Outside of Capcom, anyway.Read More
That's the question which seems to be put forth in an edition of "I Might Be Wrong There" (which follows with "to be fair, we usually are") by The D-Pad that takes a look at the third Game Boy title in the Mega Man series.Read More
Here's a neat image from Nintendo Power back in 2003, focusing on Mega Man's 15th anniversary. This is from a time when the Battle Network and Zero series were shiny and new (although Zero gets no mention here, curiously). I love how Mega Man 2 is propped as the best Classic game even then. The curiosity surrounding if X and Legends connect is also novel.
I know people are pointing out the sad irony in the line saying that Mega Man "shows no signs of slowing down." But it also mentions how FIVE Mega Man games are due to be released that year. These games are Mega Man & Bass, Mega Man Battle Network 3, Mega Man Network Transmission, Mega Man X7 and Mega Man Zero 2. And actually, BN3 came out in two flavors, so that's six (perhaps X7 wasn't counted, being a PS2 game). Kind of overkill, no?
Image provided by Pali
After months of watching the last few remaining grains of sand fall through the hourglass, the time has finally come, and I still don't know what to say as the final issue of Nintendo Power magazine-- Volume 285, December 2012-- is officially on its way and now reaching the hands of subscribers. I've received mine, and as predicted, there is no great focus on Mega Man this month, but there are a few things to note. The final polls are in, and the Triple Blade was voted as the best weapon of Mega Man 10. You'll also see Mega Man's presence on a few other lists, as well as the "Great Moments in Power" feature.
In addition, several Mega Man titles are sprinkled throughout their "285 All-Time Favorite Games" feature, with Mega Man 2 (of course) being ranked the highest. More interesting than that, it is actually the highest-ranked NES game on the list-- above even the Marios and the Zeldas.
The final issue of Nintendo Power goes out in a way that is difficult not to appreciate for what it is, and ends on a positive note which fans should really see-- I highly recommend grabbing a copy. You can preview the issue on NintendoPower.com, and before it reaches newsstands, you can also look back at how they've treated the Blue Bomber over the years.
So long, Nintendo Power, and thanks for everything. With that, we'll go out on MovieBob's recent look back at Nintendo Power's many covers set to game ending themes, including Mega Man 2 and Mega Man 3.
Okay, so when we brought you word last week of what Mega Man goodness was in the newest issue of Nintendo Power, we did leave a part out-- mostly because it didn't really say anything we haven't been hearing from Capcom, and figured it would only lead to more cynicism (and at the places that did cover it, it has), which we already see plenty of around here. But since it seems that not only is every website grabbing it, but you guys keep sending in tips, too, you must really want it here for all to see, so here it is: The last part of the interview (which we did allude to before, incidentally). answered by Capcom Vice President Christian Svensson:
Nintendo Power: What does the future hold for Mega Man?
Christian Svensson: I can say with certainty that you've not seen the last of the Blue Bomber on consoles and handhelds, and, with luck, we'll be celebrating his 50th anniversary, including all of the games you're going to enjoy over the next 25 years. That said, an issue we've had in the past has been talking about games and announcing them before we're certain they're going to come out, which unfortunately has led to profound disappointment for many fans. So for now, I'm going to have to stay mum about any details.
And there you have it.
Thanks to all of you who sent us a tip about this! Now we'd better see joy and smiles and rainbows in the comments about the news!
And thanks to Nadia Oxford for the use of her pic!
We brought you a little info from the latest issue of Nintendo Power yesterday, but now that we've got the issue in our hands for ourselves, here's a quick rundown of what it has to offer for Mega Man fans. The November 2012 issue, Volume 284, features a two-page "Mega Manniversary" article in the "Download" section. Here, each Mega Man title released for the Virtual Console has a quick blurb and some info describing the game, plus "Power Tips" and a "Mega Fact" for each (such as the intent to name Dr. Cossack "Dr. Vice" at one point).
There is also the aforementioned short interview with Capcom's Senior Vice President Christian Svensson and Senior Community Manager Bret Elston. In addition to answering such questions as what Mega Man means to Capcom, how the series has endured, why newcomers should give the games a shot, and the unspoken future, Elston adds to the news from earlier that "if we can sneak in the Game Boy Mega Man V into the mix, that'd be pretty sweet, too."
Elsewhere in the issue, the "Community" section highlights UK artist Jack Teagle's Blue Bomber-related efforts, and "The SCORE" in the "Pulse" section reveals that voters named the Black Hole Bomb as the coolest weapon to come from Mega Man 9.
Volume 284 is the next-to-last issue, and might be the last time fans see the Blue Bomber featured in print in such a way for a while. It should begin hitting newsstands soon, for those interested in it as a keepsake of the U.S. magazine which has given more to Mega Man than any other. The final issue is going to look back at the Wii U launch and the magazine's 24-year legacy, so the Titanium Titan might make one last appearance, but otherwise, this is it.
With the impending closure of Nintendo Power now on the horizon, many have taken to reminiscing and looking back at older issues of the beloved publication. In one instance, a peek at the "Pak Watch" section of the September/October 1990 issue has revealed something interesting:
Keiji Inafune has expressed that Mega Man 3 is his least favorite game, as he felt it was still "unfinished" when the time came to release it. This has led to some speculation, such as the possibility of an original intent on having eight Doc Robot stage revisitations, but now it seems that there could be more to the tale.
As you can see, the blurb notes that the eight Robot Masters we've come to know and love were supposedly but a "sampling" of 20 super robots in the game. The question then is how this was supposed to be broken down: Were they all supposed to be Robot Masters?
For that matter, was Doc Robot even supposed to be an actual part of the game? Or was it just a quick fix when they couldn't produce a full 20 in order to make deadline?
And then there is the possibility of misunderstanding, or a misinterpretation. Or were Wily's fortress guardians to count? What about Proto Man/Break Man? Even without the latter, it would seem that the Wily bosses would push the number past 20, though that could have simply been a rounded estimate.
Nonetheless, this is a very curious part of the Blue Bomber's past. If someone reading this ever gets a chance to ask Inafune, perhaps we'll get an answer. But until then, all we can do is continue to speculate as to the nature of the "true" vision of Mega Man 3.
Thanks for the scan, Loki!
Yesterday, news broke that Nintendo Power magazine will soon be ending its nearly 25-year run as a print magazine, though there is some hope that it may continue as an online presence. When it comes to print magazines, Mega Man could not have asked for a better friend than Nintendo Power. Certainly, other magazines would cover his exploits, maybe even continue to praise some of his games, but few managed to keep it up the way Nintendo Power did. From the early issues' preview and cover story of Mega Man 2 (where he was first dubbed "the Blue Bomber") to putting Mega Man 10 on the cover of the subscriber copy of their 250th issue... if the Mega Man franchise and Nintendo ever crossed paths, Nintendo Power was there to give us the scoop.
So join us as we look back at the legacy of the longstanding relationship between Mega Man and Nintendo Power, through covers and unique art to other features which came up in-between. It's been nearly a quarter of a century for both, and much has been said.
The seventh issue of Nintendo Power, from July/August 1989 (back when it was bi-monthly), was Mega Man's first appearance on the cover of the then in-house publication, but it certainly wouldn't be his last. Check out the awesome clay(?) versions of Mega Man and Dr. Wily engaged in battle.
Prior to this issue, however, there was a four-page preview and a poster, all with original in-house art which lent a cartoony (well, cartoonier) aesthetic to Dr. Wily and his hated foe:
Get a load of the text where Wily is talking to Mega Man on that final page; looks like Fawful may have learned a thing or two about being an eccentric-speaking mad scientist from him.
Mega Man would also appear throughout the Mega Man 2 guide, though strangely enough, only one Robot Master would join him:
On a personal note, these issues were where I first learned to draw Mega Man, along with a number of Skull Castle pics. It wouldn't be until Capcom themselves finally released some decent in-house art in their Mega Man 3 instruction manual that I would learn the "proper" way to draw him; it was like learning all over again.
The following issue woulds spotlight Mega Man 2 in the then-monthly comic, "Howard & Nester":
Yes, we see what Wily is doing in the third-to-last panel; please try to keep it clean.
The next game would bring with it another cover, and some would argue rightfully so. After all, if any Classic series game were to give Mega Man 2 a run for its money as the greatest, it would be Mega Man 3:
As you can see, the staff took a different approach to this one, using a mixture of in-game assets, original art, and-- for some reason-- the same image of Dr. Wily in his Wily Machine which adorned the previous cover, despite it not appearing in the game. And much as the cover differed, so too did the art for the feature:
Just as before, in the issue prior to the one in which the game was covered, they included another fold-out poster showing off the new Robot Masters and Gamma in their new style.
As #20 points out, "many of the pictures NP’s art was based on were not widely published in the US in 1991 (if at all) so the only conclusion left is that the artist was working directly from Capcom’s own materials."
Just as before, the following issue would again feature Nester donning the Blue Bomber's tights:
After Mega Man 3, the Blue Bomber would go on to debut somewhere he wasn't quite so blue-- the Game Boy, an event which not only warranted yet another cover on the 27th issue, but also a return to the full-model style:
And check that out-- this was when the Super NES was gearing up for its release, too!
The coverage itself featured a bit of the box art and a colored version of the Mega Man diagram from when you acquire a weapon, but there wasn't much otherwise-- just some original art of the minor enemies from the game:
An interesting version of Sniper Joe, to be sure. Perhaps he could double for the version featured in The Protomen's songs?
In 1991, Nintendo began producing their own Player's Guides, kicking things off with the multi-title NES Game Atlas. Featuring many big-name titles and series from the NES, Mega Man's first three adventures were included with this art on the lead-in page:
Mega Man would not grace the cover of the magazine again for a while yet, but coverage of each new release remained steady, while the quality of the art would be all over the place. In fact, it was after the above coverage that the series would soon reach an all-time low point within Nintendo Power's pages with Mega Man 4:
Then came Mega Man 2 for the Game Boy, which brought back some decent-to-good original art:
Seemingly out of nowhere, the magazine even made a retro-strategy for the very first Mega Man game, using original art throughout its 42nd volume:
A big turnaround came in volume 44, the January 1993 issue, as Nintendo Power presented a massive three-part, 16-page Mega Man blowout featuring coverage of Mega Man 3 for the Game Boy, Mega Man 5 for the NES, and sandwiched in between? The results of the first-ever Robot Master contest to allow North American participants:
Art such as what you see above (the pro stuff, not the submissions) was sprinkled throughout the coverage, and even included a cool recreation of Mega Man 5's box art. The eight Robot Masters, on the other hand, instead used Capcom's stock art... or art close enough that one could confuse the two, at any rate.
A couple of months later, Nintendo Power volume 46 would take a special look at Capcom. As one might expect, part of that feature included the following look at Mega Man, showing off some rare (to us, anyway) Japanese merchandise and just how many entries the contest received!
Volume 50 in July 1993 would not give us any sweeping coverage, but it did give us an early look at a game which would transform the franchise forever...
...and in all its glory, the fabled "White City" from the early version of the game.
In December 1993's volume 55, there would be coverage of both Mega Man 4 for the Game Boy and Mega Man 6 for the NES, the latter of which very nearly did not come to North America until Nintendo themselves stepped in. The art within for both games was more like what we saw from the Game Boy Mega Man 3/NES Mega Man 5 coverage, with the Mega Man 6 article wrapping up by revealing that Knight Man and Wind Man were the creations of two winners from their Robot Master contest.
Plus, there was also a sneak peek at what awaited next month with Mega Man X, including a look at his upgrades, a poster of Capcom's stock art for the X, Sigma, and the Mavericks, and some screens. Oddly enough, one of those screens showed regular X firing a blast only made possible by the X-Buster upgrade... in the intro stage.
When it came time to cover the game itself, luck was on X's side as his first release coincided with the bonus January 1994 issue. This meant that he got not one, but two covers!
On the left was the special cover, an embossed silver book cover which housed the magazine-- featuring the right-hand cover-- within. Though the one on the right is clearly based on official art, it isn't without its own unique touches; check out the rivets on X's upgraded armor and the hinged robotic fingers.
The art for the feature itself, however, was largely plain; the cover art for the game adorned the first page, with Capcom's stock art for the Mavericks and Sigma spread throughout. They did have some art for some of the Mechaniloids, but that seems to be about it.
In September that year, Mega Man 5 for the Game Boy and Super Game Boy came out, and though it did not get a cover, it did get a strategy review with some of the most unusual, interesting art to date:
You can also see how some of the Stardroids and their minions came out here. They really seemed to be playing the art to the low-color output of the Super Game Boy, perhaps not wanting the actual color designs to show the adapter's capabilities up.
The last Mega Man cover for the next 15 years came with Volume 69 in February the next year, and featured Mega Man X2:
By this point, however, things had changed; though the covers still featured original images, the features did not. Instead, stock art of Mavericks, Mechaniloids, and a couple of pictures of X himself were included. Prior to this issue, however, was-- you guessed it-- a poster, one which did feature some original art based on the cover image of the game.
And so it would go from then on; Mega Man titles would receive coverage, so long as they were on Nintendo platforms, but no covers and only using Capcom stock art. At the time, seeing the original art was great; however, in this age of the internet and books such as the Mega Man Official Complete Works, where we see practically everything from Capcom, it's the original stuff which seems to hold the most charm and value.
In addition to game coverage, Nintendo Power would show Mega Man love in lots of other ways. When Mega Man X was released, they were the ones to distribute those pogs which you might have seen around. The next year, they released a set of eight trading cards with the Mavericks from Mega Man X2, and other randomized trading cards featuring various games in numerous issues after, several of which featured different Mega Man games of the day, complete with some facts about the games on the back.
More recently, Nintendo Power was the one to break the news that the long-awaited Mega Man 9 was on the way, and later Mega Man 10 as well, which would also adorn the cover of the subscriber copies of their 250th issue:
This would be the first Mega Man cover on a Nintendo Power magazine in 15 years, and by the look of things, quite possibly the last.
There would be numerous other articles, features, and tidbits over the years as well. To celebrate Majesco's re-release of Mega Man X on the Super NES, they featured a rather typo-ridden article called "Mega Man: The Deluxe Database," a guide to all of the bosses and weaknesses in the series up to that point.
Upcoming merchandise would be featured and fan art would be showcased, with interviews being given to the Archie staff behind the Mega Man comic on a couple of occasions. "Playbacks" would highlight Mega Man games from days past, while "Star Power" would examine the careers and histories of characters such as Mega Man and, most recently, Zero. And their online polls, especially in recent months, would ask various questions about fans' preferences regarding different aspects of the series, including favorite weapons from given games. And for Mega Man's 20th anniversary, a six-page article featured an interview with producer Takeshi Horinouchi and more.
But what may stick out most in many minds is the exclusive preview of Mega Man Legends 3. Due to the game's cancellation, Chris Hoffman is one of the few-- perhaps only-- people outside of Capcom to have ever played the game. Following the fall of the axe, he would answer fans' questions about the game for fellow Future production GamesRadar.
And that all brings us to today. There may be a few things we missed or skipped over, but as you can see, there was so much to cover.
We don't know the entire story regarding the fate of the magazine yet, such as when its last issue will be; one would expect that they would have celebrated Mega Man's 25th anniversary in some way, and if they manage to last out the rest of the year, we may yet see that. All the same, it's sad for us as Mega Man fans to see such a staunch supporter finally ride off into the sunset.
And if I may speak on a personal note: I have been a follower of Nintendo Power since the beginning, and have formed a collection of nearly every issue made-- twice now, after an incident which saw many of my old issues callously disposed of late last year (I'm still missing a few issues, unfortunately). To me, the magazine is like a part of the soul of Nintendo, and has long felt like the company's last direct (semi-direct, I suppose, after the Future deal) connection with its fans.
Late last year, I finally got to fulfill a dream by writing for Nintendo Power magazine. For me, the opportunity was a pleasure and an honor, and I hope I will have the opportunity-- the privilege-- to write for it once more before all is said and done.
As you can tell, I'm extremely disappointed to see it go, and hope that something may be worked out for a continued existence online. May the Power live on!
Attention, Mega Fans! ...well, those of you who enjoy the Archie Mega Man comic, first and foremost. The new April issue of Nintendo Power magazine (volume 277 features a terrific three-page interview with none other than writer Ian Flynn, as he addresses a number of topics regarding the brief past, promising present, and potential future for the book. One point of interest is the issue of pacing, as fitting all of the story, Robot Master encounters, and Wily showdowns into a span of four issues has meant that the pace is brisk. When asked about the possibility of expanding as necessary, Flynn said "It's something we're definitely aware of and considering. The four-issue format allows us to produce the trade paperbacks at a quick and affordable rate, and we want as many people to enjoy this series as possible.
"But like you said, four issues and eight Robot Masters (plus a Wily Castle) makes for some quick pacing. We'll be messing around with that formula in "Year Two." It's still a very new series, and so it's open to experimentation."
Other items brought up include a "new villainous force," the type of timeline Flynn plans to run with ("a different-- but loyal-- retelling of the game stories"), why the inclusion of original arcs between the games, why Pharaoh Man has such a big part in the next arc, the difference and preference between original stories and adaptations, original characters, Blues/Proto Man/Break Man, favorite Robot Masters, Mega Man's Soccer, and more. Plus, the interview features some previously-unseen lineart for pages from upcoming issues, and even a design sketch of Tempo, aka Quake Woman, who sports a nifty drill arm and is seen in and out of her armor.
Other points of interest include the Thunder Beam winning the poll for "Best Weapon" from the original Mega Man, a shot of D-Arts' armored X and Zero in the Collector's Corner, and another interview-- this time with Hironobu Takeshita, the Producer for Mega Man 9 and 10. Oh, and there's also a nifty review of Dillon's Rolling Western... what's that have to do with anything? Oh, well, you know... *whistles innocently*
The new issue of Nintendo Power will hit newsstands on April 3rd; just look for the cover seen at the top of the article, featuring exclusive coverage of Epic Mickey 2.
You know the drill, folks: Nintendo Power magazine has posted their newest online poll, and as ever, Mega Man is being kept in the spotlight by being included among some of the poll options. In fact, there is one question solely dedicated to our hero! Blue Bomber-related questions include "Which antagonist most deserves to be in a starring role?", which features Dr. Wily as an option against formidable competition (we're betting Fawful takes the win). Another asks "What is the coolest weapon from Mega Man 1?" We said "Thunder Beam," because the enemy of the Yellow Devil is definitely our friend.
And of course, there are plenty of other fun questions to vote on, so be sure to check it out! The results will be included in volume 277 of Nintendo Power.
Thanks for the tip, Chris!
It's that time again! Nintendo Power has posted their latest poll, and as always, we just wanted to share it with you so you can make your voices heard in the next issue. There isn't much this time, however; with regards to Mega Man, in fact, there is only one question, and it isn't even about the Blue Bomber himself!
Rather, Nintendo Power wants to know "Which sidekick most deserves a starring role?" Choices are Proto Man, Barry Burton from Resident Evil, Globox from Rayman, Midna from The Legend of Zelda: Twilight Princess, and Slippy from Star Fox.
And frankly, while we realize the odds may not be in our favor for Proto Man to win, we'll just be happy if he's at least able to best Slippy.
Last week, we informed you of a most rare and unique opportunity: to put forth your questions to Nintendo Power Senior Editor Chris "The Hoff" Hoffman, the only journalist to lay hands on Mega Man Legends 3: Prototype Version, and find out everything possible about the game-- or, more optimistically-- the version of the game we may never get to play. Fast-forward a week and some change later, and fellow Future video game news source GamesRadar has posted the answers. Of course, there is likely little here regarding the controversy surrounding the cancellation of the project. In fact, Nintendo Power seems to have been taken by surprise as much as any of us, including a brief news blurb in the current September 2011 (Volume 271) alongside a pic of a fallen Mega Man, as well as a shout out that "Dodongo Dislikes... Getting players to make your game... and then canceling it."
You can find the full Q&A session here, with some selected questions and answers posted below. Hopefully, we can find a way to add all the important details to the game's entry on our Mega Man Universe wiki for archival purposes.
In addition, thanks to Flammingheadman and Dashe for passing word along to us!
What were the controls like?
There were three control schemes to choose from. The default control setup allowed you to move with the Circle Pad, adjust the camera with the Control Pad, and shoot with the R Button. As for the face buttons, A = melee attack, B = jump, X = special weapon, and Y = dash. However, if you preferred things the old-fashioned way, you can choose control setups that were more similar to Mega Man Legends or Mega Man Legends 2, including the option to rotate the camera with L and R.
Is there anything story or character-wise or anything else that we didn't know beforehand that you learned from playing the game?
I don’t recall how much had been revealed at the time I played the game, but the mysterious connection between Barrett and Barrel Caskett certainly stood out to me.
What score would you give for what you did play?
If I were rating the Prototype Version on the Nintendo Power review scale for downloadable games, I’d definitely give it a Recommended. There would have been a lot of content for two bucks, and Mega Man fans would have flipped out at finally getting a new Legends game in any form. If I were to assume all the gameplay contained in the Prototype Version was indicative of the final product, I’d say it would have been on its way to getting something in the 7.0 to 8.0 range.
Did Mega Man get off the moon?
No, Mega Man was still stuck on the moon in the Prototype Version.
What kind of missions were there? And how much was there to do?
There were at least 10 missions in the Prototype Version. They included the following:
Trouble In Paradise: This is the opening mission, in which you battle Reaverbots in Teomo City.
Barrett & Friends: This is primarily the introductory story. It tells players about Teomo City, Diggers, and the concept of Rebel Rider youth gangs. It also introduces Barrett and his friends Max, Aero, Pic, and Grille, who comprise the Bright Bats gang. According to the game, Rebel Riders allegedly have “no regards for society’s rules,” but they seemed pretty benign to me.
Late-Night Race: This is a hoverbike racing contest through the Teomo City streets.
One Bullheaded Rival: A boss battle against a rival gang leader named Bullbreath, the leader of the Roast Beefs. It was on the easy side.
Take Me Somewhere - Barrett the Chauffer: In this one you have to drive Aero around to various locations, including the park and a place called the “Gate of Frontiers.” Not that it’s important, but I enjoyed the food truck called “Oh My Gyros” in the park.
Operation Anti-Riders: Fed up with Rebel Rider gangs, the chief of police Gonzo Goodwin attacks the Bright Bats with a mech/vehicle called the Anti Rider Crusader 1. Apparently Roll built the vehicle.
Rocket R&D Fundraising: This mission especially like classic Legends games. You venture into some ruins to get a refractor for Roll. She needs it so she can build a rocket to bring Mega Man home from Elysium.
Yes, Miss Tron: You have to retrieve Tron’s missing Servbots within a time limit.
What’s in the Box?: This is another ruins-exploration mission. At the end, you learn about a treasure called the Klicke Lafonica, which seemed like it was going to be a major plot point.
Bonne Family Showdown: This is the battle against the fan-created Donner Wels mech. It was pretty challenging; I got electrocuted the first time I tried it.
And there is much, much more to read about the Prototype Version. So if you were waiting for this, be sure to check out the full Q&A for yourself!
So close, and yet so far. If only we had the chance to get in on this ourselves, but sometimes things don't always work out. But it's all good, because the result is the same in the end. Chris Hoffman, who wrote the preview of Mega Man Legends 3 for Nintendo Power magazine, is legendary in his own way, as he is reportedly the only journalist to ever get to lay hands on Capcom's now-canceled Mega Man Legends 3. As a result, this provides him with a truly unique insight into playing the game, matched perhaps only by those from within Capcom itself.
And now, in conjunction with fellow Future outlet GamesRadar, he is ready, willing, and able to answer your questions about the game. Mind, this does not include the controversy around the game, but rather, the game itself. How it plays, how it feels, all of that fun stuff.
To take part in this, go to GamesRadar's post and leave your questions in the comments section at the bottom (and yes, you will need to register).
"The Mega Man Legends 3 project may be dead," GamesRadar says, "but with your questions and Chris’s answers, the experience that was Mega Man Legends 3 can live on - in some small form - forever. Ask away!"
The latest poll has just been posted for the upcoming Nintendo Power volume 270. And going by a lot of the questions, there would seem to be a Super Nintendo Entertainment System theme planned for the issue, no doubt celebrating the 20th anniversary of the classic console's August 23rd, 1991 release. And luckily for us, we have an opportunity to express our appreciation for the Blue Bomber. Or rather, for the Mega Man X series, and showing Capcom that there is still a passionate fanbase for the series in the West.
The questions featuring Mega Man X options are as follows:
- Which Super NES hero is your favorite? - Mega Man X (Mega Man X)
- Which Super NES villain is your favorite? - Sigma (Mega Man X)
- Which was the best third-party publisher for Super NES? - Capcom
- Which third-party 16-bit game would you most want to see get a modern revival? - Mega Man X
In addition, another question which might be useful is "Have you been on the Nintendo eShop for the Nintendo 3DS system yet?" With any luck, a sufficient number of "yes" answers might keep Capcom on the straight and narrow where developing Mega Man Legends 3 is concerned.
And, finally, Mega Man Legends 3 also remains one of the multiple options you can select for the question "Which Nintendo 3DS games are you most looking forward to?" At this point, every little bit helps!
So click here, and vote! For everlasting Mega Man!
The new issue of Nintendo Power arrived in the mail yesterday, and as those of you who have seen the Sonic Generations-adorned cover know, it also contains something about Mega Man Legends 3 within, as well. We didn't expect there to be much new information within, given the general transparency of the development process via the Mega Man Legends 3 Project Devroom, but as usual, Chris Hoffman and the NP crew seem to have managed to dig up quite a bit of extra dirt on the upcoming Nintendo 3DS release. Following are some of the new details we've managed to glean from the six-page feature.
But first, as a quick aside, I'm not 100 percent certain of everything which has been said (versus shown) so far, which means there may be some overlap of information we know with additional details. For example, we know of Barrett and his flaming kick and rapid-fire attacks, but here we learn that the item which allows for the flaming kick is called "Volcanic Leggings," while the weapon is known as the "Burst Spreader."
But what many people have been wondering is how the new game will control. The 3DS lacks dual-analog sticks, not to mention having half as many shoulder buttons as the PlayStation console which birthed the series. It sounds like movement will be handled in a more normal fashion, via the Circle Pad (of course), and shooting will-- surprisingly-- be handled by the R button. And in Barrett's case, melee attacks will be handled with the A button, while Y enables his dash move, which can also go up walls.
Speaking of Barrett, his role at this point "helps introduce newcomers to the series through a pair of fresh eyes." In other words, we can probably expect people who have not played the first two games to learn their stories past from Roll, Tron, and the others.
Those who have thrown a fit over the possibility of MegaMan being usurped in his own title need not worry, though. Producer Tatsuya Kitabayashi explains that while the Blue Bomber of the far future is still the Mega Man in the moon, "we do, of course, intend to make him playable along with Barrett for the main game."
For missions, it appears that the developers have so far included rescuing citizens from Reaverbots, racing other members of the Bright Bats through the streets of Klicklan Island's Teomo City, escorting Aero to various locations, and fighting a rival gang leader named Bullbreath.
Oh, and the scenes we've witnessed with Barrett and his bike covered in Servbots? It turns out that is part of a timed fetch quest, in which you are sent to retrieve the little rascals.
An interesting twist comes from the Bright Bats not getting along with the local police. The twist itself is that the chief is the father of Bright Bat member Aero! Furthermore, he enlists Roll to construct the "Anti-Rider Crusader," or "ARC1," to take down the entire lot.
This leads to an on-rails shooting segment, in which your goal is to fend off the machine while blowing it apart, piece by piece. Roll also demonstrates a more aggressive side here, as she uses the ARC1 to throw nearby cars at you. Hope their insurance is paid up...
As one would expect from a Legends game, going into underground ruins also makes a return. In this case, Roll needs the refractors found within for the rocket they are trying to complete to rescue MegaMan. That is where Barrett encounters Tron in her new Devroom-designed mech, which boasts a whip, "powerful projectiles," and electrical attacks, the latter making it especially dangerous to stand ankle-deep in water.
Going underground also reveals the existence of an artifact called the "Klicke Lafonica," also known as the "fire of all creation," which is integral to the game's plot.
The article also points out what many others already have: that Barrett bears a resemblance to Roll's grandfather Barrell in both looks (the face-covering metal plates) and name. But now, we now learn that Barrell has apparently been missing for a while. Could there possibly be a connection after all?
Finally, there have been concerns about Mega Man Legends 3: Prototype Version being nothing more than a paid demo, which many have found unacceptable. However, besides featuring most of the content discussed above, Kitabayashi notes that it "is not a demo."
"It features quite a few original missions as well as a lot of content that won't be in the main game," he continues, "and I can guarantee its value well exceeds its price. You can download the game for approximately the price of one smartphone app, so I hope that even those with concerns download it and give it a try."
In addition to the above information (along with screens, art, and a nice shot of Elysium), there is a full-page interview with Producer Tatsuya Kitabayashi, Devroom Community Liaison Greg Moore, and the recently-departed Capcom Community Manager Joveth Gonzalez.
Plus, the rest of the magazine has plenty of cool stuff on the Shinobi revival for Nintendo 3DS, Sonic Generations and the Blue Blur's 20th anniversary, Cave Story 3D, Mario & Sonic at the London 2012 Olympic Games, the third part of their ongoing The Legend of Zelda retrospective, La-Mulana for WiiWare, and much more. So keep an eye out, as this issue should be hitting newsstands any day now!
At the end of December, we informed you that the Blue Bomber was in the running for the annual Nintendo Power Awards, with Mega Man 10 being nominated in four categories: "Overall Game of the Year," "WiiWare Game of the Year," "Best Action Game," and "Best Retro Revival." Now, the March 2011 issue is on newsstands and reaching subscribers' mailboxes, and the results are in! While Mega Man 10 unfortunately did not take away any honors from the magazine staff (admittedly, there was some pretty stiff competition), the Readers' Choice is another story. There, Mega Man 10 managed to squeak away with one award, that being the year's "Best Action Game," which the staff awarded to Tatsunoko vs. Capcom: Ultimate All-Stars.
Well, at least that one has MegaMan Volnutt, Roll, and Zero in it. That's sort of a victory.
As for the other categories, the Best Retro Revival was given to Donkey Kong Country Returns unanimously. Of course, as we noted before, the Blue Bomber's retro revival was really in the previous year's Mega Man 9, so this would have simply been a bonus.
For "WiiWare Game of the Year," the NP staff picked Cave Story, while readers chose Sonic the Hedgehog 4: Episode 1. And for "Overall Game of the Year," let's face it: the unanimous voting for Super Mario Galaxy 2 was a tremendous mountain to climb.
But really, that's okay. We all know that Mega Man Legends 3 is coming, and when that is released on the Nintendo 3DS, that's when the competition gets real for the Man in Blue. This was just the warm-up bout.
Elsewhere in the magazine, one reader by the name of "Chariblaze" took issue with Senior Editor Chris Hoffman stating "oh, the horror!" at the lack of a new Star Force title in 2010 when announcing the Mega Man Battle Network and Star Force Complete Works books. Hoffman went on to explain himself:
Look, Char, all I was saying is that it might not hurt if Capcom took a year off and tried to revitalize the franchise instead of just cranking out--I'm... I'm sorry, OK? I didn't mean to say bad things about Mega Man. I didn't mean it!
Please, Inafune-san, come back to us! I didn't mean to offend you! How could you leave Capcom? How could you leave Mega Man? How could you leave me?! I promise not to besmirch the name of Mega Man anymore, even when he's some freakish alien/human hybrid riding radio waves! Why, Inafune-san, why?!
[Falls to his knees and sobs]
Finally, the new Nintendo Power Poll, whose results will appear in the April 2011 issue (volume 266), is now online. This month's poll features one Mega Man-related question: "What is the worst Mega Man X boss name?" Choices are Wire Sponge, Tornado Tonion, Duff McWhalen, Squid Adler, and Optic Sunflower.
This vote went to the X7 boss; not because of the game he hails from, but "Tonion"? Really? Really?
...and that's all we're going to say about that.
The poll also features lists of upcoming games for the Wii, Nintendo DS, and Nintendo 3DS, in which you can vote for the games you are most looking forward to. Among the 3DS titles, of course, is Mega Man Legends 3, so you may want to show your support for the title by voting here.
And that's it for this month.
It's that time of year again, when things begin to wrap up and everyone begins choosing their top picks for the year that was. Video games are no exception to this, as virtually every major website and publication has their opinion on who came out on top. However, all of them do not give their readers the opportunity to cast their votes, but Nintendo Power does. And right now, you can vote online for who you think should take the top honors in a number of categories, and the Blue Bomber is in contention for the following:
- Overall Game of the Year (Mega Man 10)
- WiiWare Game of the Year (Mega Man 10)
- Best Action Game (Mega Man 10)
- Best Retro Revival (Mega Man 10)
...of course, one might argue that technically, Mega Man 9 the year before was the "revival," but we'll kindly look the other way if it means the chance for the Titanium Titan to take home a little more gold.
To cast your votes for Mega Man 10 and numerous other titles across many other categories, just click here and vote away!
Mega Man showed up a bit in this latest issue of Nintendo Power. No, it wasn't Mega Man 11 (this time). However, in a reader poll, fans were surveyed of their favorite Mega Man series, and this is how the results stack up: 1. Mega Man (58%) 2. Mega Man Zero (13%) 3. Mega Man X (12%) 4. Mega Man Battle Network (7%) 5. Mega Man Legends (4%) 6. Mega Man Star Force (4%) 7. Mega Man ZX (2%)
Truthfully, outside of Zero barely edging out X, these results don't surprise me too much. Though I have to admit, I don't know if I'd take stock in a group of people whom the majority think the GameCube controller is the best Nintendo controller.
Aside from that, the magazine also gave brief mentions of the Jazware's Mega Man JUVI figures, and the upcoming Mega Man Battle Network and Mega Man Star Force Official Complete Works books.
And not in the way that we had hoped. Earlier this month, we reported a preview for the July issue of Nintendo Power which teased a "cover story" for a "huge new title" against a starry space-themed background. And speculation was that perhaps this had something to do with the recently-registered "Mega Man Universe" trademark.
And earlier today, as some of you are no doubt already aware, SEGA announced a new game for the Wii and Nintendo DS titled "Sonic Colors." By now, I'm sure you can see where this is going.
Also earlier today, but not quite as early, NintendoPower.com updated their website with a preview of the new issue, and its cover story is... Sonic Colors, "Sonic's solo space adventure" for the aforementioned platforms.
As we noted before, this isn't a complete surprise: Nintendo Power throws some of the best curve balls imaginable when it comes to their teasers.
There was also the part of the preview which said they also had "an astonishing title that stars one of gaming’s most recognizable heroes," though it seems that might have been another reference to Sonic Colors. In the magazine's game directory, there are two mentions of Mega Man, but they are only for Mega Man 4 on Virtual Console and a review of Mega Man Zero Collection.
Those holding out hope of finding out the secrets of Mega Man Universe will just have to wait a little longer-- though perhaps not too long, as E3 is just around the corner. Perhaps then we will find the answers that we seek.