Any person who’s played Mega Man games has most likely played 1-10 maybe Mega Man & Bass and Mega Man: Dr. Wily’s Revenge, but what about the Blue Bomber’s racing game or Monopoly/Mario Party style game? Some of these games aren’t very good. In fact, some are downright horrible, but they’re still forgotten. This will be split into two parts, covering more than 30 games total. While these were originally posted back in June and August of 2013 on ScrewAttack, I changed a few things. In the original versions, along with the main games I mentioned, I also included two unauthorized Mega Man games made by various pirate companies like Sachen. This time though, I decided to cover three fan made Mega Man games, along with the pirate games; one in the first part, and two in the second. Anyway, let’s get this list started. Also thanks for the kind comments Skirmish Frog community!
With the Mega Man games being so successful on the NES, Capcom wanted to bring their money making Blue Robot to the, at the time, new Game Boy system. Rather than developing the games themselves, brining Mega Man to Nintendo’s green and grey brick was handled by two companies: Minakuchi Engineering and Biox. Minakuchi developed the first, third, fourth, and fifth entries while Biox only developed the second entry; we’ll see why very soon.
Rock’s first Game Boy game is one of, if not the shortest game in the Mega Man franchise at just six levels. While that may sound bad, these levels are fairly long, especially the Wily stages, and differ from their source material. The Game Boy games took elements from two Mega Man games and added their own ideas to keep them from just being handheld versions of their NES brethren. The game overall is pretty difficult, even with the Robot Master weapons and new Carry assist item that can save you from falling into a pit. I feel that this hinders the game experience overall. Being the first entry on a new system along with being developed by a different group, the game isn’t perfect. At times the game feels a little too challenging for the wrong reasons like the last boss only being weak to one weapon that has limited ammo that you can’t refill unless you get a game over and having to go through the last stage over again. Speaking of the last stage, the two Wily stages feel like they go on forever and can be a killer for new players.
I give Minakuchi Engineering praise for successfully downsizing the NES games to the smaller screened Game Boy unlike what happened with Freestyle/U.S Gold and their Mega Man game on the Game Gear (which will appear later). This game doesn’t quite function like the NES or even later entries in the GB line. Don’t get me wrong, it still controls just like the NES games. It moves slower, has well thought out obstacle locations, and has rooms that work like you’re solving a platforming puzzle rather than just rushing through it. These puzzle-like rooms and obstacle placement show a level of effort and even love that I almost never feel from other Mega Man games outside of 2, 7, 9, and the later GB games after Mega Man II. As you’ll see later, Minakuchi continued to learn and got more experienced in making these games, even being able to do a better job at making a Mega Man game than Capcom, in my opinion.
Is it worth playing? Maybe. If you’re new to the series, then no. Flaws in the game keep it from being a must play/buy. The new levels can be fun, but it’s very challenging. The new music pieces are great, but some of the tunes from the NES game sound a little high pitched.
The project leader of Wily’s Revenge was a fan of Mega Man, so the games made by them felt well thought out and crafted with love for the series. Even in the third Game Boy entry, which I dislike, I can still feel that. Now why am I telling you this? Well remember when I said “we’ll see why very soon” when I said that Biox only created one of the five GB games? I wanted to preface that so you can better understand the utter mess that is Mega Man II; from not only a development standpoint but from its design, game engine, and soundtrack. Released just four months after Wily’s Revenge (which makes me wonder if this was in development at the same time as said game or if MMII was made in just a couple of weeks, which wouldn’t surprise me), Mega Man II feels hastily created. While Keiji Inafune praised Minakuchi Engineering for their ability to “get how Mega Man works,” he stated that this game was a mess due to it being outsourced to a different company who knew very little about the series, especially when it came to difficulty progression.
Where to start with this game… Well, right from the start of the game you can tell it’s a mess. The title music and all the music in the game, while not necessarily terribly composed, is very high pitched. Level design, which is critical to these types of games, is also a mess. Rather than having a stage’s gimmick be introduced to the player in a safe setting then introducing it in more difficult situations as you progress towards the boss, the game may throw the hardest part of the stage at you from the beginning, then have the rest of the level bounce in difficulty. Enemy placement also feels random and not thought out at all. While this may make the game sound unfairly hard, it’s quite the opposite. The game is so stupidly easy, it’s boring. Bosses are toned down, which would make some sense with the limited hardware, but they’re all easy and any of them would make a good first boss to kill. The final Wily battle is pathetic and oddly gets easier and the fight goes on. The game engine is broken and glitchy too with hit detection being spotty at times. When you’re on a ladder and get hit, rather than falling, if you’re still holding up, you’ll still be climbing the ladder even though you’re in your hit animation.
Is it worth playing? Maybe. As much as I crapped on this game, it’s certainly not Mega Man X7 or Superman 64 levels of bad and it’s certainly playable. I just find it to be mediocre and full of lost potential considering the game is half of Mega Man 2 and Mega Man 3, the two most popular games in the Classic series.
Panicshot! Rockman – Pinball, 1992
A Mega Man themed pinball machine released only in Japan. There were two versions of the game both with five targets for you had to hit. The first version had Cut Man, Bubble Man, Metal Man, Spark Man, and Shadow Man targets. The second version replaces the Robot Masters with Mets. Like all pinball games, the goal is to get as many points as possible, hitting Dr. Wily as he moves next to the targets will give the player a 1000 point bonus. Once you get a game over, you get a Rock Man or Blues card for a series called “Super Barcode Wars.”
Is it worth playing? It’s a pinball machine released only in Japan and is most likely rare, so no. Although it looks like it’d be fun.
I’m going to guess this game wasn’t released back in 1993 in the US because of the simulated gambling in the game. This game is basically like Monopoly and Mario Party. You can have up to 4 players and you can play as Dr. Light, Dr. Wily, Dr. Cossack, Roll, and Kalinka and you want to buy spaces to build whatever your character wants. Dr. Wily for example wants to build skull castles and Roll wants to build hospitals. You lay traps on tiles so other players lose money or get sent to a different part of the map. You would have to have a lot of time on your hands to play this game since it doesn’t seem to have a battery backup.
Is this game worth playing? Maybe. The game almost all in Japanese, so finding a translated version would be best.
This game was licensed by Capcom and developed by Freestyle and US Gold and was only released in the North America. Mega Man GG is basically a mix of Mega Man 4, 5, and a little bit of 2 in to one cart. Sounds sweet right? Well, the game suffers from some major vertical scrolling issues, you can’t see what’s above or below you at times and the game tends to be extremely difficult due to the fact that you have no continues and the vertical scrolling issue. Mega Man GG is also a somewhat expensive game and has never been ported to anything else, so it may be in your best interest to play it on an emulator. Compared to Minakuchi Engineering and even Biox to a lesser extent, Freestyle didn’t do a good job at scaling the NES game down to something that works well with the small screen. That being said, the game looks very nice; more colorful that the NES game’s it’s based off of and it still controls fine.
Is this game worth playing? Maybe. If you have the level designs memorized, then you’ll probably have an alright time playing the game. Others may want to pass on it.
This FMV game was released in Japan only and you could compare the game to a Sega CD game like Mad Dog McCree. This is probably one of the darkest Mega Man games in the Classic series, as military people die, Roll could die, and even the planet could explode! Even Keiji Inafune who had little to nothing to do with this game said ” Did they really need to go that far?!” Also during this time Capcom was branching out the Blue Bomber by “selling it to the lowest bidder.” The game looks interesting, but it doesn’t fit at all with the rest of the games in the series.
Is it worth playing? Maybe.
This is a sequel of sorts Mega Man & Bass on Bandai’s Wonderswan. It has new stages and bosses, but uses the same music from Mega Man & Bass just on limited hardware so it kind of sounds like it’s on a Game Boy. I enjoyed the boss designs in this game and weird looking enemies. At times though, it felt almost unavoidable to not get hit by an enemy or boss. To sum it up, the game is better than the PC DOS games and it’s roughly on par with Game Gear game but not as good as the Game Boy games. However, this game does offer a challenge for fans looking for a difficult Mega Man game.
Is it worth playing? Maybe. Like the Game Gear Mega Man game it hasn’t seen a re-release and it was only released in one region, in this case Japan, so it may be easier to simply play it on an emulator.
This game is basically Mega Man X and X2 mashed together with a few new characters and downgraded graphics to fit on the Game Boy Color. Like the Classic Game Boy games, you start off with four mavericks, but all of their stages are almost exact copies of their SNES counterparts. All of Dr. Light’s upgrades are in the same spots as they are in the original games as well. So with that in mind you’re basically playing the same game you did in the past, just not as colorful. As far as I know, this handheld game was handled by Capcom themselves rather than being outsourced.
Is it worth playing? Maybe. If you’re looking for the first Mega Man X game on the go, it’s either this or Maverick Hunter X on the PSP.
Like how the PS2, GameCube, and Xbox had a collection of the blue bomber’s original home console adventures, the GBA version would’ve had Mega Man: Dr. Wily’s Revenge, II, III, IV, and V all in one cartridge along with history and artwork sections. This game was cancelled because Capcom apparently didn’t have the source code for the original games.
Is it worth playing? It was cancelled, so no.
This game has a ton of content! Not only is it a remake of Mega Man 1 on the NES, but it has two new Robot Masters, Time Man and Oil Man. Powered Up also has a challenge mode and a stage creator where you can make your own levels and pick what boss you want there. You can also play as every character in the game, except for Dr. Light and Dr. Wily, even Roll and Proto Man are playable! If you’re not up for the new content, the game still has a classic mode, which although it doesn’t keep the NES graphics, it still has all the same level design, six bosses, and 8-bit music.
Is it worth playing? Yes!
Released only in Japan for the i-mode Internet service for mobile phones, you explore five islands with seven areas to explore in each. Graphically it looks nicer than Legends 1 and 2, even though it uses the same graphics engine. Many characters from the previous games return for this adventure along with new enemies for Mega Man to face.
Is it worth playing? Maybe.
Released just a few months ago, this fan game has more or less the same plot as Mega Man 5; Proto Man and his group of robots rebel against the humans and take over the world. Today’s eight Robot Masters are: Leaf Man, Zap Man, Coal Man, Dagger Man, Wizard Man, Axe Man, Soak Man, and Trash Man. Almost, if not all of the weapons are very useful and the level design is well thought out for a fan game.
Is it worth playing? Yes! This is one of the better fan made Mega Man games and it’s free.
Rocman X for the Famicom or is it Thunder Blaster Man? Either way it was developed by Sachen. I don’t really know if I should count this one as a Mega Man game since, you play as a blue and white robot who throws boomerangs. Maybe it’s ripping off Power Blade more since both characters throw boomerangs. I’ll give credit to Sachen though, since the graphics look okay and the controls work but the game sounds awful and you die easily. The Game Boy Color version is more or less the same as the NES version but it has different music.
Is this game worth playing? No! Unless you’re morbidly curious.
This game is a super hack of Mega Man III for the Game Boy created by Yong Yong. The game has 5 Robot Masters, Frost Man, Clown Man, Tengu Man, Grenade Man, and Rock Man. The bosses at the end of the stages are random things like a car or robot penguin. The game is full of glitches and can reset itself if a certain glitch occurs. This game also has no ending.
Is it worth playing? No!
That’s it for part 1. As usual, I hope you enjoyed reading the post. In the next part, I’ll be looking at the remaining thirteen or so games.