Mega Man Smashes Mario in this New Smash Bros. Footage (Updated)

Bet you can't get enough of Mega Man in Super Smash Bros, so here's some more! In this IGN video we see a demonstration of Mega Man in a one-on-one fight against Mario that goes all the way to the wire. And I don't know who is giving the play-by-play but I want him to be my friend.

Also of note, Mega Man appears to use a move yet unannounced at the very end of the fight (before sudden death). It appears to perhaps be Mega Man 2's Air Shooter or Mega Man 6's Wind Storm. Or perhaps it's just a variation on Top Spin. We'll get to know eventually, as I'm sure there will be plenty more footage and details down the road. You can also see this footage but with more of a lead-in here.

Thanks for the tip, Magnet_Man!

Update: Changed the video to a fuller, much clearer version of the same fight, courtesy of GameTrailers. --LBD

Take a Tour of the Mega Man Boss Battle Gallery

If you haven't been able to drop by the Mega Man Boss Battle art gallery, you can still check out this virtual tour via GameSpot. It shows off a bit of the work, interviews a few of the contributing artists, and incorrectly identifies Spark Man.

Of course the show is still running until the end of the month, so if you can make it to San Fran you should check it out!

Thanks for the tip, James!

Real Life Mega Man Concept

With the present state of Mega Man, there's a lot of uncertainty and speculation where the series might go next. But a concept thought up by Yung Lee definitely steps outside the usual... and also the technically possible. Combining holograms and augmented reality, Yung demonstrates above what a virtual Mega Man game might play like. Would certainly be a good workout, anyway!

Thanks for showing us, Yung!

SFxMM: How it Happened, Plus New Boss Footage

Capcom Unity has posted this new video which goes into how Street Fighter X Mega Man came to be. It also reveals Vega as a boss character (which I'll admit, I thought about him when the climbable fences were shown off in the previous stream), and a small hint at another boss near the end. Who do you suppose it is?

Street Fighter X Mega Man comes out in just a couple more days to commemorate Mega Man's 25th anniversary!

Rockman Xover First Impressions - Yeah, It Sucks

Well, here we are. The most infamous Mega Man game ever made is now out in Japan. The level of hatred this title has accrued is practically viscous. And yet, even now with the released game in my hands, I can't bring myself to hate it, or hate Capcom for making it. I mean come on, it's a game. Maybe it's just me, but even as huge of a Mega Man fan as I am, I just feel like, if I'm gonna take the energy to hate something, it's gonna be something more important than this.

But I'm also going to tell you like it is. And Rockman Xover is really nothing special. But you knew that already. We all expected as much. In honesty, the game's gameplay and design is passably amusing. What really bogs it down, however, are the glitches and other oddities I've ran into. And moreover than that, dealing with switching my iPad between two regions has been seven times more frustrating than anything this game has thrown at me.

The top video is my first 20 minutes with the game. I do apologize about the sound quality; the recording device was actually recording from the iPad's mic and not the game's direct audio. Fortunately I more or less kept quiet (though see if you find the one spot where I react to the game's "variety" in stages, hehehe).

Once you've watched that, you can press on to see my additional details and gripes about the game. We're going down the rabbit hole, and there's no coming back.

So as you know, the game is free to play, meaning that you can always try it out without any risk if you have a corresponding iOS device (and I won't mince words here: if you buy an iOS device to play this game, you are an idiot). So what does cost money? As it turns out, Rockman Xover has two currency systems. The first is zenny, which is earned from every enemy you beat. But there is also a currency called "crest" (kuresuto... yeah I dunno), which you can only gain by purchasing in real money. Crest can be bought in quantities ranging from ¥85 to ¥5,700.

Crest is used to buy premium Battle Memory cards, as well as assist items such as E-Tanks, P-Tanks and Rescue Calls. Zenny, meanwhile, can be used to buy standard Battle Memory, or items that you can gift to friends. These items will also be gifted to you the more days you play the game.

The gameplay itself is largely the same as the small bit we showed you before. Funnily enough, they even threw in a tutorial, just in case the concepts of jumping and shooting are mystifying to you. Curiously, the progress meter that was on the bottom of the screen is now gone. Enemies will drop Battle Memory cards and usually one map piece per stage. Annoyingly, the game gets paused every time you pick one of these it up so it can show it to you. As easy as the gameplay is, it can throw you off if you grab a card while trying to jump. Enemies also drop items to refill your EP and PP.

EP and PP themselves are another kind of currency, in a sense. You spend EP to play quests and PP to play team battles. EP and PP refill over time, but enemies tend to drop refill items enough that running out never became an issue. Furthermore, when you level up you can points you can spend to increase your EP, as well as the cost allotment for carrying Battle Memory cards.

The stages themselves have been pretty underwhelming so far. In fact, they've all been the same stage! Every stage in World 1 is the same city background, with the same music and same two enemies (Raybit and Batton Bone from MMX). No matter what boss you pick in the world, it's always the same stage. The bosses themselves are pretty uninteresting; even elementally themed characters like Flame Mammoth and Spark Mandrill just jump on you or punch you every turn. Of course, the bosses so far are all Lv. 1; they may gain new attacks as they become stronger. Bosses also have their own Battle Memory cards, though I have yet to see them put to use. Beating a boss wins you an armor piece on top of the XP and zenny and such.

The "auto" button is also gone, it appears. However, before boss battles, the game will ask if you want the battle to play automatically or not. Since boss battles are basically back and forth slap fights, I'm guessing this feature is here to speed along what is otherwise an inevitable outcome, depending on your stats.

You can also have the game automatically chose the most optimal Battle Memory cards to put in your deck, which I personally find preferable. Looking over the sea of cards you'll quickly accumulate and comparing their various stats can be time consuming. I'm also not sure if there's any way to sell or otherwise discard cards you don't want. You can also spend zenny to power up your cards.

In spite of everything, there are some things I like about the game. It definitely, even if just a little, has a certain sort of... "charm" to it. Despite being a very simplistic game with little effort put into presentation, you do get the feeling that the creators had some interesting ideas. I really do like the idea of a Mega Man card game with cards based on all the enemies and support characters from all the series. Also, I can't help myself, I really do like OVER-1's design. It's a clean, balanced design that combines attributes from various series. I even like his silly furry boa.

It also is mildly fun to play through and see what kinds of cards you get. Even when I'm tired of jumping and shooting, I still want to press forward a little and see what else I can get. After all, that is the appeal to these kinds of games. Capcom is really banking that you'll cash in on some crest to get nice cards. I might, considering that I was forced to buy an iTunes card to even register a Japanese account in the first place. *muffled curses*

But, let's get to the bad. And oh yeah, all the social RPG and death of Mega Man stuff aside, there is quite a bit of bad. Primarily, the game is pretty glitchy and has major issues with its account system.

So, in the first bit I played (video above), I didn't run into any problems. However, after hassling with getting the video footage off of my iPad, when I tried to run the game again it just didn't want to work. The screen would blink for a moment, as if trying to load the program, then it went right back to the home screen. I have no idea if this was an error that occurred from switching my iPad account between regions or what, but in the end I had to delete and re-download the game to make it work.

And that's where problem number two comes in. There is, so far as I can tell, no way to recover a game account. In fact, when I made my original account I didn't even make a password for it. There is the option to link your account with Twitter or FaceBook, but I didn't since, honestly, I don't care. So after reinstalling, I was forced to make a new account, with my original just floating out somewhere in the void. I'm thankful that I didn't use any special item cards from magazines, because those would have certainly been burned. My new account is now linked to Twitter (which, so far as I know, does nothing). I guess if I ever have to reinstall the game again, I'll see if that helps in recovering the account.

Additionally, I've run into some crashes and such while playing the game, which is pretty unusual for something running on iOS. I don't know if my WiFi connection is bad, or maybe the servers for the game are just overactive right now, but there have been a number of instances where the game just stops loading, or pulls up a 500 error internet page. Other times the game just shuts down randomly in mid-play. I really can't find any trigger to it, though I suspect it's due to a weak connection. Thankfully, your quest progress is saved (each quest is composed of four to five stage segements), otherwise every crash would mean wasted EP.

I've yet to try out any of the other features, such as the team battles and Master Boss. I kind of want to get the ropes better before venturing into the social stuff, although I have had a few random people send me friend requests (between each stage you are shown three random players whose profiles you can browse).

And that's pretty much it. Long story short, a mildly charming time waster that doesn't even come close to satisfying a core Mega Man fan. And although you might say that the game is intended for other audiences, the content is inserted with Mega Man fans in mind, for sure. For people who don't like or don't know about Mega Man, I'm not sure what appeal this game would have next to the 300 other games that are the same thing.

And I've written more about this game than anyone has any right to. Interesting idea, Capcom, but please give me a real Mega Man game to review next time! ;)

Weird Video Games – Rockman DASH

Everyone has a tendency to interpret video games differently, and this is especially true as you rewind the clock to when a lot of information from favorite titles, including many Mega Man games, came from supplemental sources. Once upon a time, many fans even viewed the Classic series as being as grim and dark as the X series (you know, the one with the elite penguin warrior). That difference in viewpoint even extended to Mega Man Legends, aka Rockman DASH, as some people argued whether it was part of the same timeline as the Classic series and X, or a separate world all its own (and later turned out to be the former). But as our friend Cleveland Rock from DASH Republic recently showed on Blistered Thumbs, some people see it as something else entirely (warning: one written curse word, if that sort of thing bothers you):

Well, that was an enlightening look into the heart of madness. Hopefully, Cleveland will get the help he needs. Perhaps Capcom fast-tracking Legends 3 would be a good start?

The Most Adorable Mega Man Ideas You'll Ever See

This is Mark, five years old. Young as he is, he's pretty excited about Mega Man. And not only does he love the games, he's got plenty of his own ideas as well. Furthermore, towards the end Mark says just how he'd react if Capcom ever stopped making Mega Man games.

So what do you think of Mark's ideas? I'm pretty certain that if we put this tyke in front of Capcom, there's no way they could turn him down! Especially if they value their butts.

Thanks for introducing us to your cousin, Bob! Just goes to show Mega Man fans aren't going away!

Sequelitis Takes On Mega Man and Mega Man X

Warning: Strong language and occasional robot domestic abuse.

Animator and humorist Egoraptor has put out the latest in a series called Sequelitis, this one comparing Mega Man and Mega Man X. A lot of discussion is spent on showing how the Mega Man games were fun without having to hold your hand, because you learned the games simply by playing them. This is something I too have felt has been a thorn in many modern games, which tend to tell you what to do and push you around.

Then things move on to Mega Man X, where the mechanics and abilities of Mega Man were expanded. There's some pretty enlightening stuff here that I hadn't even thought about. There's also a lot of flat out gushing about Mega Man X. But can you blame him? It is a fantastic game!

Thanks for the tip, Jpifer17!

Mega Man Tries Out for a Rhythm Game

Here is an entertaining little video, created by Niconico Video user naganuma. I've seen people try to shoot in rhythm to the music in speed runs, but they have nothing on this. (Of course, this is engineered.)

I've long been interested in making a rhythm themed Mega Man game, though one like this probably wouldn't work well. Especially since it would require you to take damage and die!

Via E-Can Factory

Watch Some Mega Man Characters Get Their Groove On

I tweeted on this video by SwordMasamune a little earlier, but the truth is I just can't stop watching it. On top of that, there's actually MORE, so I broke down and felt the need to share it with you all more formally.

I will take the time to mention, however, that TMMN viewer stealthwoman originally sent this is as a reminder that the Japanese Mega Man Legends 3 Devroom will be closing down on the 19th, so if there's anything you want from there be sure to grab it. The US Devroom is staying open indefinitely for the time being, though to what capacity is uncertain.

Anyway, having taken care of that, hit the break to see X and Zero get funkified too. Funkified is a hip word that people definitely use, right?

So how would you feel about Capcom venturing into a Mega Man themed dance game?

Mega Man and Aperture Science Team Up

In this bit of entertainment video, Mega Man gets equipped with his own portal gun after beating who we'd presume is Portal Man (possibly created while Wheatley was in charge). What ensues is a bit of game breaking madness with Mega Man using his new found toy to make his enemies look foolish. And then gets a little murderous.

Given that the video content seems to be largely Mega Man 9 themed, I'm surprised there wasn't a scene in the already portal-laden Galaxy Man stage. Not to mention Mega Man would be in SPAAAAACE. Okay I'm done.

Via Capcom-Unity (Thanks Greg!)

More Puzzle Battle Details, Plus Video and Music

Rockman the Puzzle Battle may not be a game you can get outside of Japan, but thanks to some fans you can enjoy all other aspects of it besides playing it. The above video of gameplay comes from Tarbo-san, who details more about the game on his blog.

  • Aside from the six Robot Masters, you also face Yellow Devil, Copy Robot and Dr. Wily. Bosses don't have weaknesses, the special weapons simply cause advanced moves on the board.
  • Damage is done by aligning three or more of the same color gems horizontally or vertically (can happen multiple times in a turn as gems fall). Getting four or more in a row grants the player an extra turn.
  • Naturally, you beat a boss when his HP reaches 0. In the case of the six Robot Masters you get their special weapon, which can cause board effects (for example, Thunder Beam clears all of the gems of a single color).
  • Using a special weapon once uses all of its energy, but this energy can be gradually restored by clearing gems.
  • It's possible to get E Tanks, which restore just some of your HP. Enemies can also get and use E Tanks.

Additionally, a generous user of Niconico video uploaded all the music. I've cut it up into individual MP3s for you to place on whatever device and enjoy. Naturally, it's mostly decent arrangements from the original Mega Man, but there is one new song for the weapon get. Download the soundtrack (13.2 MB).

Lastly, CAP Kobun brings word of another cell phone game coming in August called "Rockman's Sprite Logic" (sprite as in actual game graphics). Sounds like another interesting puzzle game, we'll just have to wait and see. Edit: According to COCOROG yet again, it appears to be a Picross style game.

A Video History of Mega Man Battle Network

As we noted yesterday, the Mega Man Battle Network series has reached the big one-oh. That's right, ten years of PETs, NetNavis, Battle Chips, Cross Fusion, Beast Outs, and more fun than should be allowed on the internet for kids under the age of 12. Today, we are following a little inspiration from Protodude's celebration of this occasion, and giving you a sort of "video history" of the Mega Man Battle Network series. Or rather, given the Japanese origin of the vast majority of these, "Battle Network Rockman.EXE."

First up, we have the television commercial for the very first game, which appeared on the Game Boy Advance:

Compared to what would come later, the style seems a little rougher, perhaps more manga-ish somehow, but it was still cool to see the characters animated at this point.

Only months later, the second game in the series would be released, introducing the highly-marketable Style Changes to the series:

This game brought several improvements over its predecessor, and became one of the most beloved installments. Similarly, the art featured in the commercial also seemed a little more polished and traditionally cel-like than the original. In addition, Mega Man Battle Network 2 began the tradition of the games typically being released in North America during the summer months, when school would be out and kids were left with lots of time to NetBattle.

Following the success of the first two games (and undoubtedly well in the works before the second was ever released), Capcom teamed up with ShoPro to deliver the first-ever Rockman anime to be released (sure, there was Upon a Star, but that wasn't released until later), Rockman.EXE:

(Strangely enough, we couldn't find a video with just the opening sequence, so here we have an entire episode attached.)

The show began airing on March 4th, 2002, and produced just over a year's worth of episodes, 56 in total. And while the characters were on-model (unlike some other versions) and the stories were often influenced by the events in the games, the anime would go on to forge its own path. And once the 56 episodes were finished, new series would continue the adventure until September 30th, 2006, as the series would end its run with a total of 209 episodes.

In addition, the series saw a relatively brief and heavily localized version of the show released elsewhere in the world under the title MegaMan NT Warrior:

(Again, couldn't find a stand-alone intro. Really, YouTube?)

The dub seems to have earned itself a fanbase, even including some who have never even played the games (the disparate branding probably didn't help), though fans of the original Japanese version have often been known to be... let's say, "unappreciative" of the localization efforts of Viz/ShoPro, which included numerous name changes, among other grievances.

For more on the anime, be sure to visit our affiliate, Rockman.EXE Online.

Just before the third game in the series would be released (well, one version, as far as Japan goes. More on that in a bit), the franchise took a bit of a departure as Capcom would release Mega Man Network Transmission for the Nintendo GameCube:

Borrowing elements of the anime, Network Transmission would distinguish itself from its Game Boy Advance progenitors by attempting to merge the characters and gameplay elements of the Battle Network series with the core gameplay mechanics of the classic Mega Man series. How well the two meshed would seem to be a matter of opinion.

In addition, Network Transmission would prove noteworthy for introducing the NetNavi version of Mega Man X series fan favorite Zero in a side-story set between the events of the first two Battle Network games.

Some would say that the Battle Network titles took more than a few cues from Nintendo and Game Freak blockbuster Pokémon, and one of the things Mega Man Battle Network 3 may be best known for is the reinforcement of that notion with the release of two different versions. In Japan, the original version was released on December 6th, 2002, and was followed by a special improved version called Rockman.EXE 3: Black on March 28th the following year. Both versions were released simultaneously elsewhere as Mega Man Battle Network 3: Blue and Mega Man Battle Network 3: White.

Another game, Mega Man Battle Chip Challenge/Rockman.EXE N1 Battle, came out in Japan on August 8th, 2003. Unfortunately, there does not seem to be a commercial for this one, or at least not one readily available.

Prior to the release of the fourth game, promotion began with the release of the second anime, Rockman.EXE Axess. Now, instead of obtaining different elemental powers, MegaMan could now obtain the powers of fallen foes through "Double Soul."

Following is the MegaMan NT Warrior Axess opening, which is mostly the same; it's a little sped up and features different music, however:

While the initial Rockman.EXE anime did have some differences from the games, Axess took it to a whole new level by allowing NetOps to perform "Cross Fusion" with their NetNavis, a henshin-styled process which combined the two entities into a new, more powerful form which could exist in the physical world, though this had to be done in certain areas created by special generators.

To hear the Japanese theme music, click here.

On December 14th, Japanese fans had not one, but two versions of Rockman.EXE 4 to choose from: Red Sun and Blue Moon, each containing unique (yet similar) stories, as well as unique Battle Chips and characters:

Apparently, people liked having two versions. Though many fans will say it is the worst of the series, it was nonetheless a bestseller, moving 1.35 million copies worldwide as of the end of 2008. This makes it part of a rather elite club among Mega Man titles, one of only four to move over one million.

Just as in the year before, the release of Mega Man Battle Network 5 would be foreshadowed by the release of a new season of the anime, Rockman.EXE Stream on October 2nd, 2004:

Despite the success seen by Battle Network 4, Capcom would return to a release schedule set months apart for Battle Network 5. Team ProtoMan was released in Japan on December 9th, 2004...

...whereas Team Colonel would be released on February 24th, 2005.

Both versions would be released simultaneously in other regions, and then again together in the two-in-one Nintendo DS release, Rockman.EXE 5: Twin Leaders/Mega Man Battle Network 5: Double Team DS:

On March 12th, 2005, Mega Man went to the movies for the first time ever in the animated feature Rockman.EXE Stream: The Program of Light and Dark, which featured the return of Dr. Regal and a Double Soul fusion of MegaMan.EXE and the extraordinarily powerful solo NetNavi, Bass.EXE:

On a personal level, I enjoy how this opening sequence of the movie combines the animation with still shots which don't look entirely unlike the style used in the commercial for the very first game, above.

It is also worth noting that The Program of Light and Dark was promoted and shown as part of a double-feature with a Duel Masters movie:

Though the promotions made it appear to be a crossover, the two films actually had little to do with one-another, besides being shown together.

The first day of October in 2005 would see Rockman.EXE Beast take to the airwaves, setting things up for the sixth and final entry in the Battle Network series:

rockman exe Beast opening - ดูคลิปทั้งหมด คลิกที่นี่

Each iteration of the Rockman.EXE anime had a tendency to introduce its own interesting elements to the series, and Beast was no different. In addition to allowing NetNavis to interact with their NetOps as small holograms, the anime exclusively featured Trill, a child NetNavi whose powers allowed MegaMan to "Beast Out."

Returning to what worked so well for Battle Network 4, Capcom would release < a href="" target="_new">Mega Man Battle Network 6's two versions, translated as "Cybeast Falzar" and "Cybeast Gregar," on the same date of November 23rd, 2005 in Japan:

Though it introduced the beast transformations for MegaMan and the Battle Network version (warning: spoilers) of Mega Man X fan-favorite character Iris, Battle Network 6 is perhaps best known for marking the end of the successful Capcom franchise, and providing closure for the characters fans had grown to enjoy over the years.

Though Battle Network 6 marked the end of the games, and Beast the end of the anime... well, things aren't quite as simple as that.

For starters, Rockman.EXE Beast ended early-- at least, compared to previous seasons. The last episode aired on April 1st, 2006, but this was no joke. The following week, on April 8th, Rockman.EXE Beast+ began, and was a scaled back version of the previous show. Episodes ran about ten minutes each, roughly half the normal running time, and it shared its timeslot with Saru Getchu (Ape Escape) as a part of the half-hour Oha Coliseum program:

Beast+ was marketed as a stand-alone series, but contained story arcs featuring the long-overdue appearance of Zero.EXE from Network Transmission, as well as the final boss of the cellphone game Rockman.EXE: Phantom of the Network.

Finally, on November 12th, 2009, past and future collided as MegaMan.EXE met the MegaMan of the far future from the Star Force semi-sequel series in Rockman.EXE: Operate Shooting Star:

(Edit: Apparently, this commercial we had here previously isn't the genuine article, but a fan creation by MidniteW. It's still nicely done, and can be found here.)

Unfortunately, as we would eventually learn, Operate Shooting Star would prove to be a bit lacking in content. For the most part, it was a straight Nintendo DS port of the first Battle Network, with a bonus multiplayer mini-game. The big team-up turned out to be a short story scenario near the end of the game, after which players could then use Star Force MegaMan.

The game did not do very well in Japan, and the last word from Capcom was that they were not planning to bring the title to the West, thus making it a bit of a sad swan song for the series.

One mustn't lose hope, however. At the very least, UDON has just released the Mega Man Battle Network Official Complete Works art book, and the Mega Man Star Force Official Complete Works art book is soon to follow. While that may not lead to more games in the near future, at the very least we know that interest in the series is still there, and as long as the fans remain interested, Capcom will probably give it another look.

Kotobukiya Rockman Kicks Butt

Here is an incredible stop motion animation by Counter656 Productions featuring Kotobukiya's Rockman model kit. I don't know what's going on when Rockman finds himself battling against Gundams and Transformers, but it's pretty dang cool. And the action runs over a good five minutes, so you know a lot of work went into this.

Thanks, Stealthwoman, for the heads up!

ScrewAttack's Top 10 Fave Robot Masters

Here's a video of ScrewAttack doing what it is they do best: taking a certain criteria of data and arranging it in numerical order from 10 to 1. So enjoy the video, and then complain in the comments how they didn't select any of your favorite Robot Masters. Though really I think I could stand by a lot of their picks. You can also follow up with their 10 least favorite Robot Masters, which will only stand to make you angrier.

Thanks Ryan and ArkaneEvangale!

More Fun Retro VHS Nonsense!

A short while back we showed you Game Players' VHS guide to Mega Man 2, but that's hardly the only game guide series released on VHS back in the golden age of gaming. Here we have a guide called "How to Score More Points on Nintendo Games," and the first game it features is yours and my favorite: Mega Man 2. Which... is notable for not being a game that keeps score.

This video is pretty much as silly and weird as the last one. Some of the things the guy says are just baffling, and it makes you wonder how much they really knew about the games back then. And he doesn't even have as commanding a voice as the Game Players narrator. But I think my favorite thing is how nearly every piece of advice this guy gives on avoiding things, the corresponding footage is of him getting his butt kicked. Sometimes scenes are barely a second long because he's just about to die.

But you still have to admire how cool this would have been back in the day. It was probably somewhat prestigious to own an actual video guide for a video game, and kids likely really thought they were listening to a living legend of gaming.

Many thanks again to Arasoi of Retro Reality!

How to Play Mega Man 2

Sure we have all kinds of online game references today, but what did you do if you got stuck in a game before the internet age? You may have watched a video like this one, part of a VHS (a what?) series released with the gaming magazine Game Players. This guide combines actual game footage with narration straight out of a work training video. Cutting edge for 1989!

You really do have to love a guide that recommends using a turbo controller, and taking damage to run through enemies. It may seem cheap now, but it was fairly common practice back then (when games were, you know, challenging). And if you can sit through the whole thing, you'll be treated to a ridiculously awesome commercial at the end.

Thanks to Arasoi at Retro Reality!

Rockman Online Gameplay Trailers (Updated)

Rockman Online ScreensRockman Online 2nd Teaser And thanks to Protodude's Rockman Corner for helping us keep up!

Here is the first of two trailers via YouTube, which won't have the streaming problems ThisIsGame is.

Also, here is 10 minutes of shaky cam footage:

Video source:, GameMeca