Rockman EXE OSS homepage updates
October 21, 2009 by Heat Man
Filed under Mega Man News
There are some new and some not so new updates to Capcom of Japan’s Rockman EXE Operate Shooting Star homepage.
The first new section shows Star Force MegaMan’s special abilities: his lock-on attack and shield. He also still has his rapid fire buster. He will of course retain these abilities in linked player battlers (and personally I believe it’ll make him the better of the two).
The second new section explains Program Advances: super attacks you can make by selecting chips in a specific order. Powered Cann0n is shown as an example. The brand new PA Double MegaMan is also shown, and it’s mentioned that one of the necessary chips is the SF MegaMan chip.
The third new page is all about ClockMan, and now his attacks are explained. He’s armed with the Clock Slicer, a slow moving boomerang-like spinning set of clock hands, Clock Laser, a laser beam that fires from a warp hole, Calling Dragon, which makes ClockMan warp behind MegaMan and summon MegaMan Star Force 3’s final boss Crimson Dragon, and Mega Clock Laser, a huge laser that fires from the clock floating around the battle field. So wait, he can’t stop time?
The final new section is for the MegaMan Star Colosseum (and man do I love that artwork). The game’s three modes are explained: free-for-all, where each player fends for himself, team battle, where players work together in teams, and Vs. Bass, where all players must work together to fight against Bass. Furthermore, points won in the Star Colosseum can be traded in the main game for Navi chips and other rare chips.
Additionally info about the game’s scenarios has been updated. The scene with SF MegaMan and co. at WAXA will in fact be part of the game’s prologue. Meanwhile, the new scenario where Roll is kidnapped and SF MegaMan appears to be the culprit appears to take place sometime after NumberMan’s scenario.









ClockMan.EXE/Clock-Genius has a connection to Crimson-Dragon/King? Hmm…
I’m really digging that artwork too. The fact Mega Man(s), ProtoMan, and Bass are the playables in this mode harks back to Classic-series games like Power Battles to me, and that’s a nice feeling.
Honestly though, I expected another SF character, not Bass, to even the sides. I guess technically this IS a BN game, not an SF game… But I figured Rogue would have taken the reigns of purple-bad-ass, not Bass. Oh well. I’m honestly much happier with Bass. Look at that smirk!
Haha, this is great! So we’ll be playing a bit of Starforce as well. I’m glad that prologue i actually playable, instead of being a cinematic.
Megaman.EXE is still going to rock SF Megaman =)
Okay, super LOL, this game actually is starting to sound pretty sweet. I like how we’re getting to use multiple characters and the interactions between two different Mega Man series should be very interesting.
Second, new bosses….excellent. Clock Man seems really cool (perhaps an EXE version of Time Man from Mega Man Powered up?….well okay not officially but then Planetman.exe and Circusman.exe weren’t officially Astro Man and Clown Man, but they were the closest we had). I really wanted to see another battle network game to use some of the robot masters that weren’t used in the first six games (specifically, I want to see a Crashman.exe, Pirateman.exe (this one would REALLY make sense…people “pirate” stuff on the internet all the time), and Geminiman.exe).
@Seiko: There probably will be at least a few more Starforce Characters showing up (as you said to balance it a little), but a BN game just wouldn’t be right without Bass.exe. Oooooh….imagine having Bass.exe versus Rogue!? Now THAT would be a sweet fight.
Finally, I love this picture we’re seeing here. All the characters’ expressions and poses are hilarious (especially Proto Man’s and Bass’s).
Seriously…really looking forward to this game.
Man, I’d sell my soul for a proper wallpaper of that.
LOL, me too.
maxchain: Thirded. I want to stick that in my YouTube channel. >_>
So now it looks like everything’s tied into the main story (rather than the post-game like what was previously expected). Interest just shot up a ton. But now I wonder if Rockman.EXE has any exclusive abilities at all that will make people consider using him instead of SSR (possibly besides the assumed-to-be usage of the Armor system).
About three weeks until the game is released in Japan…
I’m finding the fact we’re getting BN4-6 Bass’ overworlds for the Star Coloseum a bit stupid considering the game’s style is BN1-3.
Capcom is being way too lazy here. They should’ve expanded his overworlds like they did for ProtoMan.
So, have they confirmed whether Program Advances were going to be exclusive to Megaman.EXE or not?
@Chris:
“Clock Man seems really cool (perhaps an EXE version of Time Man from Mega Man Powered up?”
…Have you been paying attention to the articles on this game at all??
Chris: Clockman is supposedly a variant on Time Genius, a fan-made character that won an official ‘Create-A-Character’ contest held by Capcom and Famitsu earlier in the year. Nothing to do with Time Man at all from the looks of it. The same applies for Planetman and Circusman.
@Forci
Not really, been kinda busy as of late….no need for the rudeness.
@Alilatias
I knew that Planetman and Circusman were fan-created characters, I just enjoyed their similarities to the classic ones. Thanks for clearing up the Clockman thing for me though.
I cracked up when I saw Blues’ face in that artwork *SNORT*
Hahaha…. Small news, but it just keeps getting better and better!
CrimsonDragon…? Oh my….
I’m diggin’ that artwork there… never have I seen a Bass that… er… happy. *right click saves*
Yeah, you can confirm my excitement for this game now.
The amount of sprite-mixing is strange. I’m almost positive Club Strong is a direct port of SF3’s sprite. But it makes sense because he crossed over, right? The Bass sprite is similar to the BN5-6 one but not the same. The feet are different and the border was removed. I always thought it looked more flexible than the previous ones. This is looking like fun.
If ClockMan’s name comes from anywhere, it’s the ClockMen from RockMan & Forte 2. I wonder if we’ll ever forget the “Genius” part of the fan-submitted name…
And ColorMan was a clown too, right? Why couldn’t he be the ClownMan analogue rather than CircusMan? Maybe they’re both ClownMan, they only need to… CROSS-FUSE!!!!
I wonder if the artists wanted Bass to be shorter than everyone else all of a sudden. …Nah, I’m sure it’s just that they’re no good at updating sprites.
“Pirateman.exe (this one would REALLY make sense…people “pirate” stuff on the internet all the time)”
True, but I have a hard time imagining a PirateMan design more awesome than the original. I’m sure it can be done, though!
This is probably the best news of this game so far. But, why did it take them so long to give info on when the SF scenario takes place? I, at least, saw that as a kinda big deal – it’s what shows whether it’s just some tacked-on end-game side quest or not. Thankfully, they at least did this much.
My opinion has changed to ‘if I have the money, I may get it.’ I’m still unsure.
Oh, and Pirateman would be some appearance of a torrent client.
I just noticed that megaman blinks now (apparently)
But MegaMan always blinked in battle and in mugshots, didn’t he? Or did you notice him blinking on the overworld somewhere?
I just now noticed that you can see Subaru’s eyes through his visor in the mugshots in these screenshots, but not in the demo where he’s introduced. Is that to make him seem more “mysterious” to the EXE characters at first?
this game is going to be awsome! i wonder if bass & rogue have any connections?or waxa & scilab could have connections too!
Yes, let’s point out everything Star Force did that was a retread of Battle Network! This will totally make it seem like more than just the old series with a new coat of paint!
@ Ryan Ferneau
re: Pirateman.exe- Yeah, I agree that coming up with a cooler design than the original would be tough…but do-able….somehow….(lol, I love Regal X7’s idea of the torrent client appearance).
re: Colorman vs Circusman- Yeah, I know he could be too, but I always figured that Circusman fit the bill a little closer (plus neither one really is……I just like to have fun with it…..lol).
re: SF retread- Okay…so StarForce perhaps was just battle network with a new design and *cough* “new” *cough* characters (no…..Geo and Sonia don’t remind me of Lan and Mayl……..yes really……never mind). However I agree that combing the two series will probably be a good thing since it will revive fans of the battle network series that never really warmed up to Starforce (an example is a friend of mine….she LOVED BN but was not touching SF with a forty foot pole) hopefully this game will change that….maybe.
@ Ryan Ferneau
I meant that megaman.exe now blinks (apparently) look at the pics.
http://www.capcom.co.jp/rockman/exe_oss/game/chip_pa.html
He always did. The sprites for the first games blinked. The other did not.
WHOOHOO! awesomeness. this is gunna be a game for MEGAMAN HISTORY. i just wish itd get to america sooner
I’m sure if they thought it was necessary, Heatman and the gang would have done this themselves, but for anyone who’s curious, these are ClockMan’s attacks:
-Clock Slicer
-Clock Laser
-Calling Crimson
-Mega Clock Laser
In that order.
RockMan.EXE’s in-battle sprite blinked in the original EXE1 as well, so that’s not new. Don’t know why they didn’t do it in the following games, though. I wonder if we’ll get a full sprite of Crimson Dragon or just its heads. That’s a pretty cool cameo though.
I still think Capcom is holding out on us on something big. Maybe I’m still just being hopeful, but the information here makes things more interesting, even though it’s just stuff we already knew, mostly.
^ Oh, thanks for explaining the blinking (I’ve never played exe1)
I like that picture and i think that game will be cool too(I want megaman star force 3 and that now).
*reads about Star Force MegaMan’s abilities* … *scrolls down hastily*
YES, YES, YES! Lock-on!
well as far as the ClubStrong sprite gos it looks like a direct port from SF3. but if you look closely you will notice that the Arm with the club is much lower at his side ware the one in SF3 is much higher up. apart from that thay look the same
I noticed in the PA section that SSR’s buster is on the wrong arm.
I have wallpapers of the picture.
http://megarockblog.blogspot.com/2009/10/rockman-exe-operate-shooting-star.html