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The day has finally come for you to try out Mega Man Legends 3. Well the fan made 8-bit version of the game's cancelled Prototype, anyway. Get Me Off The Moon has released the concept demo, which includes a gauntlet stage requiring you to destroy 50 enemies as Barrett (the same showed off at Mega Rock Fan Festa).
It's important to note that the game requires your PC to be set to Japan regional mode to work, which you can do in your regional settings. You can also download a program from Microsoft which will let you run it without having to change your settings. Check the GMOTM post for more details on how to do this.
While I know some are tired of the 8-bit trend (I raise my own hand here too), Barrett's extended abilities give a nice twist to the classic formula, and I'm interested in seeing how they're put to use in other situations. It's definitely worth your time to try.
Thanks for the tip, Magnet_Man and AxlTheHunter_II!
Rockman Ciel is a fan project I've kept my eye on off and on, but I don't think there's been any reporting of it on TMMN thus far. To the best of my knowledge, it serves as a continuation of sorts of the Zero series, now with Ciel picking up the saber and fighting evil. The game has existed as concepts and character art for a while among fans (it even got an art book release a ways back). In more recent times, however, the drive to put together a game has gotten more serious. The other day, the Project RCL team posted a number of music tracks for interested viewers to sample. It's pretty snazzy stuff, and you might also recognize a couple of tunes. Additionally, a gameplay engine demo was also released last month. The demo lets you move around, jump, dash, wall climb and attack (only while standing).
While there's still a long way to go, Rockman Ciel looks like it could be easily comparable to a real Zero game. Let's hope we get to see more updates soon! You can keep track of the project on Facebook and Twitter.
Thanks for sending news our way, Alpha!
So having gone all the way out to Tokyo to give it a try, what do I think of the title? Well, not much honestly. Which is pretty much what I expected. Everything about the game lived up to what I imagined it being since reports started coming out. And while I'm certainly not taken by it, I can't find it in me to be angry at it since, for what it's supposed to be, it might actually be amusing.
In truth, there is still a lot to Xover that has yet to be shown, making it difficult to wholly judge this game now. It's really surprising how brief the demo was, considering this is such a simple game that's probably coming out by the end of next month.
Anyway, time to go more in depth (on what little we can).
The video above may be brief, but it gives a solid idea of how a stage in Rockman Xover plays. You automatically run forward in a forced scrolling stage, and jump and shoot at the oncoming enemies. In the demonstration stage, this was as simple as it could get, with enemies just sitting in the ground or hovering in midair at the height of OVER-1's jump. You automatically charge your weapon as well, enticing you to wait until the last moment to attack so you can blow through a row of enemies. A graphic appears for hitting chains of enemies (1 Hit, 2 Hit, etc.) but I don't know if there's a bonus for getting chain attacks. Defeated enemies drop life and weapon capsules, as well as cards (presumably "Battle Memory" items).
For the boss battle I didn't get to play, I'm relying on Conrad Zimmerman's fantastic hands-on at Destructoid. When facing bosses, the game becomes a simple turn based RPG system. You and the enemy take turns attacking, and you have a couple different attacks to chose from. You also build up energy from taking damage, allowing you to fire more powerful attacks in return. Presumably, you will be able to summon friends' characters into battle to help you out, or at least do so in another mode.
There is still much left to be revealed, however. There was no sign of how the card-based upgrade system works, briefly shown off in the game's promotional trailer. There was also no look into OVER-1's various forms, also hinted at in said trailer. And of course, there are other modes, such as "Team Battle" and "Master Boss" were not playable in the demonstration. Personally, I imagine the customization aspect of the game may be its true meat and potatoes, while much of the gameplay itself will just be grinding for experience and new cards. But, that really depends on how much depth the customization system has.
If there is anything I can gripe about on Xover, it would be its production value. Granted, I wouldn't expect much being a mobile game and all. But most games for iOS by professional companies tend to look better than this. Perhaps the character animations are so stilted in an attempt to harken back to classic Mega Man visuals, but I think it's more likely that the small production team just doesn't want to create too many sprites. And for a game that's meant to be a crossover for all Mega Man series, it's a shame the enemies all seem to be ported over from the Mega Man X iOS game so far.
As well, I couldn't really hear the audio to the game in all the ruckus of TGS, but according to CAP Kobun, the music and sounds are from previous games; the demo used X1's opening stage and boss battle themes. No indication if there's going to be any other original music like the catchy tune from the trailer, which is also a disappointment.
But as much as the game is underwhelming, I just can't get irate over it. Namely because it's not in my nature, but also because for being a simple mobile game, I think it could be interesting. It's definitely nothing that will satisfy the cravings in dedicated Mega Man fans, but I always expected that. The game is reportedly free to play, so if you already have a supporting iOS device, there's no reason you shouldn't at least try it.
I do get where the anger comes from. This simply isn't the Mega Man game that fans want to see. And heck, I'm with you guys; if I had my way I'd love to see a luxurious new Mega Man game on dedicated game hardware and packed to the brim with content. But I don't think that desiring some imaginary super Mega Man game that Capcom just won't make automatically turns Xover to crap. Xover would still be Xover, regardless of what climate of emotion it were released in.
Rockman Xover will be releasing for iPhone 3GS/4/4S and iPod touch models generation 3 and higher. It is also playable on iPad although its resolution is not designed for iPad. Capcom has confirmed that the game will release in North America and Europe, but have not yet given a time frame.
Many great thanks to Kyle Fyfe, my on-hand cameraman, who braved getting yelled at every time he held up his camera! You were a tremendous asset, Kyle! Also, a shout out to Sensei-Hanzo. It was nice to meet you finally, if only a brief time!
Additional images from 4gamer.net
The demo contains four of ten playable characters, three stages to try, and playable in either single player or multiplayer. And given the intense action some of the previous trailers have shown, multiplayer might be a necessity!
Sadly I have not been able to try the demo yet myself, but I've gotten solid impressions from friends, especially concerning the game's mechanics and original music. Only complaints have been toward the abrupt screen transitions, which are set to be fixed as it is.
Be sure to give it a shot; I think multiplayer has long been overdue in Mega Man action platformers. If Capcom won't make it, the fans will!
Thanks for the tip, Knozz!
Have to admit, I thought it'd be ages before we'd see a playable build of Legends 3, but in Japan it's coming up pretty soon! This Tuesday, on the 29th, Capcom will hold a special "Nintendo 3DS X Capcom Premium Trial Event" in Akihabara, Tokyo, where they will offer a playable version of Rockman DASH 3, along with Street Fighter IV 3D Edition and Biohazard The Mercenaries 3D. The event will run from 3PM to 8PM. If you happen to be in Akihabara around the time, then by all means send in your thoughts on the demo! I should also say, if Capcom is this far along with a Legends 3 build, then hopefully there's a good chance we'll see it at one of the upcoming gaming events here in the west too!
Thanks for the tip, Toshihisa!
So let's take a look at this. Here's some footage from Rockman NEO, the temporary name given to Rockman DASH while it was in development. The footage comes from a VHS given out in Japan with the Capcom Friendly Club, a promotional magazine from Capcom (you can read more about that here). The demo build of Rockman NEO itself was also released, but seems to be pretty rare. Only a couple other of videos of it are on YouTube right now, and have no sound.
There are a fair number of differences here from the final game. These include differences with the model of Mega Man, a different symbol for the weapon gauge, and a significantly different design for the Apple Market. There are also audio differences, such as certain sound effects and the sound samples of certain songs. The theme of the Bonnes also sports a slightly altered melody. To see the game like this makes me really wonder what Legends 3 looks like now!
I must give many thanks to Arasoi and Retro Reality for procuring this footage for us. Though it's a bit soon to announce, there's quite a bit more stuff our sites will be collaborating to bring out in the coming months!
This has definitely turned into a Rockman Online week. And while you've no certainly seen tons of footage, how does the game itself play? Japanese gaming site 4Gamer has a hands on report with the G-Star demo, along with the video footage, and they were also able to speak with NeoWiz's assistant manager Min, Woon Gi. In the final game, players will be able to join together in up to teams of up to four, although the demo was only single player. When you start the game, you select your character and transfer to a "town" that serves as the lobby. At the town you can purchase avatars and weapons, and select the stage you want to go to. According to Min, the ability to use stronger equipment when you level up, and how it relates to your avatar design, will be very "Rockman-ish." In the G-Star version the town was not implemented, but the town is already complete (for the final game).
The characters are controlled simply with the keyboard. Directional keys are used to move right and left, pressing down crouches and you use up when the area moves (not sure what this means). You can dash by double typing right and left on the directional keys, or by pressing C. X is jump, Z is attack, and holding Z lets you charge your attack. A gamepad was not available for use with the demo, and there's no word if the final game will support one.
In this version of the game, special attacks could be assigned to A, S, D and F. There were empty slots in the demo, so the number of keys may increase as you gain new weapons. Furthermore, four kinds of Battle Disks could be cycle through with the tab key, and activated by pressing B. Battle Disks give special abilities, such as becoming immune to spikes, causing your character to attack automatically, and increasing speed and defense. The player was using X, but it's likely these keys are the same for every character type.
Finally, the 1 and 2 keys let you use refill tanks; 1 is for HP (like energy) and 2 is for MP (weapon energy). There's a "cooling time" after using a tank that prevents you from using another for several seconds, though the writer speculates this was only for the G-Star demo.
As a final note, the writer adds that when you die, it makes the classic "tiun tiun" noise in the headphones when you die.
Rockman Online is expected to go into public beta sometime in 2011, though its formal release is not set. Furthermore, there is also no plans for service in Japan yet (nor anywhere else, I'd imagine).
There is also an event report from Capcom's own Ucchy-san. Largely the same info, but many fun pics from G-Star if you're interested, including Rockman ring toss. Yes, really.
News Credit: CAP Kobun
You'll have a chance to play Mega Man Universe next week if you can get to the Brooklyn Library, but just try not to get shushed. On October 7th, from 3 to 5 PM, Capcom will be having a presentation about game making and then a Q&A. Furthermore, they'll have the first playable build of Mega Man Universe, among some other titles, in the US preceding the New York Comic Con. Tickets will only be available to the first 180 people who come down, so head over to Capcom Unity and get all the details. Thanks, jgonzo!
Following up my previous post, here is the actual video footage of my adventures in Mega Man 10's stadium stage. The first two videos are the game's normal difficulty, and the third is easy difficulty. You should also keep an eye on Takes On Tech, as Doug of that site also recorded my gameplay for his own reporting, and his camera looked a lot better than the one I brought!
I also have a little Q&A with Jason Allen of Capcom that I need to transcribe, but for right I'm just... so incredibly tired. Goodnight and enjoy the footage!
Update: Digital Chumps has some of their own footage that shows the stage in better color levels, and louder sound from the setup. It appears the spiked soccer balls actually aren't instant death as I had suspected (but I didn't wait around to get hit by them ;P). That being the case, however, means the stage demo featured no instant death traps at all. Is Inti Creates lightening up a little? Or perhaps they're just pampering the reviewers.
Earlier this week, Capcom announced that Mega Man 10, among other titles, would be available to try in Las Vegas at the Consumer Electronics Show. Living roughly five hours from Vegas, I heard this news and decided "time to have a little adventure." Much fortunately, Joveth "Jgonzo" Gonzales and the other guys at Capcom warmly invited me over to their suite at Planet Hollywood for a hands on with Mega Man's latest adventure. And I've just now returned to tell the tale. I was able to play the Xbox 360 edition of the game. The only stage available for the trial was the stadium themed stage (unfortunately I'm not allowed to divulge the boss's name now). The stage starts in a stadium field with pitching robots that lob baseballs at you, which sort of arch down at you and come back up. Soon, however, you head underground, facing small locker doors that open from the background and shoot at you, and enemies similar to the Springers from Mega Man 2 - when you disturb these guys, not only do they spring around wildly, but fire off shots as well.
Very soon you get to the game's mid-boss, which is a large soccer goal-like structure with a robot head. A soccer ball flies in and bounces around the room, and then the robot goal post will try to smash you with its hands, and knock the ball around some more. This was easily the most frustrating enemy in the demo, and took me a couple attempts to beat.
You then face more of the above mentioned robots, along with basket-like robots that toss various kinds of balls at you, and you must head upward using platforms shaped like huge basketball hoops. As you progress upward, you'll encounter soccer ball shaped platforms that will briefly rise into the air when you shoot them, and fall back down. But after you get back to the ground level, you'll face against the same platforms but with spikes, lined up in long rows. You must continually shoot at them and pass under when they fly up.
Eventually you head back down and face the same mid-boss again from before, but this time parts of the goal post frame have electrified borders, and its fists have more complex motions. Being fortunate enough to beat this second incarnation of the enemy ends the demo.
I was also allowed to play through the stage in Easy Mode (which, I'll pitifully admit, was the only way I could beat the last goal post enemy). Enemy placement differs somewhat here and they move slower and take less damage. The goal post enemy only used its fists in this mode. I was able to easily breeze through the stage in Easy Mode, and I can definitely see it allowing people less familiar with Mega Man games to easily get used to the gameplay.
Personally I found the 360 controller to be a tad cumbersome. Not owning a 360, I'm not really used to using it, and I had a tendency to accidentally slip my finger onto the right bumper, which changes your weapon (in this case to Rush Coil). That really messed me up the first time I faced the goalie enemy.
I was informed that Capcom expects Mega Man 10 to release worldwide in early March. However, all other details that weren't explicitly available from the demoed stage were under lock and key, and try as I might I couldn't budge any info out of their well-trained PR guys.
I will be updating this post with video footage directly from my gameplay as soon as Capcom's PR sends out the OK for posting. I will also be writing up some of the discussion I had with Jason Allen, the man on hand to introduce Mega Man 10 to me. Look forward to it!
Driving to Vegas and back in a day is quite a tiring feat, but it was well worth it, even for a single stage. And there are a lot of people I must thank for making this happen. Much thanks to Jovith Gonzales and Jason Allen, as well as everyone on hand at the Capcom show for welcoming me to try out the game. You guys really rock! I must also give thanks to m'boss, BD, for arranging me to get to this shindig. Thanks to the guy at the suite who called out to me that he loves this site. I'm sorry I didn't notice you 'til at the last moment, I was a little preoccupied. Finally, thanks to my long time friend Cheston for coming along with me on the trip, doing some of the driving and taking some great footage of the game.
I had a lot of fun with Mega Man 10, so definitely get excited for it!
From left to right, me, Joveth and Jason. Thanks you guys!
Here's another one of those if-you-happen-to-be-in-Japan stories. How it begins... ah, yes. If you happen to be in Japan, specifically in the Chiyoda area of Tokyo, on November 3rd you can head to either Sofmap or Messe Sanoh for an "over the counter trial play" meet-up for Rockman EXE Operate Shooting Star. What's not specifically mentioned is what kind of trial version will be available for trying out (would be odd if it's the demo already available on the Everyone's Nintendo Channel). Aside from that, though, special sticker sets that were available at the Tokyo Game Show will also be given out at this event. In fact, the sticker set differs depending on which store you go to! 'Course, if you don't live in Japan, then uh... well... hey, did you check out this video with Turbo Man yet?
Of all the discussion about Rockman EXE Operate Shooting Star, one of the biggest topics is how much of the original Battle Network material it uses. Yeah, the graphics are all ported over, but the music would be arranged at least. Or would it? Truth be told, from what was in the demo the music of OSS was sounding pretty identical too. Were they really just porting over the music directly from the GBA version? Well, have a listen to these recordings from the demo yourself. Internet theme (used as the title theme in the demo) Virus busting Boss battle
Clearly the music isn't straight GBA music, but seems to be "ported," as if the music were moved over to the DS infrastructure and given similar sound samples to replace the original GameBoy chip noise. Either way, it's definitely not what people would respect, given the likes of Battle Network 5 DS. However, I have a feeling this is all place holder music. Granted, I can't say the final music will be that different. What gives me this notion, however, is the internet theme, specifically the last portion of it. The synthy piano kind of part is completely flat, whereas in the original tune it had a little more shape. If you compare the two versions you'll see what I mean. This gives me the impression that the music was quickly thrown together for the demo (though it's probably something Splashman could explain better).
It's my guess that the final product will have more arranged music (after all, we have heard a nice rendition of the game's main theme in the message from Takeshi Horinouchi). But it's still a little uncertain until OSS is finally out. I just don't feel these tracks will be representative of that.
News Credit: Protodude's Rockman Corner
Tokyo Game Show 2009 has come and gone, and to close up our coverage we have a report from MMN reader Fireman, who was fortunate enough to get to attend the event and try his hand with some of the Rockman EXE Operate Shooting Star demos on hand. So we shall tie up our TGS coverage with his first hand account of visiting the events and playing the demos. I have to admit, the details on the Rockman Star Colosseum make it sound like a lot of fun!
Three playable demos were available. A four person battle in the Rockman Star Colosseum or the “Rock Colo”, the main game up to until Netto’s (Lan) oven goes wild, and the battle type game where Netto and Rockman meet Meijin (Mr. Famous) for the very first time, and Meijin summons viruses, Fireman and even Shooting Star Rockman to battle with Netto and Rockman to see if they have what it takes to protect the world. I had time to play the Rock Colo and the battle with Meijin, as well as while waiting in line, had a chance to watch the main game being played.
Unfortunately the demo for the main game only contains material that was, as far as I can recall, the same as that in EXE 1, aside from, of course, the map and the slight changes in the system. For the most part the system aspects of the game are closest to EXE 2’s rather than EXE 1’s. Aside from the opening video, Shooting Star Rockman does not seem to appear in this demo.
The battle with Meijin is where Netto meets Meijin for the very first time (as these events are before EXE 2), and Meijin gives the option to hear the basics of Net Battling or not. I was in a hurry and already knew the basics, so I skipped that part. Meijin then summons simple viruses, after beating them he summons Fireman, who has 300 HP. Lastly, Meijin summons Shooting Star Rockman, who actually appears on the overhead map as well, and although he has nothing to say, his mugshot appears as well, with his eyes not visible through the visor (different from any we have seen before). Netto and Rockman are surprised to hear that Meijin calls him Rockman as well, and then take it as SS Rockman being a fake version of Rockman. Meijin says they are wrong and that SS Rockman is a hero from 200 years in the future and such. But to test if Netto is worthy of protecting the Earth from an impending crisis, Meijin wants Netto to face SS Rockman. Netto believes even if it is the hero from 200 years in the future, they will not lose. The fight itself is still fairly easy, but SS Rockman will use his shield and War Rock Attack and Beast Swing often, as well as Rock Buster rapidly and Charge Shot and deal more damage than most enemies in single attacks. I tested the strength of his shield by summoning Gutsman right in front of his shield when he was using it, but of course it did not break it or do any damage. Although SS Rockman does not have Air Shoes or Float Shoes is one thing I can say for sure. Anyway, you defeat SS Rockman and he falls to one knee (during the battle scene) and then Meijin congratulates you on being so powerful, and with a flash, he and SS Rockman vanish before your eyes leaving Netto to wonder about the mysterious Meijin and the mysterious SS Rockman and the impending doom.
You cannot play as SSR in either of those demos. You can, however, play as SSR in the final demo, the 3 minute action battle mini-game Rock Colo, which had its creation headed by one of the younger members of the staff of this game. You can play with four people, and although on stage they announced it allowed up to 6 people, they only had four DSs to use. Also on the stage, they had shown a team battle, in which the EXE team (all players as Rockman EXE faced off against the Ryuusei team (all players SS Rockman), but in the non-team mode which they had at the booth, it was a single battle. Also, to make note, you only need one game to play this mini-game with friends. Even if your friends do not own the game, if they have DSs you can play with the wireless download feature. Anyway, the game starts and you choose your character (Rockman, SS Rockman, or Blues) and your element (rock, paper, or scissors). In the final version there will be many stages in which to choose from, but for the demo it was a randomized stage.
The stage itself is much like those in the Ryuusei 2 Sky High Colosseum, except that sometimes pathways will vanish, making it unable for someone chasing you to follow. Not sure if they can vanish while you are on them or not. The object of the game itself is to collect more stars than other players. To do this you need to either pick up stars or attack other players, which I will explain later. There are at least two types of stars fallen on the map: the big stars count for one point, or the little ones with a number inside which count for the number inside the star. Sometimes the stars are inside ice blocks and other obstacles you can destroy by attacking. There are also warp holes that appear randomly around the map. If you enter a warp hole, you will appear somewhere randomly on the stage with your element changed.
Rockman and SS Rockman play pretty much the same by shooting a shot out of their Rock Buster with the A button. Blues swings his sword for closer range attacks. It seemed to be that you need your element to be strong against the other in order to inflict damage on, or rather steal stars from the other players. If you get hit too much and have no stars left, you get knocked out and warp to somewhere else on the map. During the course of the game you can pick up rock, paper or scissors items and use them with the B button to change your element. If you use two of the same element in a row, you will get an aura around you and be powered up. But you still cannot go up against someone who has an element strong against yours. Basically you want to always have a back up plan, be able to switch elements as soon as you find your opponents. Aside from element switching items, there are also trap items such as pit holes, bombs and summons. There is a black hole trap where you can set on the map, and if someone walks over it, you can attack that person continuously until the effect wears off. The bomb you can place on the map where you like and will explode causing serious star loss to anyone around it. It seemed some people also had bombs attached to them, which when exploded caused a loss of all stars to the attached person, and half the stars of those around that person. The summons (or at least one summon) that I used cause Club Strong to appear and smash the ground. When Strong appears the players who did not summon him need to go hide in the warp holes before the effect takes place, or else they will lose stars. When the time runs out, the person with the most stars wins. I was successful in defeating two kids and the father of one of those kids, and only felt a little bad about it. Although, the opportunity for a come back in that mini-game is huge, so anyone could have won.
Aside from the previously mentioned, and what other people have mentioned already, Horiken announced on the stage that he wants to have events and downloadable chips for this game. Likely, the same as with Ryuusei 3 though, even if you cannot go to the events, you can still probably get download chips through Wii channels or at DS stations.
Thank you for your report, Fireman!
For those interested in trying the demo, you can download the binary for it here.