat them in for this go-round: Toad Man, Bright Man, Pharoah Man, Ring Man, Dust Man, Skull Man, Dive Man, Drill Man.


TOAD MAN



Toad Man's claim to fame has to be the rad graphics throughout his stage. The dark, stormy night as the stage begins and the flowing water throughout the sewers are both rendered extremely well. The stage looks cold and brutal, but it's one of the best stages in the game. The music too is some of the best. It's one of the few stages that even tries to drink from the well of enchanting melodies of the previous two games. Toad Man himself is incredibly easy. While he has an acid rain attack, his typical modus operandi is to jump if he's near you. A phat ton of Mega Buster should do the trick and reward you with his weapon, the sounds-like-a-rejected-scented-spray-name, the Rain Flush.


BRIGHT MAN


Bright Man's bulbous lightbulb head and go-get-em mindset doesn't prevent him from being a relatively dumb boss. His stage is a treat, though. Riding grasshoppers across a bed of spikes while shooting totem poles is my idea of a good time. The design is your typical Mega Man science-y stage, with electrical lines coursing through cylindrical lightbulbs around the entire stage. The music's mechanically catchy, but somewhat hollow - it feels like it was constructed of little pieces from previous stages. Aside from Bright Man's freeze attack, all he does is jump a lot, like Toad Man, and occasioanlly spit out a couple plasma bullets. A solid Rain Flush treatment will wipe the bright right out of him.


PHAROAH MAN



Ah yes, his eminence. Pharoah Man looks as evil and powerful as one would hope. His stage is an underground sand museum, with rows of spikes, bats, and robotic mummies that fling their heads at you (do you remember the first time you saw one of those things? Terrifying...). There's a special Wire accessory you can acquire by taking a hidden path along the sinking sand. It's cool, but not necessary to complete the game. The music has promise, but much like the opening intro theme, tries to cram about four musical directions into one theme and fails. It sounds harsh, I know, and I really don't hate the music for this stage or Bright Man's, for that matter. It just sounds like the work of a young composer, trying to hard to impress his elders. There's no restraint, and while that can work in a musician's favor at times, Mega Man's themes have always been about the juxtaposition of two moods: melancholy and determination. That's not to say the themes can't and shouldn't grow, but the growth has to be organic, not forced. But I digress. Pharoah Man is deprived of his crown quickly, no thanks to the Flash Stopper, a machine that freezes time, yet still allowing you to shoot. Such a shameful end to an awesome boss.




Do you, Mega Man, accept Ring Man as one of the eight bosses presented to you in Mega Man IV? Speak now or forever hold your peace. Well... it could be worse, I suppose. How do you make a stage based around the concept of a ring? If you're Capcom, you say screw it and construct a stage with prismic platforms and Gargantuan Hippos with missiles and all sorts of crazy crap. The stage is futuristic Mega Man at his finest, and it makes little to no sense. There is a bit of a haunting echo in the bridge of the theme that's quite agreeable to my ears, but other than that, the music is Mega Man-by-numbers. Finally, Ring Man tosses his Ring Boomerang at you (::stifles guffaw::), but he is no match for a few charged Pharoah Shot. Hey, even Ring Man has to hail to the king.


DUST MAN



Dust Man's entire stage is made of robot scraps, and that's as visually unappealing as it sounds. This is certainly one of the uglier and more annoying stages of the bunch (only the furnace of burning metal towards the end looks legit). Little bombs will come up from pits as you jump over them, leading to many a demise, and at one point, the entire stage turns into a trash compactor and tries to squish Mega Man amidst the rest of the scrap heap. Clever, sure, and most definitely annoying. Dust Man throws dust cubes at you, but why worry when you're packing the Ring Boomerang (::chortles::)? After he's gone, don't forget to brush the dirt off your shoulders. (obviously, the player in the video is not abiding by my boss order - skip to around 2:30 to see Dust Man's stage).


SKULL MAN



Say what you will about skulls and bones being misused as symbols for nefarious groups/gangs: they still look rad. Setting Skull Man's stage in a "Robosaur Boneyard" (Capcom's brilliant wording, not mine) is another stroke of genius. While the stage never gets radically difficult – there are no large enemies, no long stretches of spikes or precarious platforming – it feels as though it could fall apart at any second, and the luscious shades of purple and red throughout are a sight to behold. Too bad the theme starts out promising, but never gets off the ground. If any stage could use a fantastic theme, it's this one. Skull Man doesn't fluff around, but he can't handle dust in his bones. The Dust Crusher is your ticket out of the boneyard, and a few well placed cubes should crumple him completely.




Ugh, Dive Man. What a disgrace (man). At least your Sea Base is crawling with challenge. Moby Dick's got nothing on a whale that shoots out napalm bombs, and those Spiked Jellyfish Creatures aren't anything to laugh at, either. There's another special accessory you can get at the bottom of an unassuming pit. It's a balloon that allows you to stand in mid-air. Like the other one, it's a neat feature, but mostly unnecessary. Lots of nasty little jumps in low-gravity water will ensure some swearing, but you'll reach Dive Man in no time, and when you do, equip that Skull Barrier for me, would ya? That jerk attacks you like he doesn't want to live anymore, which is good. A few hits with some Skulls and his underwater grave is permanently sealed.


DRILL MAN



One of the best, if not most consistent musical themes, kicks off the final boss stage and purveyor of all things drill-related, Drill Man. Finally, Fujii-san finds the right balance of mournful dedication in the melody, while leaving in a couple transitions that mark the piece as his own. The Ore Mines that make up Drill Man's base of operations is relatively bland and uninteresting (who likes the color salmon? Anyone?), save for one section involving non-stop falling trash, and jumping on switches to make the ground appear. Once that's over and done with, Drill Man points at you with his naughty (drill) bits and the battle is afoot. Too bad he didn't count on the power of Mega Man's jumping war cry, and of course, Dive Man's Dive Missile. A few of those puppies would explode any drill head foolish enough to tackle them.


DR. COSSACK'S CITADEL



STAGE 1



Look at that lightning! Look at Cossack's Citadel of nightmares! This stage, in particular, is a slippery customer. Ice is everywhere, as is Capcom's most unimpressive enemy ever, the Slinky. The Russian-inspired theme is very fitting, though. Also, it's always cool to start a stage in the day, and climb higher and have it turn into night. Mothraya is your first boss, and an uneventful one at that. Would you kindly slap it with the Ring Boomerang?


STAGE 2



This stage is an indoor affair, and coincidentally, you'll be using a lot of the Rush'n Jet (dear God, please stop my horrible puns/jokes, amen). Beds and blocks and enemies of spikes are on the menu, while space watches you from Cossack's evil windows. The green/purple color combo for this stage is particularly pretty, despite being Joker-esque. The Square Machine, a large constantly moving entity (just watch the video), needs to be "dusted" out of commission, if you know what I mean.


STAGE 3



And for the first time ever, ladies and gentleman, a Mega Man stage that moves on its own. It's not as masochistic as it sounds, thankfully. Just some well-timed jumps and avoiding projectiles, the usual. This stage is about as easy as they come, and the Cockroach Twins, mechanical spiders that walk all around the walls (yeah, definitely not cockroaches), are easily defeated with some om-nom drill bits.


STAGE 4



Dr. Cossack's last stand? Dah, comrades. Mega Man's in some kind of space base and it seems every enemy that's made an appearance throughout the game is trying to attack him. The stage has quite the rip-roaring theme. It's a bit all over the place, but the bass part – which stands completely separate from the melody – is scrumptious and completely makes the song. Dr. Cossack appears with coke-bottle glasses, a beard, and a snide look. His claw machine attachment is downright silly, and some dust cubes will make short work of him... but wait. Turns out Dr. Wily has been behind Cossack all along, kidnapping his daughter in order to control him. Protoman releases Kalinka (?!), re-uniting the family, and Wily appears, cursing Protoman's name and vowing to "break" Mega Man, despite the fact that he's 0 for 3. Hubris and large eyebrows do strange things to a person.


DR. WILY'S CASTLE
 

STAGE 1



As if I wanted to write any more or you read any more, here we go again, with another castle. Stage 1 is your stereotypical Wily construction, with plenty of Metools to impede your progress. Outside of a spikey water section, there's absolutely nothing to concern you here. The boss is a giant Metool that looks awesome and goes down quick with the Ring Boomerang (::snickers::).


STAGE 2



This Prince-themed purple affair doesn't do much to challenge the Blue Bomber. Two castles really feels like too much, and I get the sense that Capcom was feeling pretty tired by this point. How many more of the same enemies can they throw at you, or for that matter, what stage designs that don't feel like rehashes? Stage 2 – like Wily's Castle as a whole - is competent, but completely uneventful. The Tako Trash is the boss, a larger version of that red creature that spews out projectiles from both his mouth and head. Again with the Ring Boomerang (::chortles::) and that's that.


STAGE 3



Stage 3 is the obligatory beat-every-boss-again-because-we-feel-like-it stage. Once you prove your point the second time, it's time to challenge Wily and his amazing Skull Head Machine. The first part of the battle is incredibly easy, if you stand almost directly underneath the head. You can completely avoid its projectiles, charge your Mega Buster, and hit the thing, leaving you unscathed. The second part – the skull explodes and there's Wily! - is a bit trickier. Wily encroaches on your space, like a nasty old man, leaving you no other chance than to thrust your drill bits in his old, wrinkly face. He'll explode, fly away...


STAGE 4



But he's not dead, oh heavens, no. This actually might be my favorite Wily boss battle out of all the games. I love that he's completely hidden in the dark until the light projectile – his own weapon – briefly gives him away. It's enough time to get a charged Pharoah Shot or five on him, and he's toast. 


ENDING



He gets down on his knees, as per usual, but this time, he escapes in his Wily Mobile, leaving Mega Man to get out of his castle before it explodes. Mega Man escapes, of course, and gets on the train. A symphony of colors (and surprisingly moving music) plays in the background, as the train moves through the Russian countryside, the city, and finally, to Dr. Light's cottage and lab. As always, he's happy to be home.

Mega Man IVmight not hold up to the previous three, but I'm not surprised that Capcom didn't hit greatness this time around. This was the fourth game in almost as many years. Considering Mega Man Vcame out later in 1992 – the same year as Mega Man IV!- it's almost as though Capcom was holding their own head underwater in order to finish the final three games before the demise of the NES. Perhaps Capcom tried to complete Mega Man IVwith the same drive and passion as they did for the other games, but a key element – let's call it "heart," as cliche as that is - feels lost in translation here. Still, for Mega Man IV to be as fun as it is to play, and stilldisappoint, speaks to how great this first batch of original Mega Man games were. After II and III, fans expected every Mega Man game to be great. After IV, they settled for less or moved on.


B

Thanks as always to GameFAQS.com, MegaMan NG for his stupendous videos, and  megamanwikia.com

Saturday, September 22, 2012

#403 - Mega Man 3


With each cover, Capcom's American artists slowly begin to understand how Mega Man really looks.


                                 Of course, the Japanese covers are always great.


                                                   Mit Passwort? Das ist wunderbar!


Compared to the ambitious intro of Mega Man II, Mega Man III's intro is sparse. There is no telling of the game's story, no slow ascension up a building, no Mega Man hair flapping in the breeze. Instead, there are some brief credits, the title screen, and some of the most haunting, memorable music in all of gaming. Like any great Mega Man piece, the Mega Man III intro music conjures up aching loss before turning into an anthem of renewal. As the theme begins, one can imagine Mega Man sighing deeply while staring at his helmet. Like his two previous missions, this journey will be fraught with lonely nights, non-stop brutality, and the chilling sense that death is all around him. But as Mega Man puts his helmet on, the tempo speeds up. He feels revitalized. These missions burn inside him. They are his calling, his reason for being. No one else, man or robot, can take down cold-hearted, mechanical evil like Mega Man.


Mega Man IIIproved that Mega Man IIwas no fluke masterpiece. Mega Man III retains everything that made Mega Man II great – colorful stages, masterful music, top-notch gameplay – and builds upon it for an even fuller experience. Save for a few details here and there, the first two Mega Mans practically had the same story: Wily's gone off the deep end and needs to be stopped. Mega Man III's story begins with Wily claiming he's a changed mad scientist (for the first time, but certainly not the last). Wily begins to work with Dr. Light on a supposedly "peaceful" robot named Gamma and eight new Robot Masters. Surprising no one (other than, perhaps, Dr. Light), the Robot Masters "suddenly turn evil" and steal eight Energy Elements needed for Gamma's creation. Of course, once Mega Man retrieves the Elements, Dr. Wily turns evil again, steals Gamma, and hopes to use Gamma to rule the world. The story also introduces "Break Man" a.k.a. Protoman, Mega Man's brother. The introduction of Protoman is one of the most interesting turning points in the often repetitive Mega Man storyline. Protoman's ambiguous nature and his excellent design lend him an air of mystery, while his incredible power makes him both a worthy adversary and a valuable ally to Mega Man. Besides the better story, Mega Man also marks the beginning of Rush's long and storied career as Mega Man's most loyal and faithful friend. His Coil, Jet, and Marine abilities are all incredibly useful, but in my opinion, that's not why Capcom created him. "It is not good for man to be alone," indeed, and while Mega Man doesn't really need a partner in his games, Rush's presence really lends an air of playfulness and humor (tell me the Rush Marine design isn't funny) that the series often lacks. Also, Mega Man can officially slide. The slide makes it easier to avoid enemy projectiles, enter narrow passage ways, and just look cool (like he's busting a move). Finally, Mega Man IIIreturns to the higher difficulty of the first game. Less energy power-ups are given from enemies (unless fighting hordes of bees or penguins) and are placed at specific points in a stage, while E-tanks and lives are slightlyless plentiful. Mega Man IIIis still not near the challenge of the first one, but it's no slouch.


THE BOSSES


Interestingly, these Robot Masters that you'll fight were worked on by both Dr. Wily and Dr. Light. This would be the first and last time Dr. Light would assist in these horrible creations, but as far as Mega Man III is concerned, the damage was already done. Charge your Plasma Cannon and get ready for Spark Man, Magnet Man, HARD MAN, Top Man, Shadow Man, Gemini Man, Needle Man, and Snake Man. Once again, this is not the most common approach to the bosses, but I like trying new and frightening methods of play.




Spark Man most definitely has a light for you, but not for your cigarette addiction. His stage is a mish-mash of blinking lights, machinery, trash, and electricity. In other words, it's a lot like Metal Man's stage except it SPARKS! The music kicks off Mega Man's journey right. The first half is a club banger, while the second half sounds like a descent into regret, perhaps at the end of a bottle. Yasuaki Fajita, the game's composer, is a complete boss (perhaps there should have been a Fajita Man, not to be confused with his Mexican equivalent, Fajita Man). My personal favorite enemies in this level are the green shot put guys. Do they fling those suckers with reckless abandon or what? Plus they look great. The eyes with suction cups for feet are a close second. It's fair to say that the creative enemy design rivals or surpasses that of Mega Man II. But what of the insanely hard part where Mega Man jumps on the platforms that propel him up towards the spiked ceiling, and there's enemies materializing out of thin air? Yeah, that can be tough, but stick with it. Don't be a hero and try to plow through it or you'll fall. Take your time and shoot the blue screw thingies. Finally, you reach Spark Man and he's sparking both little and big projectiles. He also likes to jump jump, much like Kris Kross. Aim your cannon straight and true, and his Spark Shock shall be yours for the plundering.




Many of the bosses have little time for subtlety. Take Magnet Man, for example. He has a magnet on his head, and his weapon happens to be little magnets. This is why he is Magnet Man. The first enemies you'll encounter are Helicopter Magnet creatures that try to lift you off the ground. Ignore their natural magnetism and just listen to the jaunty tune. It is quite the happy shuffle, perfect for being swept off of your feet by angry magnet robots. Soon, though, it's time for Protoman's first appearance. He has a scarf! And a red helmet! And he likes to jump a lot! Just stay in the corner and shoot the crap out of him and eventually he'll fly away and make the floor explode. Jump down and say goodbye to sanity: it's time to jump on disappearing/re-appearing blocks, while fans (MAGNETIC FANS) try to suck you off the blocks and to your death. My favorite enemy in this stage has to be the humongous slinky head who shoots blue missiles at you and goes crazy when you get near him. He'll be waiting for you to kill him in the middle of the level and before the entrance to Magnet Man's lair. Magnet Man himself is incredibly agile, and will jump on you, when he's not throwing magnets or pulling you near himself with his incredible anger shield. Bust out your spark cannon and let electricity do its thang, and he'll be fried. Ingest the Magnet Missile and peace out, ya'll.




Hard Man is built very much like a sumo wrestler with a blue plated shield and an incredibly dense helmet. He's big and hard and any other potential innuendo you can think of. His stage is the Rocky Plateau. I guess because rocks are hard? I'm not sure how Capcom put two and two together there, but it's not like it doesn'tmake sense... kinda. The music's very standard – driving beat, nice melody. Nothing too evocative, but then Hard Man's stage is quite the anomaly. Wasps? Monkeys? Random clap-trap things? Helpful tip: when the wasps are about to drop their brood, quickly run to the left so they disappear off screen, and when you turn right again, they will no longer be there. Otherwise you'll have to fight swarms of little wasps and they're quite the buttholes. Favorite enemy in this stage (and several other stages): the little hard helmet guys in bulldozers. They're SO CUTE and they only take three shots to kill. Protoman makes another appearance, presumably because he didn't take enough of a plasma thrashing before. Finally, there's a large stomper enemy in front of Hard Man's door. Just take the hit and go through the door, who cares. Hard Man shows up, growling like he means it. He hits you with little presumably hard fists and does a head-butt to the ground and PAUSES TIME ITSELF. He's pretty incredible, which is why it's pretty depressing to see a few measly magnets take him down. But take him down they do, and you're equipped with a Hard Knuckle, for good measure.



Another less-than-subtle Robot Master for Mega Man to crush, like so many unused tops. Like Magnet Man, Top Man can't hide his true nature: his head is literally a top, he has top-spewing underlings, and his stage is a... Spinning Greenhouse? It's nice to see some plant life in a mostly mechanical game, but nowhere did it feel as if the level was spinning. As for the stage itself, there's a reason why Top Man is the recommended starter robot to fight: his stage is, to quote Prince, "nuthin but a muffin." The only parts that might give you trouble are the Flea/Furball Spewing Cat confrontations, and the chasm where you have to jump across constantly ascending/descending rows of spinning tops. Top Man's music didn't hit me right at first, but after repeated listenings, I like how different it is from the other stages. It feels less like a dance song, and more of a straight-forward rock number (check out that wah-wah solo in the middle!). Once you reach Top Man, he fails to intimidate. His moves include spinning toward you and throwing three tops at you, both of which are extremely easy to maneuver around. A few Hard Knuckles to the face ought to blow his top out of commission. You'll gain his Top Spin, and who knows, you might even use it at some point.




A waterfall of lava greets you as you begin Shadow Man's stage. A driving jungle beat and piercing synths shatter the silence. You're a long way from the calming atmosphere of Top Man's Greenhouse. The Sewer System takes you down, down, down to face Protoman yet again. Stand in the corner, pierce his skull with plasma, and he'll get the hint. From there, it's a long trek through walking grenades and brain caps (they're not really brain caps, but they look like them and that's good enough for me) that make the entire room dark. Equip your Magnet Missile, shatter the brains and get those lights on. Keep going down until you've reached the room with overflowing lava. Equip the Magnet Missile again and destroy the floating creatures that come from the ceiling. Jump across the platforms until you face Shadow Man. His game is throwing shurikens, two at a time, and jumping just to piss you off. Equip the Top Spin (it turns your whole body into a top -THANKS TOP MAN) and twist on him a few times. It's a really silly way to kill an awesome boss, but it works. Claim the Shadow Blade as your own.




Gemini Man's stage is called the Mirror Cavern, and while most of the stage does take place in a shimmering cave, you start off at night atop a path of crystals. Penguins and flying flame-throwing eyes frustrate, while the dark uncertainty of the music keeps you on your toes. Before you descend into the Cavern, Protoman swoops down to stare into your soul before swooping back up and paving a way to the cavern. In the cavern, you'll be shooting lots of eggs and tadpoles, just to clear a path for you. It's disgusting, but necessary. You'll also run into Penguin Machines, which spew penguin robots at you. Jump over them and shoot the eyes of the machine. Going deeper into the cavern will reveal an underground lake, which means it's time for Rush Marine to come out and play. Equip him and dive into the dark waters, collecting energy for him as you go (and a little extra life and E-tank for yourself, why not). After a brief encounter with a Stomping Robot, you'll meet Gemini Man. He's a jerk, and a double-minded one at that. He'll split into two versions of himself. Luckily, it doesn't matter which version you hit with your Shadow Blade. He'll eventually explode into more than two pieces, blessing you with the Gemini Laser.




Until you descend underground, Needle Man's stage presents itself as a pseudo-futuristic cityscape, amongst the tattered remains of a sail. It's actually a Construction Site, but my description seems more accurate, or at least, interesting. Needle Man's stage is incredibly straightforward, especially if you're rockin' the Shadow Blade. That sucker is awesome and takes out many of the enemies in one hit. The second part of the stage brings with it needles that emerge from the ceiling. They're NOT one-hit kills, but they are obnoxious. Slide past 'em to fresh air. Needle Man himself is a bulbousy sort, not unlike Air Man. He can and should be taken out with the Gemini Laser, a weapon that's best used up in his grill. Pull the Needle Cannon from his charred robot corpse and jump in the air for the cameras.




Scaly green exteriors that wrap and weave their way throughout the stage; large snake heads with constantly gyrating bodies; and some of the most transcendent, blood-pumping music of the entire game. Snake Man's stage is fantastic, and best of all, it's a delicious light lunch: not too fattening, but filling enough, so that when you're done, you feel satisfied. Shooting your way through the stage is a cinch, until the final section before Snake Man. You have to jump from cloud to cloud (atop certain death? Capcom doesn't mind if they do!), whilst avoiding clouded bullets that move faster if you shoot them. Slick platforming finesse will get you through to Snake Man. His Snake Suit resembles more of a home-made costume than anything else, but his stage rocks, so cut him some slack. A few Needles should poison him up and make him explode real good. Collect his Search Snake and begone!


DOC ROBOT STAGES


It's normally eight robots, than some Wily action, but not this time. Four mysterious robot images take shape in Spark Man, Needle Man, Shadow Man, and Gemini Man (I love how the other boss borders crumble). This is Doc Robot, and he is a tremendous buttface. Not only does he takes each aforementioned boss stage and make them harder, but you also have to fight him twice in every level. In each fight, he'll replicate a different boss power from Mega Man II. In Spark Man's stage, it's Metal Man and Quick Man; with Needle Man, it's Air Man and Crash Man; with Shadow Man, it's Flash Man and Bubble Man; with Gemini Man, it's Wood Man and Heat Man. Oh, oh, oh, it's magic. While each stage is slightly changed, it's not worth delving deep into them. You'll know what to expect if you've gotten this far. Check out the videos if you're interested in seeing some Mega Man II bosses back to life.


"BREAK MAN"


"Break Man" is just an alias for Protoman, presumably to hide his true identity from Dr. Light (thanks Mega Man Wiki!). Whatever the reason, this is just another battle with Protoman. Defeat him and a cutscene will take you to Dr. Light's lab. He'll inform you that Wily has run off with Gamma, and you'll be off to Wily's Castle. Watch the fight below on the "Stage 1" link.


DR. WILY




This might be the easiest Stage 1 of any Castle trip thus far. There's enemies from previous stages (Top Spewer!), new enemies (dive-bombing penguins!), and all sorts of extra lives and weapon energy, if you're willing to shell out some Hard Knuckles. Like other Wily Stage 1's, the music feels like a culmination of all that came before, but it doesn't get one as motivated as it should. It's solid, but not as timeless as the themes from the previous two games. The boss is the Kamegoro Maker, a giant turtle-spewing machine. It also spits out wind funnels at you from all sides, so be aware of those. Equip the Shadow Blades to destroy all nefarious turtle doings, and you're done.




The Rush Jet will be your best friend in this incredibly short stage. After your initial ascent up a few ladders (collecting a life and weapon energy if need be), you'll hop on the Rush Jet and never look back. Being able to shoot the wasps before the unleash their swarm really makes this area easier. Re-charging the Rush Jet is never an issue, as there's plenty of energy on your trek – along with an E-tank. The boss is the Yellow Devil Mk II, resurrected from Mega Man. He's not nearly as obnoxious as before, though. He's slower, his pieces are easier to avoid, and sometimes you can get two hits in with your Hard Knuckle. The battle's over before you know it.




Once again, the first part of this stage is all about loading up Mega Man with goodies. Grab what you can and move on. The theme is different in this stage, more resolved, if not more melancholy. The Brain Caps and the Grenade Jerks make their triumphant return, although it's much easier to destroy them. Are we noticing a pattern? This has to be the easiest set of stages Wily's ever thrown at Mega Man. Perhaps because he had to hastily reassemble his castle? After the annoying Doc Robot battles, I'll take a brief respite. Slide under the pair of Stompers, and jump up the platforms, while avoiding the spikes on the wall. The boss battle is a triumvirate of holographic Mega Mans, but only one of them can be harmed. Use the Search Snake to take them down, while avoiding their shots.




Stage 4 leads you to the Robot Chamber, the place where you have to fight all of Mega Man III's eight Robot Masters again. Do it quickly, so I can finish up this review. Fun Fact: each of the bosses' weapons works against them.




It's about damn time. Wily comes out in a Giant Spider Robot. He doesn't really do all that much besides spew his trademark balls of light, but those are easy to maneuver around. Give him a fistful of Hard Knuckle to take down his first form. His protective bubble will come down, which gives you the perfect opportunity to use the Rush Jet. Fly up and shoot the final protective layer and his spider will come crashing down. At first, it looks like he's begging you for forgiveness. BUT OH WAIT HE'S JUST A ROBOT AND THE REAL FIGHT IS YET TO COME.




Wily has gotten Gamma up and running and he's about to give Mega Man a nonstop-express ticket to pain... or not. Gamma does look really imposing and terrifying, taking up half the screen and all, but all it takes to get him down to half life is Hard Knuckle his head (Hard Man really knew how to craft a weapon). Once that's accomplished, Wily appears. He's controlling Gamma from the inside, and the only way to stop him is... to Top Spin his head. Once you've achieved that, Wily's on the ground, asking for forgiveness. This time, though, Mega Man's looking away, implying that he's not willing to grant it this go-round. Pieces of Gamma begin to fall from the sky. One crushes Wily, the other Mega Man. Protoman rescues Mega Man, but Wiley's fate, according to the game, is negative.




Dr. Light informs you that you were unceremoniously deposited in the laboratory by none other than Protoman! A whistle is heard in the distance and Protoman's entire theme is heard for the first time. Excited to be alive, Mega Man leaves Dr. Light and his maniacal arm-waving to go on a run through the grass. After being covered in oil and robot scraps and trash, the fresh, spring breeze is cleansing to a young robot's circuits. As Mega Man runs, a list of Robots that Dr. Light (er, Right) has made appears. In it are the Original Six (Guts Man, Cut Man, etc.) and their original purposes. I've beaten IIIbefore, but I completely forgot about this part. Really cool info. Finally, the game explains Roll (of course she's a housekeeper – they should have also made her a maker of sandwiches), Mega Man (former assistant to Dr. Light???), and Proto Man. Mega Man stares at an image of his cooler brother, Protoman, in the sky, while a bird derps happily onto a tree. Cue staff credits (BUNBUN! KERO KERO!). Thank you, Capcom, for another solid Mega Man production.


Mega Man IIIis another great addition to the Mega Man lineup. Capcom really tightened up Mega Man's control in this one, to the point of zero slipperiness. The graphics are even better than Mega Man II. There are unique blends of beautiful colors, especially in the later Wily stages; it almost doesn't matter that they're using recycled backgrounds. The music is great, as always, though I would rate it slightly under the timelessness of Mega Man II's. My one complaint would probably be the difficulty. The game strangely got easier as it went on, especially in Wily's Castle. Still, it's great to see the beginnings of Rush and Protoman, and it's always fun to fight a fresh batch of bosses. Mega Man IVawaits!

A

Thanks again to Gamefaqs.com, megaman.wikia.com and MegamanNG's excellent Youtube videos.

Tuesday, September 18, 2012

#402 - Mega Man 2


Well... getting better, anyway. Mega Man looks like a grizzled old cop, but other than that, pretty solid.


                             Fantastic cover art, yet again, for the Famicom version.

The original Mega Man may have kicked off the series, but the success of Mega Man 2 ensured its longevity. Because the sales of the original Mega Man were pretty weak (GEE WONDER WHY IT DIDN'T SELL WELL IN AMERICA, CAPCOM), Capcom wasn't exactly thrilled to greenlight a sequel. They eventually agreed to it, but only if the development team used their spare time to work on it. Basically, Mega Man 2would never have been made, if the developers didn't have the drive and motivation to work extra-long hours to complete it. But they did. After three-to-four months of brutal twenty-hour work days, Mega Man 2 was born and the still-burgeoning gaming world had a new classic.



Mega Man II takes the original's gameplay – beat bosses in any order you want, then go fight Wily – and streamlines it for an all-around smoother experience. Much of this has to do with the well-balanced and significantly reduced difficulty (unless you're playing on Difficulty mode – more on that later). In the original, some stages (Cut Man) would be a cakewalk, while others would be a nightmare (Ice Man, Dr. Wily Stage 1). There's difficult moments in Mega Man II, certainly, but they're moments: elements within a stage that are easily conquerable with a couple extra tries. On the start screen, there's a Normal Mode and a Difficult Mode; the latter is actually the original Japanese version of the game. In Normal Mode, which is what I played through this go-round and what I imagine most players have beaten, Mega Man's attacks deal twice the damage against the Robot Masters, and regular enemies hit points are halved*. These are the only differences I could find between the two modes, but there might be more. Also, Capcom really goes over and above with the power-ups on this game. E-tanks (in their first appearance) and extra lives are scattered everywhere, it seems, while extra health and weapon refills, are freely given from the corpses of enemies. The prevalence of the power-ups is certainly welcome, after the stinginess of the original. New features include the aforementioned E-Tank, a life refill, and three items designed by Dr. Light to use throughout the levels; these items have power meters, and the more you use them, the more power drains, just like the boss weapons. The first item is a little helicopter you can use to stand on and take you upwards to unreachable items or ladders; the second is a propulsion platform that you can use to fly across chasms and spikes; and the third is a weird little bouncy elevator that acts exactly like the helicopter. These items were later refined into the design of Rush, Mega Man's adorable, transformable robot dog.

*I have also vanquished Mega Man 2a couple times on the Mega Man Anniversary Collectionfor the Gamecube, and apparently, "Normal" difficulty on the Collection is actually "Difficult." This would explain why Mega Man 2 on the Nintendo seemed incredibly easy to me. The more you know!


INTRO


I should mention the intro cinema, as it's one of the greatest video game intros of all time. A city at night, covered in oppressive black. One tall building stands out in the foreground, while the history of Mega Man, Dr. Light, and Dr. Wily is told via text below. A slow lullaby plays softly in the background. Suddenly, the camera scrolls up the tall building, and the music changes to a questioning tone. The camera reaches the top, the music explodes into a mission statement, and there's Mega Man, helmet off, black hair blowing in the wind, and a ever-determined visage. How could anyone resist Mega Man 2 after such a build-up?



In Mega Man 2, eight Robot Masters await to bring about your demise: Metal Man, Flash Man, Quick Man, Wood Man, Air Man, Crash Man, Bubble Man, and Heat Man. The order in which I listed them is the particular order in which I beat them, but like the original, there's no set standard. If you're Mega enough, you could beat them in any particular order.




Metal Man... isn't that a little redundant? If Metal Man is a robot, one could conclude that there is some metal in him somwehere, and certainly if he was built in the earth-ravaging, go-go Eighties. Unsurprisingly, Metal Man's stage is an Industrial Facility, which means cogs and gears and darkness oppress you at every turn. The majority of the level is made up of conveyor belts that either push you forward faster or make it more difficult to progress. The music propels you forward immediately, despite the conveyor belts. It's an intense dance number where there is no happy ending - unless you keep moving. Spike stompers are the first enemy you see, then an entire alley of drillbits that come at you from the ceiling and the floor. Just keep shooting and collecting that delicious blinking life. Next come a series of goofy Jugglers riding cogs, but this ain't no sideshow. Blast 'em! Blast 'em all! A couple more serious jumps, while avoiding the slinkies and you're ready to, woo hah, light this boss on fire. Metal Man throws saws at you – presumably metallic – and jumps around a fair amount, but he's nothing a warm meal of Plasma Cannon can't fix. Afterwards, you're rewarded with the Metal Blade, one of the greatest weapons in the game.




Flash Man's stage, the Crystal Caves, brings Mega Man further down into the rave. Every inch of the stage sparkles and gleams different shades of blue, while a harsh two-step beat and a throttling melody give life to the dancing robots within. The Caves are slippery and Mega Man can slide for days, until projectile spewing robots stop him. Eventually, you run into your first of many Mech Robots. It's a robot within a robot. Once you take down his legs, all that's left is a brief plasma thrashing. Falling further into the caves can lead you in one of two directions. Fall to the ground and face the wrath of too many Mech Robots. Fall to the ledge slightly above the ground and you have a chance to hop your way across precariously placed pulsating blue bricks to Flash Man. Speaking of Flash Man, he resembles a football player with a grinder for a hand. He's slow, he doesn't know how to use his weapon properly, and he'll take all of the plasma abuse you've got. He's the easiest boss of the game. His Time Stopper will come in handy for the next stage, and you've also gotten the third item, the elevator.




Quick Man's Underground Laboratory continues the theme of glitchy techno, while adding a grindhouse background. Seriously, this place feels less like a laboratory and more like a robotic slaughtermansion. It doesn't take long before the pain begins and Quick Man's laser beams of horrible, cleansing death shoot from the sides. It's not that the lasers are one hit kills or that they're as fast as lightning. It's the precision with which Mega Man has to avoid them. One misstep and you're orbs in the sky. Thankfully, you have the Time Stopper, which you will want to keep as charged as possible for this entire level. Once you start the Time Stopper, it goes until its energy is depleted, which means, once you reach the Flaming Torch guys, you should shoot them until they give you enough weapon energy to re-charge it. The second half of the level, with beams flailing akimbo, is the hardest part of the game. In this section, I recommend getting as far down as you can without using any of the Time Stopper. Then, right before a beam nails your face, use it. If you descend far enough without using it, the Time Stopper should give you a safe journey the rest of the way. After dealing with a couple of Mech Robots (and hopefully, recharging your Time Stopper), engage Quick Man and his mighty boomerangs. He's fast, but if you get his life down about half way with your plasma cannon, the Time Stopper will take care of the rest, and his Boomerang will be yours.




Wood Man's Preserved Forest Base is a gentle respite from the previous nightmarish world. Gentle Bubble Bats and Robo-Rabbits pretend as if they're as scary as Quick Man's beams, which will forever haunt your dreams. Every forest deserves a good jungle beat, and Wood Man's theme only half-delivers. Certain notes that echo through the forest are haunting, but the rest sounds like recycled motif from previous themes. Thankfully, this stage is cool enough to cancel out the sub-par ditty. You descend downward into what appears to be a carved out tree (or trees). Awesome! You also run into a wave of initially intimidating Heat Dogs, who spews lines of curved fireballs at you. Thankfully, their fireballs have a pattern and it's easy to jump over them and shoot directly at the dog. Once you're back outside, you're crossing bamboo stick paths and shooting obnoxious Mecha Monkeys and even more obnoxious birds who drop eggs at you. Shoot the eggs before they hatch or you'll get a swarm of baby birds in your grill. More rabbits, more Heat Dogs, and a wave of Atomic Chickens are all on your plate before Wood Man shows up to dole out some leafy greens. I've never liked Wood Man, but not because he's difficult. His design is as ugly as a station wagon with faux-wood paneling: chunk of wood for the body, two squatty legs, and a mug only Mother Earth could love. Ah well. Naturally, he can't stand the Metal Blade so pump him full of that and acquire his Leaf Shield.




Welcome to beautiful Sky Ridge. Please watch your step as you can fall to your doom at any given moment. Mind the giant Air Tikki heads that eject their horns and mini-Tikkis at you. Air Man's theme is the soundtrack to a fighter pilot duel in the sky. There's zig-zags, sudden turns, and an all-around sense that the music could go anywhere – and it often does. Indeed, this stage is all about timing. If you can jump from Tikki to Tikki, and steal the Lightning Lord's clouds so you can get across the wild blue yonder, then you're pretty much set. More birds will show up to hatch their eggs on you (what horrible mothers to just leave their babies behind), and giant Fan Fiend's will try to push you off platforms... and FAIL because you're Mega Man. Air Man is a saucy one, a giant fan who blows mini-tornadoes at you for fun. If you can equip your Leaf Shield and touch him a couple times, he's dust in the wind. You've now got the Air Shooter and Item #2, the jet platform. Giddyup.




Crash Man's approach to stopping Mega Man is a little more... unorthodox. His Pipe Station is a swirling mess of pipes and ladders and those adorable hard helmet guys! At no time during this stage will you ever feel threatened. The goofy, carnival theme lends itself well to the non-threatening atmosphere, although it's a throwaway track compared to the mechanical beauty of, say, Flash Man's theme. When you begin the stage, it's obviously day-time in the background, but the farther up you climb, it turns from dusk, into a starry night. Birds drop eggs on your face as you climb and Prop-Tops (helicopter robots that jump incredibly far) await you at the top. Crash Man has drills for hands and shoots out bombs (what is a Crash Man anyways?) and he has a distaste for little tornadoes. Once he's had enough of the wind gusts, he'll submit his Crash Bomber to you, and away you go.




Bubble Man is a controversial figure. Not many people are fond of the fact that his Bubble Lead is the weapon used to defeat the game, nor are they fond of the reduced gravity in the underwater portions of his stage (those spikes...). As weird as this sounds, I kinda like him, but I'm also a fan of the Outcast Robots (just wait until we get to Tomahawk Man – boy howdy!). Underwater portions aside, Bubble Man's stage is one of the most entertaining, and the serene, melancholy music is perfect for a deep sea dive. Look how cool the waterfall background is too! That's 8-bit pixel art in serious action! Mind the large Lantern Fish who want you to taste their shrimp and the ever-present spikes underwater, and you should be breathing fresh air in no time. And by that I mean, fighting Bubble Man like the boss that he is. Bubble Man also can't stand the fresh taste of metal as it slowly rusts into his mouth. Pump him full of saw blades and call it a swim.




The dueling melodies and rump-rattlin' beat really turn up the thermostat, in this, the last Robot Master fight before the ascension of Wily's Castle. Heat Man's stage is aptly named the Furnace, and with a river of lava everflowing at the bottom of the stage, it's easy to see why. Bouncing from platform to platform while shooting those ridiculous twirling heads is your first challenge. Eventually, transient bricks get thrown into the melting pot, though they're not nearly as obnoxious as the fickle ones in Ice Man's stage. Finally, you approach the last river of lava. You could hop along the line of disappearing bricks above the lava or you could just equip Item #2 and fly across the lava in style. I'd choose the latter, so as to live and live well. One mo' Mech Robot and then it's Heat Man, looking every bit like a flaming trashcan thing (what is his body supposed to be, anyway?). Heat Man gets weighed down by the Bubble Lead, so toss a couple of those bad boys his way. He'll cool off and you'll get his Atomic Fire and Item #1, the helicopter.


DR. WILY'S CASTLE




Stage 1's music is a timeless work of art that amplifies the weight of fighting Wily once again. It suggests that the last eight bosses were but a blip and that Wily's castle is where the real adventure begins. There would be other great Mega Man themes to come, but none so perfectly captures the hardship and sadness that Mega Man carries with him every time he goes to defeat Wily. The stage itself is standard fare. Shoot, rinse, repeat. There is one section where you need to use several helicopters to reach a ladder, and once that's over, you're in a dark room. You begin to bounce brick by brick, wondering why, until an enormous dragon comes from behind you and starts chasing you. Eventually, you arrive at three bricks, each higher than the other. Jump to the top and Quick Boomerang the dragon's face in. If you're quick enough, he'll be dead before you are.




Stage 2 contains nothing less than a bed of spikes that you must fly over, a plethora of energy tanks, lives, and energy refills, spike stompers, and most strangely, a Killer Wall that attacks you with pieces of itself. The stage is a mess of contradictions that only goes to show how insane Wily really is. The best is yet to come...




More perfectly timed underwater leaps await you in this short, but deadly stage. Everything tastes like wine and smells like roses (check the out of place metallic fish thing – begone from here, you worthless vagabond!), until the part where you have to manuever Mega Man through waves of spikes in sewage water. It's a disgusting and difficult drop, but once you land, you're basically at the third boss. It's Guts Dozer, an insanely modified Guts Man who... spits out pellets. He's more intimidating to look at than to fight. One hot batch of Quick Boomerang pancakes ought to upset his guts all over the place.




Deep purple is one of my favorite colors (though not one of my favorite bands...), thus my eyes look upon this purple-colored level with great joy. Riding the platform as it wanders hither and yon, while twirling head jerks constantly re-appear is somewhat of a nuisance, but easily conquered. Keep your head down, don't fall on the spikes, equip the Leaf Shield if you have to. Once you're at the Boobeam Trap (yes, that is the bosses' actual name), use your Crash Bomber to take out the barriers and the Boobeams themselves. It's obvious the programmers are very tired, as this boss makes little to no sense. Once a winner is you, it's off to...




The bosses again? Of course! It's a time-honored Mega Man tradition. Beat them, and then get ready for Wily. Equip the Metal Blade to shoot Dr. Wily's machine and expose him for the jerk-face we all know him to be. Once his glass shield is destroyed, he'll deliver bouncing balls of light your way. Try to avoid them and keep hitting him with the Metal Blade. His machine will be destroyed, but he will fly away, safely ensconced in his UFO. What a bastard.




Mega Man wanders silently down a cave-like hallway, filled with dripping acid and narrow corridors. He reaches a black room. Wily is there. He jumps in the air and morphs into... an alien? None of us saw this coming back in the day, I'll bet. Forgoing all logic, Mega Man equips his Bubble Lead and gives the alien his fill of heavy chemical bubbles. It does the trick. Wily was controlling a hologram of an alien all along, and now, like last time, he begs for your forgiveness. Mega Man does it, begrudgingly, and the game is over.




Mega Man contemplates letting Wily go. He said he was sorry, but that's what he said last time. Who knows if he actually means it; if the destruction of his castle and his eight robots is enough to prevent him from unleashing a new reign of terror. As the seasons pass and Mega Man continues to ponder, he can only be thankful that, for now, his journey is over.


What can I say. Mega Man 2is a fantastic game, and one worthy of the classic status. It has epic music, much-improved graphics, tighter control, and more dynamic bosses/stages. The inclusion of two difficulty levels adds replay value to a game that already has it in droves. The passwords, E-tanks, and special items are all worthy inclusions; nothing that was added into the sequel was unnecessary, unlike later entries. All in all, Mega Man 2's development team once again deserves massive props for being able to craft such a timeless game on little to no sleep. Let us hoist our E-tanks in thanks!


A+