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Mega Man (original series)

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The Mega Man Classic series is the unofficial term referring to the original series of Mega Man games from Capcom, which debuted 17 December 1987 on the NES with the release of Mega Man. The main games in this series are simply titled Mega Man, so the word "Classic" is added to disambiguate it from the later Mega Man series.

Contents

Series history

Mega Man appeared in six platformers originally for the Nintendo Entertainment System/Family Computer, two for the Super Famicom/Super NES (one of them, Mega Man and Bass, was released only in Japan, but later released on the GBA in all regions), one for the Sega Game Gear, one on the Sega Saturn and Sony PlayStation, two PC games, and five for the Nintendo Game Boy. (Capcom also released a compilation game for the Sega Genesis, titled Mega Man: The Wily Wars. This game was released only in Europe and Japan, but was later offered to Sega Channel users as an exclusive game.)

In addition, there have been numerous side-story games, such as the sports game Mega Man Soccer for the Super NES and the racing game Mega Man: Battle & Chase on the PlayStation (Japan and PAL territories only). Many of the games were ported to or remade for newer consoles, most notably the six Famicom games being re-released in Japan with remixed music and unlockable bonus features on the PlayStation and the previously Japan-only Super Famicom game, Mega Man & Bass, being re-released worldwide for the Game Boy Advance.

In 2004, the Mega Man Anniversary Collection was released for the Nintendo GameCube and PlayStation 2, containing Mega Man 1-8, as well as Mega Man: The Power Battle and Mega Man 2: The Power Fighters, two arcade games rarely seen outside of Japan. A version for the Xbox was released in March 2005. Each version had a special unlockable; the PS2 version has an episode from the 1995 Mega Man cartoon and the GameCube version has a special on cable gaming network G4 about Mega Man with an interview with the creator of Mega Man. The Xbox version included the interview but replaced the cartoon episode with an episode of MegaMan NT Warrior instead.

Mega Man Powered Up (Rockman Rockman in Japan), a remake of the first game, was released for the PlayStation Portable in 2006.

Plans had also been announced to release a collection of all five original Game Boy Mega Man titles in color for the Game Boy Advance, also to be titled Mega Man Anniversary Collection (originally announced as Mega Man Mania). Several projected and rumored release dates came and went, and currently the project's future is unknown.

Gameplay

Series conventions

The games in this series generally give the player a "stage select" screen to choose any of the Robot Master bosses to combat. After a Robot Master has been selected, Mega Man enters a themed level associated with that Robot Master. Each level reflects the original function or capabilities of the controlling Robot Master.

At the end of the level, Mega Man duels the boss one-on-one. When the boss is defeated, Mega Man gains a new weapon or ability related to the attacks used by that Robot Master. Each Robot Master is affected differently by the copied weapons: taking extra damage from some, being immune to others, or changing attack pattern when hit; this feature defines the unique gameplay of the series. Generally every Robot Master is weak to another's weapon. According to series creator Keiji Inafune, this game mechanic was inspired by the childrens' game rock-paper-scissors.

When all Robot Masters are defeated, Mega Man proceeds to Dr. Wily's fortress, where he will travel through a few more levels. (In most of the games, there are as many fortress levels as there are Robot Masters, giving the player many opportunities to use each copied weapon.) Near the end of the fortress, Mega Man will fight each of the game's Robot Masters once again before finally facing Wily.

Gameplay evolution

Each game in the series adds an additional twist to the familiar game mechanics outlined above.

Mega Man (NES) had only six Robot Masters, instead of the series standard eight, and is the only Mega Man Classic game to include a scoring system. The powerups also look different.

Mega Man 2 introduced the Items system, a set of mobile platforms which the player could use to reach high areas (the special "Magnet Beam" item which appeared in the first game and created platforms that Mega Man can walk on is a predecessor to these items). These are also the predecessors to the Rush system.

Mega Man 2 also introduced E-Tanks that could refill Mega Man's energy when the player needed, a password feature to save progress, and the teleporter room in Dr. Wily's fortress, where Mega Man would face all of the Robot Masters one after the other by going through the various teleporter pads in whatever order Mega Man chose. Both the E-Tanks and the teleporter room became staples in subsequent Mega Man games.

In Mega Man 3, Mega Man gained the ability to slide a short distance at a slightly greater speed, enabling him to gain access to special areas and avoid enemy attacks. The slide has been a staple feature of all the subsequent Mega Man games, and was the predecessor to the dash in the Mega Man X series.

Mega Man 3 and later games replaced the Items from Mega Man 2 with Rush, a shape-changing mechanical canine who could be temporarily summoned to provide Mega Man with increased mobility. In most appearances, Rush provides three functions:

  • "Rush Coil", which propels Mega Man into the air twice as high as normal.
  • "Rush Jet", which provides a floating, mobile platform useful for crossing pits or other hazards.
  • "Rush-Marine", where Rush transforms into a submarine.

Mega Man 4 introduced the Charge Shot, an ability that allowed Mega Man to charge his primary weapon, the Mega Buster, and release a blast much stronger than his normal attack and could sometimes go through multiple enemies. This innovation was carried on to all Mega Man games released afterwards. Also, the game introduced two fortresses to play through near the end of the game: one for the presumed villain Dr. Cossack, and one for Dr. Wily.

Mega Man 5 marks the first appearance of Beat, a robotic bird that helps out Mega Man after the player collects eight parts of the name of the title: M, E, G, A, M, A, N, and V. In the "Mega Man Anniversary Collection" and "Complete Works," the "V" is changed to a "5."

Mega Man 6 includes Rush adapters, one of which allows Mega Man the ability to briefly fly, and the other allows him to throw punches to break down some walls. Mega Man 6's cover art predominantly displays this new found ability and was marketed as one of the major selling points of the game.

Mega Man 6 also introduced the concept of fake bosses. In each of the levels for Tomahawk Man, Yamato Man, Knight Man, and Centaur Man, two separate boss chambers appear, one more difficult to reach than the other. If the player succeeds in reaching the more difficult of the two boss chambers, he receives, in addition to the Robot Master's weapon, a set of "Beat parts," representing the letters B, E, A, and T.

While each game has its own take on the formula and brings new ideas to the table, only the above have lasted for multiple games or have a profound impact on gameplay.


See also

External links

fr:Megaman (série)

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