Mega Man

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Mega Man
Mega Man logo.svg
Created byKeiji Inafune
Akita Kiramura
Original workMega Man (1987)
OwnerCapcom
Print publications
ComicsComic book list
Films and television
Film(s)Rockman.EXE the Movie: Program of Light and Darkness (2005)
Untitled Mega Man film (20XX)
Animated series
Television special(s)Mega Man: Upon a Star
Games
Video game(s)Video games list
Official website
https://megaman.capcom.com/

Mega Man, known as Rockman[a] in Japan is a Japanese science fiction video game franchise created by Keiji Inafune and Akira Kitamura, and owned by Capcom; the franchise follows a series of characters with the moniker of "Mega Man", battling a certain threat to the world. The mainline games are developed by Capcom and Inti Creates, with several other games being developed by various companies, including spin-offs revolving around fighting, racing, and strategy. Aside from video games, the franchise also spans comic books, television series, tabletop games, and many merchandise.

Mega Man released for the Nintendo Entertainment System (NES) in 1987, as part of Capcom's endeavors to break into the home console market, as their previous releases for the system were ports of arcade games; during the game's development, the development staff took inspiration from anime when designing the graphical style. Although the first game sold poorly, the second game would become a huge success for the company, and has since spawned several spin-off series titled Mega Man X, Legends, Battle Network, Zero, ZX and Star Force; each series, with the exception of Battle Network and Star Force, take place on the same continual timeline.[1] Following Keiji Inafune's leave from Capcom in 2011, the Mega Man series would go on a hiatus until Mega Man 11 (2018).

Mega Man is considered one of gaming's most renowned franchises, with the video games selling 37 million units worldwide as of March 2021,[2] and several of them being listed among the most influential ever made. The franchise's influence has made several developers create games with similar gameplay to Mega Man, including Inti Creates' Azure Striker Gunvolt (2014), Keiji Inafune's Mighty No. 9 (2016), and the Super Mario Maker-like fan game Mega Man Maker (2017). The influence has also spread to the music industry, with several musicians having remixed several songs from the series.

History[edit]

1987–1992: Conception[edit]

"[Mega Man's] hand transforms into a gun and you can actually see it come out of his arm. We wanted to make sure that the animation and the motion was realistic and actually made sense. So with Mega Man, we had this perfect blending of game character with animation ideas."

Keiji Inafune[3]

The original Mega Man was developed by a six-person team at Capcom for the Nintendo Entertainment System (NES);[4] prior to Mega Man, Capcom had already gained prominence in the gaming industry for their arcade games, including the 1984 shoot 'em up 1942, and the 1985 side-scroller Ghosts 'n Goblins.[5] Mega Man was created as a way to break into the Japanese home console market, as their previous releases for the system were primarily ports of their arcade games.[6][3]

One of these was Keiji Inafune, a recent collage graduate who had previously worked on the first Street Fighter;[3] often miscredited as the "creator of Mega Man", Inafune has insisted that the basic character concept for Mega Man had already existed when he joined the team;[3][7][8] he was, however, responsible for most of the artwork and for rendering the artwork in sprite form;[7][8] much of the artwork took inspiration from Japanese anime, particularly Astro Boy.[9][10][11][12] Due to the project supervisor wanting a simple system allowing for "deep gameplay", the developers implemented a rock paper scissors system where certain weapons will deal more damage to bosses than others.[6][3] When the game was released in North America, Capcom USA changed the name from Rockman to Mega Man due to the then-Senior Vice President, Joesph Morici not liking the original name.[13] The American release of Mega Man also changed the box art to appeal to an American audience, which was reportedly done by a friend within six hours.[6] The box art is infamous for its poor quality and inaccuracies, and is considered among the worst game covers ever made.[14][15][16] The version of Mega Man featured on the cover has since become a running joke within the community.[6][17][18][19]

Despite the game being selling poorly, Capcom did allow the team to produce a sequel as long as they worked on other projects.[3][20][21] Much of the game's development, which reportedly only spanned four months,[22] were spent improving upon the formula of the first game, as well as adding more levels and weapons.[23] During development, Capcom allowed fans of the first game to submit ideas for Robot Masters to be used in-game, an idea suggested by director Akira Kiramura;[24] a total of 8,730 submissions were received, but only eight would be modified and used.[25] The developers would also recycle content that was planned for the first game, but scrapped due to size constraints.[3]

Rockman 2: The Return of Dr. Wily released in Japan on December 24, 1988,[25] and in North America as Mega Man 2 on June 2, 1989.[26] The North American box art was drawn by video game cover illustrator Marc Ericksen, although it still inaccurately depicts Mega Man using a gun instead of his Buster.[27] The North American and European versions include a "Normal" mode not found in the Japanese game, which increases the damage the player's weapon does.[28]

Development of Mega Man 3 (Rockman 3: The End of Dr. Wily?!) began over a year after the release of Mega Man 2; Keiji Inafune considers Mega Man 3 among his least favorite entries in the series due to "[...] what went into the game and what was behind the release of the game."[9][29] Akira Kitamura had left Capcom and joined Tekeru to work on Cocoron,[30] leading to Capcom to replace the director with Masayoshi Kurokawa, a person that Inafune noted "didn't really understand Mega Man the way his predecessor did." He also recounts the final two months of development the most turbulent, as he ended up assessing tasks after the main planner left.[25] Inafune admits that they shipped an unfinished product, writing "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company said that we needed to release it."[9]

Mega Man had its first handheld outing as Mega Man: Dr. Wily's Revenge (Rockman World), released in July 1991;[25] Dr. Wily's Revenge had its development outsourced to a separate studio, another Japanese studio named Minakuchi Engineering. Dr. Wily's Revenge recycles and mixes elements and bosses from the first two NES entries by having the player fight four Robot Masters from the first game, then fighting another four Robot Masters from the second game, and a "Mega Man Killer" before fighting Wily.[31][32][33] The Mega Man Killer for this entry was Enker, designed by Inafune and named after the Japanese music genre enka.[25]

1993–2000: [PLACEHOLDER][edit]

2001–2007: [PLACEHOLDER][edit]

2008–2010: [PLACEHOLDER][edit]

2011–2016: Cancellations and hiatus[edit]

During this period, Capcom released Rockman Xover (pronounced "Rockman Crossover"), a mobile game created to celebrate the franchise's 25th anniversary;[34] it released on November 29, 2012, in Japan, Hong Kong, and Taiwan. In the game, players control OVER-1, a Reploid created by Dr. Light and Dr. Cossask, as he fights villains from various entries of the series.[34] Capcom had intended on releasing the game in North America, but plans were scrapped due to largely negative reviews from Japanese players.[35] The servers were shut down on March 31, 2015.[36]

2017–present: Revival[edit]

In 2017, Capcom released Mega Man Legacy Collection 2, a compilation of Mega Man 7, 8, 9 and 10 for the PlayStation 4, Xbox One, Nintendo Switch and PC;[37][38] the compilation received mixed-to-positive reviews,[39] however shortly after release, it was noticed that the compilation had included a piece of art from a then-unknown game, showcasing Mega Man with a cyan palette and brick details.[40][41][42] Despite Capcom stating that the art was from Mega Man 8 (which was where the art was showcased), many also noticed how it seemed to take queues from his appearance in Super Smash Bros. for 3DS and Wii U, and that the art appeared to be digital rather than hand-drawn, leading to speculation that the art was from an upcoming game.[40][41][42]

On December 4, 2017, during a livestream celebrating Mega Man's 30th anniversary, the mystery game was announced to be Mega Man 11.

Characters[edit]

Artwork featuring the series' various incarnations of Mega Man and Zero

Gameplay[edit]

Mega Man fighting Cut Man in the first game using his weakness, the Super Arm

Music[edit]

The music for the first game was composed by Manami Matsumae,[43] who also contributed to the second game's soundtrack alongside Takashi Tateishi.[44] The initial compositions by Tateishi for Mega Man 2 were of varying moods and considered "too cute" by Kitamura; Tateshi also originally wanted a unique track for Wily stage 2, but due to space limitations, it was never implemented.[45] The score for Mega Man 3 was originally being composed by Harumi Fujita,[46] who wrote the songs for Needle Man, Gemini Man, and the credits;[47] however she was swapped with Yasuaki Fujita later in development due to her giving birth.[48][49] Yasukai would return for Mega Man 4 alongside Minae Fujii the next year, while Mega Man 5 was written by Mari Yamaguchi, and Mega Man 6 by Yuko Takehara.[50]

The soundtrack of Mega Man 7 was a collaboration of ten people, including Ippo Yamada, who was also working on another project at the time.[51][52] Prior to the game's release, players were able to enter a raffle that could win them a CD containing five tracks.[53] As part of the series' 20th anniversary, Team Entertainment released a CD containing all 37 music tracks.[54] Mega Man 8's music was created by Shusaku Uchiyama, being the first project at Capcom he led by himself.[55] The Japanese version of the game includes the songs "Electrical Communication" and "BrandNew Way" by J-pop band Ganasia as part of the introduction and credits, which are missing from international releases.[56][57]

As a spiritual successor to Mega Man 2, Mega Man 9's soundtrack was intentionally designed to have the same sound as the NES games; Ippo Yamada returned to help compose the soundtrack, joined by Ryo Kawakami, Yu Shimoda, Hiroki Isogai.[51][52] The developers went as far as to have sound effects cut off certain audio channels, as did the old games due to hardware restrictions.[58] The soundtrack was released on September 12, 2008, containing all 35 music tracks, plus a booklet containing liner notes and artwork.[59][60] Mega Man 10 featured the same sound team as its predecessor, with the addition of several composers from previous games (including Dr. Wily's Revenge and & Bass).[58][61]

Air Man ga Taosenai[edit]

"Can't Beat Air Man" (commonly referred to by its native title of "Air Man ga Taosenai") is a doujin song composed by an individual only known as Seramikaruchitan, and posted to Nico Nico Douga on May 26, 2007. The song describes a player's frustrations at being unable to beat Air Man (and later in the song, Wood Man) from Mega Man 2. The song gained popularity after independent J-rock band Team.Nekokan posted a cover of the song in June 2007.

The song has since become an internet meme,[62] even being referenced by the official Twitter account.[63]

Other media[edit]

Animation[edit]

Characters from Mega Man first appeared in Captain N: The Game Master, which was produced by DiC Animation and ran from 1989 to 1991, also featuring characters from Nintendo franchises. In Captain N, Mega Man is portrayed as green, which was apparently caused by one of the artist's televisions having its color displaying incorrectly, thus causing Mega Man's blues to appear as green.[64]

In 1992, animation company Ashi Productions approached Capcom with the idea of an anime series based on Mega Man; the project was ultimately rejected,[65] however the original cels were eventually released online.[66] Ashi Productions would later work on Mega Man: Upon a Star, a three-part OVA which aired between 1993 and 1994, and released in English by ADV Films in 2005.[67]

The 1994 television series would be co-produced by Ashi Productions and Ruby-Spears, airing from 1994 to 1996, and airing 27 episodes across its two seasons. The series featured more realistic-looking animation compared to Upon a Star, although this was not the case initially, as the original sales pitch featured a more 'cutsy' aesthetic.[68] A third season was planned, but cancelled due to poor toy sales, which also led to the cancellation of a series based on Mega Man X.[69]

Capcom commissioned Xebec to produce an anime based on Mega Man Battle Network, resulting in MegaMan NT Warrior, which premiered on March 4, 2002, in Japan,[70] and May 17, 2003 in North America, whose dub was handled by Viz Media and had voice acting outsourced to the Ocean Group.[71][72] In Japan, the anime ran for five series titled EXE, Axess, Stream, Beast and Beast+, although only EXE and Axess were released in English. It concluded on September 30, 2006, lasting 209 episodes.[73]

Xebec followed up with Mega Man Star Force, which premiered in Japan the week after Rockman.EXE: Beast+'s conclusion and is based off the video game series of the same name. Like with MegaMan NT Warrior, North American distribution of the series was handled by Viz Media,[74] who released it on Toonami Jetstream starting in July 2007.[75] Only the first 25 episodes would be dubbed into English, with each pair of 11-minute episodes being combined into one 22-minute episode; the series concluded in Japan on March 29, 2008, with a total of 78 episodes across its two seasons.

Mega Man: Fully Charged was a co-production between Dentsu Entertainment USA, Man of Action, and DHX Media, who also handled distribution of the series.[76] The series premiered at the 2018 San Diego Comic-Con,[77] followed by its premiere on television on August 5.[78] Unlike previous series, Mega Man: Fully Charged utilized computer-generated imagery,[79][80] however a small test scene using 2D animation also exists.[81] The series aired is final episode on May 23, 2019,[82] running for a total of 52 episodes.

In other video games[edit]

Various incarnations of Mega Man appear as playable fighters in the Marvel vs. Capcom series. The original was a playable fighter in Marvel vs. Capcom: Clash of Super Heroes and Marvel vs. Capcom 2: New Age of Heroes. He is assisted by his companion robots, Rush, Beat and Eddie. His sister robot, Roll, is also playable in both games, but is a secret character in the first game. Although he did not make a playable appearance in Marvel vs. Capcom 3: Fate of Two Worlds, and its successor, Ultimate Marvel vs. Capcom 3, Zero from Mega Man X and Tron Bonne from Mega Man Legends appear as representatives for the series. Mega Man X appears as an alternate costume for Zero and Frank West and as a card in Heroes and Heralds mode. The original Mega Man appears in the arcade endings of Thor and Nova, and also appears on a poster in the Days of Future Past stage, and finally, as another card in Heroes and Heralds Mode. Mega Man X and Zero appear as playable characters in Marvel vs Capcom: Infinite, with Sigma appearing as both a DLC fighter and a major antagonist in the Story Mode, where he merges with the supervillain Ultron to become Ultron Sigma.[citation needed]

MegaMan.EXE and Zero both appear as bonus playable characters in the fighting game Onimusha Blade Warriors, while a different version of Mega Man, based on his appearance on the American box art of the first game, appears as a playable fighter in the PlayStation 3 and PlayStation Vita versions of Street Fighter X Tekken. Mega Man Volnutt and Roll also make an appearance in Tatsunoko vs. Capcom: Ultimate All-Stars, with Zero added to the U.S. version. In 2013, Mega Man appeared as a playable character in Super Smash Bros. for Nintendo 3DS and Wii U and its sequel, Super Smash Bros. Ultimate.[83] An amiibo based on his appearance was confirmed on November 11, and can be utilized in Super Smash Bros. as well as Mario Kart 8 where it can be scanned to unlock a costume for the player's Mii based on Mega Man's. In Super Mario Maker, the player can unlock a Mega Man costume by scanning the character's amiibo.[84]

In Monster Hunter: World, Mega Man is a playable character through downloadable content.[citation needed]

Film adapations[edit]

A film set during Rockman.EXE: Stream, titled Rockman.EXE the Movie: Program of Light and Darkness premiered in Japanese theatres on March 12, 2005, as a double-billing with the Duel Masters film Duel Masters: Curse of the Death Phoenix. The film grossed a total of US$6,178,840 within three weeks of its release.[85]

Development of a film based on the Mega Man had begun by December 2014, when 20th Century Fox registered a website domain for the film.[86][87] In September 2015, Fox was revealed to be developing the film along with Chernin Entertainment as a producing studio. Peter Chernin was set to serve as a producer, with David Ready and Michael Finfer overseeing the production for Chernin, while Mike Ireland and Ryan Horrigan were overseeing for Fox.[88] Fox had attempted to secure the Mega Man rights for over two years, and officially signed a deal to do so in early 2017. The filmmaking duo of Henry Joost and Ariel Schulman were in final negotiations to write and direct the film for Fox and Chernin Entertainment in July 2017, when Masi Oka joined as a producer.[89] In October 2018, Capcom officially announced, as part of their plans to increase value in the Mega Man franchise following the release of the video game Mega Man 11, that a live-action film was in development with the tentative title Mega Man. Capcom confirmed that Joost and Schulman were writing and directing, along with the involvement of Chernin and Oka. Capcom intended for the film to draw different audiences interested in video games or action films. The film was set to depict the world of the Mega Man games with the higher-budgeted film production.[90][91] In March 2019, The Walt Disney Company officially acquired Fox,[92][93] and in August, Disney CEO Bob Iger announced that several films in development at Fox would not be progressing, citing operating losses from that studio in Disney's third fiscal quarter;[94] the Mega Man film was believed to have been one of these films.[95] In October, Capcom announced that Mega Man remained slated for a live-action film adaptation to create further awareness for the brand.[96][97]

In January 2020, Disney and Chernin mutually agreed to end their production deal, citing Disney rarely having third-party studios finance their films. Chernin Entertainment was set to retain 70 of its projects from Fox, while the remaining productions were Disney-owned properties that would still involve Chernin as an executive producer.[98] Later that month, Mattson Tomlin was revealed to be rewriting the Mega Man script.[99][100] In April, Chernin signed a non-exclusive multi-year first-look film deal between Chernin Entertainment and the streaming service Netflix.[101] In July, Joost and Schulman said that "big news" would soon be provided for the film, and said they invited Tomlin to co-write the script after he wrote their Netflix film Project Power (2020), a process they enjoyed. Joost and Schulman wanted to combine their interest in robotics and the future of automation with their favorite Mega Man games, and called Mega Man an "underdog hero".[102] In August, Tomlin said his approach was to explore Mega Man as a real person with a "primal and emotional" story that can be relatable beyond the character's traditional depictions.[103] In December 2021, Joost and Schulman's production company Supermarché revealed on their project listing that the film was being developed for Chernin and Netflix, with the duo's in-house producer Orlee-Rose Strauss also attached.[104][105] Ryan Leston at IGN reported the film was still in early development at that time.[105]

Artbooks[edit]

Various artbooks and source books have been released for many years in Japan, often including conceptual artwork, interviews with production staff, and background information on the storyline and concepts that are not present within the games themselves. One of the most well-known is the Rockman Perfect Memories sourcebook released in 2002 which first confirmed the presence of an alternate timeline (for Battle Network), as well as exactly where the Legends series fit into the fictional Mega Man universe.

Recently a series of artbooks called the Official Complete Works has been published for individual Mega Man series, showcasing a large collection of artwork and background information. To date, books for the Zero, Classic and X (released together as R20), Star Force, and Battle Network series have been produced. Although these books have for many years been exclusive to Japan, UDON Entertainment Corporation has finished translating the Official Complete Works series for the North American market, called "R25". Mega Man: Official Complete Works was re-released as a hardcover on October 16, 2018,[106] Mega Man X: Official Complete Works was followed by a hardcover re-release on November 27, 2018.[107] A hardcover re-release of Mega Man Zero: Official Complete Works was released on June 11, 2019.[108] On April 2, 2019, it was announced that Mega Man Battle Network Official Complete Works would be getting a hardcover re-release on August 20, 2019.[109] On October 31, 2019, it was announced that Mega Man Star Force Official Complete Works would be getting a hardcover re-release on May 5, 2020.[110]

Comics[edit]

Mega Man has also been featured in many comics and manga in Japan, although few have been localized in North America.[111]

The most well-known series is produced by Hitoshi Ariga (who went on to provide character designs and artwork for future official Capcom releases, including the Super Famicom game Mega Man and Bass). The series began with Rockman Remix, later known as Rockman Megamix, and followed up by Rockman Gigamix. The Megamix portion of the series would eventually be brought to North American shores thanks to UDON Entertainment Corporation, also responsible for the localization of the short Mega Man ZX manga by Shin Ogino. In the original Mega Man series, Dr. Light was known as Dr. Right, so many of his robots featured in Ariga's comic have "R"s in their designs. UDON did not alter this detail in the English version of Mega Man Megamix.[112]

In addition, Viz Media localized the 13-volume Rockman EXE manga by Ryo Takamisaki under the name MegaMan NT Warrior.[113] Takamisaki would later serialize a short adaptation of Mega Man Star Force 3 that was never published outside Japan.

Some other manga series that have not been localized outside Japan include a 12-volume Rockman X adaptation by Yoshihiro Iwamoto, over 15 Classic and X adaptations by Shigeto Ikehara, a light-hearted adaptation of Rockman Zero by Hideto Kajima, a slapstick adaptation of Shooting Star Rockman by Masaya Itagaki, another Battle Network adaptation by Jun Keijima and Miho Asada called Rockman EXE Battle Story, and a short series of slapstick Battle Network and Star Force-themed adaptations by Takumi Kawano.

Dreamwave Productions and Brazilian publisher Magnum Press made its own comic books based on the classic game series. The Brazilian series, Novas Aventuras de Megaman ("New Adventures of Megaman"), were originally published and sold in Brazil between 1996 and 1997 and drew certain criticism for featuring bizarrely altered storylines (with characters from several installments appearing at random, as well as erotic and sexual innuendo in Mega Man and X's relationship with Roll) as well for frequent nudity involving Roll[114] and an original character named Princesa, which attempted to take over the status as the main character of the comics; its sudden end on a cliffhanger. The series was illustrated by Erica Awano, Eduardo Francisco,[115] Daniel HDR and others.[116]

The Dreamwave series lasted only four issues and also ended abruptly, with plot-threads from the first three issues being dropped completely in the final issue and the inclusion of a short story promising a Mega Man X follow-up that never materialized. This was one of several Dreamwave Capcom comics that were cut short or simply never made it to issue #1, including Maximo, Darkstalkers and Rival Schools.

On July 20, 2017, it was announced that Mega Man Megamix would be getting remastered on January 24, 2018, titled “Mega Man: Mastermix” These releases will contain remastered versions of the original stories and in full color provided by Josh Perez.[117] And on September 29, 2018, It was announced that Mega Man Mastermix would be getting released in trade paperback form on April 2, 2019.[118]

Archie Comics[edit]

In April 2011, Archie Comics released their first issue in an ongoing series of licensed comics based on the Mega Man franchise which features the titular character going against his nemesis Dr. Wily in various, original story arcs. The overall concept was created and almost exclusively written by Ian Flynn, who was also the head writer for Archie Comics' other video game licensed comic series Sonic the Hedgehog. Consequently, as of May 2013, both series have been crossed-over in a major story arc called "Worlds Collide", which spans twelve issues between the Mega Man comics, the main Sonic the Hedgehog comics, and the latter's side-series Sonic Universe. The popularity of this crossover is such that another meeting of the two series, "Worlds Unite", was announced for spring of 2015. The series was put on “indefinite hiatus” after Issue 55.

Junior novel[edit]

In 1990, a junior novel version of Mega Man 2 was released as part of the Worlds of Power novel series. Mega Man is turned human by Dr. Light during an accident in a machine designed to clone Mega Man. Instead of a Mega Buster, human Mega Man uses a hand gun, and instead of being able to copy the robot master's weapons, he instead takes them off of their arms. For some reason, being human does not affect him much and he is still able to consume E-drinks (Energy Tanks) and gain a power boost. The book follows the general plot of Mega Man 2 and even provides game hints at the end of some chapters.

Music[edit]

Ascertaining the identity of video game composers, especially prior to the fifth generation of consoles, can be difficult, as the composers were often uncredited or credited under a pseudonym. Recent soundtrack releases and interviews have discovered the true names of the composers; and in some cases, specific track credits.[119]

The indie rock music group The Protomen dedicated their first two albums to a rock opera based on Mega Man, called The Protomen (2005) and Act II: The Father of Death (2009).

Independent rap artist Mega Ran remixed several Mega Man tracks for an album called Mega Ran (2007) and several follow-up albums, which were officially licensed by Capcom.[120] He now holds a Guinness World Record for the most songs recorded referencing Megaman with 130.[121]

Indie video game cover band The Megas (band) is a band that covers the music of the original NES Mega Man games, known for adding their own twist on the original story in their lyrics such as giving Robot Masters distinct personalities unseen in the games. Get Equipped (2008), their debut album covering the events of Mega Man 2; while their most recent albums, History Repeating: Blue (2012) and History Repeating: Red (2014) cover the events of Mega Man 3.

Miscellaneous[edit]

In 1999, the Brazilian role-playing game magazine Dragão Brasil #14 published an adaptation for 3D&T by Marcelo Cassaro[122] and João Paulo Nogueira.

Reception and legacy[edit]

According to GamesRadar, the Mega Man games were the first to feature a non-linear "level select" option. This was a stark contrast to both linear games (like Super Mario Bros.) and open world games (like The Legend of Zelda and Metroid). GamesRadar credits the "level select" feature of Mega Man as the basis for the non-linear mission structure found in most open-world, multi-mission, sidequest-heavy games, including modern games like Grand Theft Auto, Red Dead Redemption and Spider-Man: Shattered Dimensions.[123] In Street Fighter: Assassin's Fist tenth episode "Raging Demon", Ryu and Ken were seen playing Mega Man 2 from a gift from Ken's father.

The original Mega Man series was well received, with IGN ranking all six original titles in the top 100 best NES games. Mega Man 2 in particular is regarded as the best of the entire series and one of the finest and most influential platformers of all-time. IGN ranked it as the fourth best NES game, behind only Super Mario and Legend of Zelda titles, calling it "virtually flawless" and its gameplay "oft-replicated and never exceeded".[124]

The Mega Man X series has been positively received. The first Mega Man X game was widely acclaimed by critics since its release. Gaming magazines in the United States and Europe including Electronic Gaming Monthly (EGM), GamePro, Game Players, Nintendo Power, Super Play, and the German version of Total! consistently lauded the game's visuals, audio, control, and overall gameplay.[125] Game Players summarized Mega Man X as "a near-perfect cart with classic gameplay, excellent graphics and sound and tons of hidden items and power-ups". Nintendo Power stated that the game had "great control and fun" along with "challenging play".[citation needed]

Websites such as IGN, GameSpot, GamesRadar, and 1UP.com retrospectively held Mega Man X as a successful milestone in converting the Mega Man series from its increasingly stale existence on the NES to the SNES.[126][125][127] Brett Elston of GamesRadar stated, "X was a total reinvention of the series, a perfectly executed update that had fans anticipating its release with a fervor the franchise hadn't seen since the Mega Man 2 and 3 days."[126]

Mega Man X received criticism from some publications as well. Ed Semrad, Danyon Carpenter, and Al Manuel of the EGM review panel all noted that the game may have too low a difficulty level; Semrad disliked the introductory stage and felt that the game was too short as well. Super Play editor Zy Nicholson lowered his review score of the game because he found the levels were neither large nor challenging. "A few elementary tricks like repeating easy sections to recoup energy and weapon power will see you through the harder bits," Nicholson explained. "Within the level you'll also find restart points, extra lives, and no harsh time limit to put pressure on your performance. Couple this with a password system that records your level completion, status and weapon accumulation and you'll see we're not looking at a lasting challenge for the experienced player." Nintendo Power criticized how little the game had changed stating that "the theme remains the same as the Game Boy and NES Mega Man titles." The game's title initially proved a source of some confusion; the gaming media reported that many gamers mistook the "X" for the roman numeral 10.[128]

Mega Man X was ranked number 58 in Nintendo Power's "100 Best Nintendo Games of All Time" in its 100th issue in September 1997, number 103 in the publication's "Top 200 Games" list for its 200th issue in February 2006, and the 11th best SNES game of all time in its August 2008 issue.[129][130][131] Both GamesRadar and ScrewAttack listed Mega Man X as the eighth best game in the SNES library.[132][133] GamePro similarly listed it as the eighth greatest 16-bit video game.[134] Game Informer considered it the 120th best game of all time in its own 200th issue in December 2009.[135] IGN named it the twelfth-best on its own top 100 SNES games list in 2011.[136]

Mega Man X was a commercial success. The SNES version has sold 1.16 million copies worldwide as of March 31, 2021, making it the 89th best-selling Capcom game of all time.[137][138] IGN's Jeremy Dunham speculated that the game's more mature storyline and its inclusion of numerous gameplay extensions over the original Mega Man series helped create a "unique cadre of fans".[139][126] A spin-off series, Mega Man Zero, began in 2002 on the Game Boy Advance handheld as a result of the immense popularity of the character Zero.[140][126]

The Mega Man Zero games have earned generally positive reviews. Review sources both criticized and praised the high difficulty level of the game and remarked that they were similar in nature to earlier installments in the Mega Man series. Positive reviews noted the variety of abilities and customization along with an engaging story than compared to its earlier series, while negative reviews focused on the series repetitiveness and lack of originality. Review scores were lower for the last two games in the series, with critics pointing out that the games were just using the same gameplay without introducing anything new.[141] When the first game in the series came out, reviewers were quick to hail a return to what they considered "the Mega Man roots", however some fans criticized that the lack of knowing which boss the player will face next was a change for the worse and that it "takes away what made the series unique in the past".[142]

Overall, the character of Mega Man has been well received by critics. IGN called him an icon of Capcom.[143] Nintendo Power listed Mega Man as their fourth favourite hero, citing his ability to steal weapons from downed Robot Masters.[144] Mega Man was also listed as the best robot in video games by many sources such Joystick Division, UGO Networks, and Complex.[145][146][147] GameDaily ranked him as the best Capcom character of all time.[148] UGO Networks listed Mega Man as one of their best heroes of all time, and called him "one of the most iconic video game heroes of all time".[149] He was included in GameSpot's "All Time Greatest Video Game Hero" contest and reached the "Elite Eight" round before losing to Mario.[150] In a Famitsu poll done in February 2010, Mega Man was voted by readers as the twenty-second most popular video game character.[151] The 2011 Guinness World Records Gamer's Edition lists Mega Man as the 23rd most popular video game character.[152] In 2012, GamesRadar ranked him as the 12th "most memorable, influential, and badass" protagonist in games.[153]

Complex ranked him as having the tenth best fighting game cameos for his guest appearances in Street Fighter X Tekken in 2012.[58] Joystick Division cited his rivalry with Dr. Wily as seventh of the ten greatest in video games, adding giving "great credit to this rivalry for its open-endedness"[61] and GamesRadar listed him and Proto Man as having one of the best brotherly rivalries in gaming.[154] UGO Networks have placed Mega Man as the eighth character who most deserves his own movie.[155]

1UP.com described Mega Man as "Capcom's ill-treated mascot", and "one of the most incongruous characters of all time", saying "it wouldn't be completely incorrect to assume that the popularity of the series has almost nothing to do with Mega Man himself", but with "his rivals, his enemies, and their abilities."[156] IGN agreed with his dependency on support characters, saying Zero is "cooler than Mega Man".[157] Den of Geek listed Mega Man's incarnation from Street Fighter X Tekken as the 15th best cameo in fighting game history due to how it represented Capcom's lack of interest in featuring other games as of 2012, as well as the apparent self-mockery of it due to Mega Man's poor characterization.[158] Destructoid described this Mega Man as "legit" stating it was "an unexpected and interesting creative decision by [Capcom] using this version of Mega Man to represent them in what may be one of their biggest games of 2012".[159]

Mega Man series director Keiji Inafune announced the similarly themed Mighty No. 9 in September 2013, but after much controversy surrounding delays and mishandling, the game was released in June 2016 to a mixed-to-negative reception. Batterystaple Games released the Mega Man X-inspired 20XX in 2014.

Related[edit]

Notes[edit]

  1. ^ Japanese: ロックマン, Hepburn: Rokkuman

References[edit]

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External links[edit]