Super Smash Bros.: Mega Man Music and Analysis

Mega Man and Wii Fit Trainer take Mario and Villager to school in the first-ever Super Smash Bros. break-dancing contest.

The biggest Mega Man-related news of the moment has to be, without question, the Blue Bomber's appearance in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U. And with a free demo of the former just a day away (unless you were an eligible Club Nintendo member-- make sure you have e-mail notifications set to "on," folks!), the internet, she is a-buzzin'.

The game still isn't due in North America and Europe until October 3rd (and Australia the next day), so until then, here are a few things to help you get hyped-- or stay hyped, as the case may be.

First, USgamer has provided their analysis of Mega Man as a new playable character in Super Smash Bros. for Nintendo 3DS. In particular, it's a breakdown of his moves, which are useful/useless (though there may be some disagreements), and overall how unique he is among the roster.

If I may offer my own insight, most of my time with the demo has been spent with Mega Man, and not just for the obvious reason (i.e. "I run The Mega Man Network, so I have to play as Mega Man"). Playing as him at preview events didn't turn out so well; he's a character that really takes some getting used to, but once you do, he is a lot of fun to use.

No one told Rock that blading isn't allowed in Super Smash Bros..

No one told Rock that blading isn't allowed in Super Smash Bros..

Seriously, if you plan to use him long-term, it may prove beneficial to just take a little time to practice with him in a low-stress (i.e. relatively non-competitive/low-level) environment. Just get a feel for how he moves, the range of his attacks, the timing, etc. It doesn't take long, and once you do, the fun really begins.

For those who plan to play the demo: If you're like me and prefer to use X/Y for jumping rather than Up on the Circle Pad, you might (mileage may vary) have some trouble with the button layout on the Nintendo 3DS, which orients the jump buttons left instead of right, as per the GameCube controller. The retail version is said to have button mapping, but the demo does not, for some reason.

If that is giving you trouble, I recommend abandoning the jump buttons, if only for the time being. Focusing on the two attack buttons alone can yield rewards, and we'll be able to go back to playing as we like soon enough (it is just a demo, after all).

Moving on, Magnet Man has contributed not one, not two, but four (and apparently all) of the Mega Man-related tracks from Super Smash Bros. for Nintendo 3DS. The Wii U version is said to have a much more robust selection of tracks to choose from, but for now, enjoy some Mega Man music a la Smash.

Update: Wrong "Mega Man 2 Medley" posted previously; the correct one is now in place.

Magnet Man expresses hope that at least one boss theme will be in the Wii U version, but looking at the assortment here, we may be able to determine some of the music still to come. Note the two Robot Masters featured-- Air Man and Spark Man, each of which contribute a move to Mega Man's Smash Bros. arsenal.

You can see where I'm going with this. If that is a determining factor, then other tracks may likely include Guts Man, Wood Man, Crash Man, Sword Man, Slash Man, Metal Man, Hard Man, Top Man, Flame Man, Bomb Man, Shadow Man, Ice Man, Burst Man, Tengu Man, Plant Man, Skull Man, Galaxy Man, and-- if we include the series' Assist Trophy, Elec Man. Of course, that's all purely conjectural, but something to ponder nonetheless.

With all of that said, how excited are you to finally play as Mega Man in Super Smash Bros. for Nintendo 3DS? Or, if you're holding out for Wii U's version, that one?