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Thanks for the Tip

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Time for another random slice of Retromags! We haven’t done this in a while. Today’s snippet comes from page 50 of EGM Issue #2 (June, 1989), back when they were the new kids on the magazine rack! And a bit green at that.

This comes from the magazine’s “TRICKS OF THE TRADE” section.

It isn’t immediately clear at first what boss they’re talking about. “Defeat End Boss” and “Wily’s Monster” aren’t too specific, not to mention that the screen shot is from Bubble Man’s stage of Mega Man 2 and not related to this tip at all. Towards the end, they mention shooting something in the eye, so it’s probably the Yellow Devil. It doesn’t matter much anyway, the fabled pause trick can work on many of the bosses of Mega Man 1. Only, I know I always used the SELECT button to pull it off. With opening and closing the menu each time, using the START button would be pretty clumsy… If it works at all, that is. Actually, this just says it’ll slow down the boss, it doesn’t mention that it’ll do extra damage with each well-timed unpause. That much is true, pausing will slow the boss, and everything else in the game for that matter. Thanks for the tip, classic EGM! You make excellent blog filler. We’ll try to have something more substantial up for you guys tomorrow, when Monday and Friday posts collide!

As always, you can find more 20th century historical gaming documents at Retromags!


Come on guys, no cheating!

Happy Halloween!

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That was me back on Halloween of 1990. I know, it’s not exactly the best Mega Man kids’ costume ever made, but considering our circumstances back then, it was pretty amazing and as far as I’m concerned I have the best mom ever for making it for me.

In my typical “let’s wait until the last minute” fashion, I didn’t decide on my costume idea that year until the very week of Halloween, leaving my poor mother essentially two days to pull everything together. And let’s remember that this was still just before Mega Man 3 was set to be released, and the only solid images she had to base the design on was the art on these two delightful items:

Trying to reason a common design between these two is no easy task. She even analyzed the game sprite from the NES and a commercial for Captain N the Game Master that happened to come on tv to act as tie-breakers.

As you can see, we ultimately wound up with a turquoise sweat shirt and sweat pants combo with blue jogging shorts over top and a tall dark pair of boots. Yes, that’s a blue squirt gun I’m wielding, since the majority of the references used agreed that Mega Man carried a gun. I have no complaints, since I loved that my weapon could be used to to “zap” things (with freezing cold water). The helmet, the most intricate part of the design, was made by putting cloth over my father’s old leather rugby helmet, adding ears and some padding for the “stripe”. Last but not least, she made a plastic visor cut from a 7-Up bottle and fit it into place along the inside of the mask (the plastic wasn’t long enough to fit from ear to ear). I’m also wearing a glow in the dark button of some kind there, but I think that was something to do with rampant fears at the time that sending your kids out in costumes that were “too dark” would result in them being mowed down by a car. This did not happen, but I suppose I can’t prove it wasn’t thanks to that button. Thanks for everything, mom.

To all my readers: may all your Halloween memories be as just as incredible.

For a rainy day

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Chances are I’ll be losing power before long, thanks to a certain hurricane. What will I do without electricity? (Besides continue to not update this blog?) I’m not sure, but maybe I’ll play a little Rockman.

This is the Rockman Collection Box 20. Yes, the same one that Rockman Diorama World was advertising, and also where I got my last post’s picture from. Part figurine set and part board game, it’s a fun little relic from the time when Capcom was really just starting to pimp Rockman out as a brand. I might be playing this by candlelight tonight–and if my house is still standing by the end of the week, maybe I’ll post a bit more of it.

Yes, I OS: A Confession

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I have a confession to make: I don’t hate the Mega Man X iOS port. Yes, you read that right. I just don’t. Matter of fact, I don’t think it’s bad at all. It’s not the cheap cash-in mess of a game that it tends to be labeled as, if you ask me. Why do I feel this way? There are actually several reasons, but…

Mostly, I want to tell you about the one thing that really changed my attitude about the game: watching my little cousin play it. She’s a tech-savvy pre-tween who had never played a Mega Man game before she had come to visit this past Summer. Then upon that fateful afternoon we gave her our iPad to play with during a long car ride. We didn’t have a lot of games on it, and Mega Man X just happened to be one of the few. My girlfriend picked it up for me the last time it went on that 99 cent sale, not knowing it had the reputation of being the devil incarnate. I am hardly one to turn down a gift Mega Man game, regardless of quality. Heck, I still have the DOS games on floppies.

So anyway, my cousin decided to give Easy mode a shot. After a few game overs, she had cleared the intro stage and nearly beaten her first boss before the car reached its destination. She asked to play it again later on, and starting from scratch again managed to clear two of the bosses that time, and almost certainly would have played longer if time had allowed. Maybe after she returned home she convinced her parents to get it for her? I’m not sure.

She loved the music and the colorful graphics. She didn’t have a problem with the controls. In fact, she took to them right away without needing us to explain it to her; the pictures on the touch-buttons told her enough. She wasn’t constantly comparing the game to the original, as I couldn’t help but do. I doubt it would have mattered to her anyway. She was just enjoying playing a fun game.

Even on the iOS, with touch screen controls, low frame rate animations and non-scrolling backgrounds, Mega Man X is still a fun game. I think I was just too bogged down in the little details to see it. Maybe this isn’t the game that long-time fans have been waiting for–no, actually, I’m certain it isn’t. But perhaps, for new and casual Mega Man fans, this game might be a lot better than what it gets credit for.

I’ve actually logged many hours on it myself since then, collecting all the achievements and exploring the original content. There are 60 Game Center achievements, another 20 challenges just for the Intro stage, and 3 brand new Ranking Modes to be competitive online with. If you’re experienced, you’ll probably clear well over half of the achievements in a single playthrough; however, others will really take patience, time and strategy. I feel the Ranking Modes are really where the game gets inspired. Score Attack, Time Attack, and Endless mode really got me looking at the game in whole new ways. And they are all included for the price of purchase.

I was hoping to write up a more detailed review sometime, but since the $0.99 sale ends today, I just want to say this:

If you have an iPhone or iPad and a dollar to spare, I say this game is worth trying out. Give it a shot. Decide for yourself. Support the franchise while you’re at it. And if you can, share it with someone newer to Mega Man than you. Maybe you’ll get to see it with a new set of eyes, like I did.

Oh, and as an added challenge, here are my best Ranking Mode scores for you to test yourselves against. Can you do better? Tell me in the comments!

Score Attack
Launch Octopus: 7326
Chill Penguin: 7478
Armored Armadillo: 7806
Flame Mammoth: 7563
Storm Eagle: 7349
Boomer Kuwanger: 7356
Spark Mandrill: 7363
Sting Chameleon: 7324
Total Score: 59565

Time Attack
Launch Octopus: 01’03″21
Chill Penguin: 01’12″55
Armored Armadillo: 01’28″51
Flame Mammoth: 00’58″58
Storm Eagle: 01’01″49
Boomer Kuwanger: 01’37″28
Spark Mandrill: 01’19″24
Sting Chameleon: 01’01″55
Total Time: 09’44″41

Endless Mode
144 screens
Killed by Sting Chameleon on the 3rd go ’round… blasted falling spikes!

Oh yeah, and Happy Halloween!

Coffee from Brazil?

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You might say Hitoshi Ariga is a man who appreciates little cameos. His mangas tend to be full of them, the Rockman ones especially. It helps to keep an eye out, because you never know who might pop up in his works. Even Rock’s less famous older brother.

Sakura’s original character got a small cameo in Ariga’s manga story “Metal Heart”. When the Yellow Devil mk-2 runs amok through the city, among his collateral damage lies a sign for a downtown coffee shop. Check out who’s on the logo!

Now, Ariga is also known for updating his artwork with every republication of his work. The above was from the original 1996 version of “Metal Heart” published in Rockman Remix. The panel was retouched for the 2002 Enterbrain Rockman Megamix 1: R Hakai Shirei. When it appeared again in 2009′s Wedge Holdings Rockman MegaMix Vol. 1 it looked largely the same, as does in our English counterpart Mega Man Megamix 1 from Udon in 2010. Here’s the revised version from the 2009 compilation below:

“Coffee Shop Brazil” was renamed “Coffee House Brazil”. Lookin’ classy!

Though the question remains… Can you really trust a Sakura character with your food?

AAARRF!

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Here’s a random bit of the past for the TRUE FAN: an ad for the Nubytech MMX controller that ran in magazines and even the GCN Mega Man X Collection booklet.

Copy reads:

NOW HE’S GOT HIS OWN CONTROLLER!

BLAST BACK IN TIME WITH THE BELOVED BLUE BOMBER!

DESIGNED TO BE EASY TO HOLD AND USE, THIS CONTROLLER WAS SPECIALLY CREATED WITH THE TRUE FAN IN MIND, FEATURING A TRANSPARENT COLOR DESIGN AND SPECIAL CHARACTER ART ON THE CONTROLLER. LICENSED BY NINTENDO® AND CAPCOM®, IT IS A MEGA MAN® FANATIC’S DREAM COME TRUE!

“THIS CONTROLLER BLEW ME AWAY” -Sigma
“BRILLIANT!” -Dr. Light
“AAARRF I WANT ONE!” -Zero


Poor Zero, dogged again.

I have this controller. It’s not bad. A bit smaller and sleeker than the standard GCN controller. Dual Z buttons are nice, but all the shoulder buttons seem to stick a little. I’ve heard it is supposed to light up, but I don’t believe mine ever has. Maybe that was a concept idea they later dropped, along with the PS2 version. I don’t really have any insight that hasn’t been given by other reviewers many times since 2006, so… That’s all.

Happy Katanakka, one and all!

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It’s our day of Thanksgiving here in the States.
Why not take a minute to appreciate the people who are closest to you?

Among the many blessings I’m counting this year, I want to give special thanks to my girlfriend, who made me a gift with custom made wrapping paper and matching card:

We also took up Perler beading as a hobby while back, and she had arranged this for me on our door one day when I got home from work:


How awesome is that?

I’m also thankful for you, my readers.
I neglect you guys; you keep coming back anyway. Mad props!

Thanks, all of you. Have a happy Turkey time!


25 Days of Rockman

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In honor of Rockman’s 25th birthday, I’m attempting something I’ve never managed to do in the past: 25 posts. IN A ROW. One for each year of Rockman’s existence. I’ll be putting up some very old and very rare stuff I’ve been saving for a special occasion. And this time, nothing’s gonna stop me… Unless maybe the world ends after all.
It’s 25 Days of Rockman.

Today’s image is from the official mouse pad that commemorated Rockman’s 10th birthday back in 1997. Yes, it’s not all that rare. Don’t fret, I’m just getting warmed up.

Spring is here

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Well spring has sprung, but I wouldn’t know it from looking out my window. There’s more snow outside right now as I’m writing this than I’ve seen during the entirety of this winter. At least I can gaze at this picture and pretend the seasons have cycled on.
June and Roll
From the 2012 Capcom Girls Calendar, here’s classic Roll enjoying some rainy day scenery with June from Star Gladiator. Though rarely shown together, these two have crossed over quite a bit. Back in the late nineties to early 2000s, Hideki Ishikawa drew several art pieces of Roll with June-inspired ponytails (example 1, example 2), while June herself has been seen hanging out with Forte and Captain Commando on the cover of CAP! magazine. The succession of images gives an impression of the two sharing a distant sisterly relationship, with Roll kind of looking up to oneesan June.

Glancing through my categories, I realize I don’t even have a “Roll” tag. Remind me I need to do some Spring cleaning on this here blog (however unlikely).

Fictional and Futuristic

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In December of 2007 Capcom put out a duo of arranged soundtrack albums for Rockman’s 20th anniversary. The Techno Arrange album contained the following track, a remixed version of Elec Man’s theme featuring a female computerized voice delivering a speech on Rockman’s origin at around the 1:45 mark.

It is rather difficult to make out all the words spoken by the robotic voice in the track, so I’ve jotted them down here:

Rockman, came into existence due to the following timeline of events. In the fictional and futuristic year of the 200X master designer Dr. Thomas Light worked to create a humanoid robot. This robot would demonstrate an advanced artificial intelligence program that would allow it to make decisions based on vague commands and directions. He called the robot project “Robot Master”, because the resulting robot would be able to supervise the work of other, less intelligent machines.

One might notice some unusual inconsistencies in that speech for a product produced in and developed for the Japanese region, aside from the gratuitous use of the English language. For instance, the use of “Thomas Light” instead of “Right”, or the term “Robot Master” which is not used in Japan. Moveover, calling the character’s very history “fictional” seems like a strange choice. How did the artist come up with this script? Could it be the result of awkwardly running Japanese text through an online English translator, like Google Translate or (the now defunct) Babelfish?

As it turns out, it actually came from copying text almost verbatim from the “Fictional History” section of the Mega Man (character) page of Wikipedia, circa August 30, 2007. Strange, but then if they wanted something authentically recognizably English to say about Rockman as a sound clip, that wasn’t such a bad idea.

So, now you know.

Mega TV

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So in two years, we’ll have another Mega Man cartoon… you know, maybe.

It’s the first sign we’ve been given in recent times that Capcom isn’t planning to just sit on the franchise and continue to squeeze out anniversary/nostalgia products. They are attempting to take an active direction, so that’s interesting. Especially that it’s going to be catering to a western demographic. I don’t have an opinion on the company Man of Action Entertainment, or its partner Dentsu Entertainment. I’m pretty sure I haven’t watched anything that either is associated with. Reactions I see from people more familiar with them seem pretty mixed. I’ll just withhold verdict for now and see what happens.

I do imagine that there will be tie-ins galore. You wouldn’t invest the time and money in the animation without thinking about toys and clothes and phone cases and other little plastic things to sell. I think it makes good business sense to get that brand recognition out to the younger generation. I think it’s clear that cartoons can certainly help sell video games, too. Battle Network 4 isn’t the highest selling Mega Man title of the 2000’s because it was such a great game, after all. I hope they can manage to synchronize and plot the game and the cartoon out together, if that’s the direction they are going in. Sonic Boom was good enough to show us what happens if you don’t and have to rush out one or the other.

I also hope that whatever comes out of it is something that I’m still interested in associating with, but I’ve already come to accept that these things will not be made with me in mind. We are living in an age where western cartoons have the capacity to be written for and enjoyed by children and adults alike, but I’m not expecting any miracles. There is potential though.

Regardless of whether this new direction is a future success or short-lived failure, my piles of classic games, sound tracks, art books, comics, and decades old untranslated lore will still be sitting here waiting for me. Even if the new Mega Man isn’t my Mega Man, it’ll be nice if it still connects as somebody’s Mega Man. Then again, if that would mean dooming others to share my fate of winding up old and heartbroken and still obsessed with a children’s franchise, then maybe that isn’t so great…

Oh that reminds me, I guess we have about 2 years then before Archie Mega Man gets cancelled or rebooted to be in line with the new product. Hope that’s enough time to get through all the time travel, Mr. X, and the Stardroids stories, but at the rate it gets interrupted for crossovers, chances aren’t looking so good. Well, it won’t be the first time a Mega Man comic is cut short of its planned scope. It’s practically a tradition.

Q-bans!

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Pretty soon Capcom is going to be selling cutesy Rockman stickers. Would you believe there was slightly similar merchandise for sale 20 years ago? Wow, what a segue.

Q-ban, the chinese version of chibi and what some old-schoolers out there might still call “SD” (meaning super-deformed, not standard definition) was blowing up in the nineties, and so you might not be too surprised to learn that Rockman X was among the popular franchises to get cute-ified and slapped on to all sorts of cheap items from stickers to decals to cards and posters. I’ve managed to track down and scan a bunch of these, and since it’s an easy way to artificially inflate this blog’s content, I’m only going to be posting a few at a time.

X, reporting for duty!

X, reporting for duty!



There he is, our titular star. The style is something like Inafune meets Toriyama, but that might be giving it a little too much credit. Sometimes like in this piece he has three fingers, other times he will have four. Body colors, pupil size and armor details also vary wildly. They’re cute, but I don’t expect there was too much concern over quality control out of this bunch.

Ready to go toe-to-toe with the mavericks... well, if I could find my toe I would be.

Ready to go toe-to-toe with the mavericks
…well, if I could find my toe I would be.



I can only assume that in whatever original format this image was made for, the end of X’s foot got cropped off. Unfortunately it remained that way every time I saw this image reprinted on anything, regardless of where the edges were. To this day I’ve never seen the end of X’s boot for this piece, but it probably wasn’t anything too spectacular. Sorry X, hopefully your boot power-ups will come with a new one. Speaking of which…

And now for armored X!

Armored X!



Out of all the Q-bans of X in his X1 max armor, this one is probably the closest to being accurate. Close, anyway. There are plenty of stylized details that are unique among these variants. I find the variations on the chest and belt to be the most interesting. You can expect a lot of “whoops” on the coloring, the bottoms of the feet on this piece for example. One gold, one blue? Why not.

Destroying his fellow reploids makes X grumpy.

Destroying his fellow reploids makes X gwumpy.



“How do you draw this guy’s gun arm again?”
“Eh, I can’t remember. It has… circles on it? Yeah, just draw a bunch of circles.”

Victory pose!

Victory pose!



More circles. It’s kind of interesting to me how the artists interpret the white part of the helmet to jut out in front of the other parts.

Over the shoulder action pose.

Over the shoulder action pose.
Check owt deez gunz!



Now they remembered there are also long parts on the buster, so they put the circles on the outside of the gun barrel instead. Brilliant!

Rockman X Q-ban Poster Card.

Rockman X Q-ban Poster card.



Here’s one of the larger special images. If they look a little different than the ones above (Oh, what big eyes you have!) it’s because there are little variants all over the place with these. Very little consistency at all, outside of chopping toes. Nothing says action-packed adventure like a background of yellow snowflakes.

I tease, but I actually do enjoy these for what they are. Expect more Q-ban bombardment next week.

Food for the troops!

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I began this post in 2011. Every time I started working on it I went to a dark place and couldn’t go on. That year had that profound an effect on my life. It changed me. Most of the people around me couldn’t even fathom being that upset over a few cancelled video games, of all things. It was a hard time to want to carry on being myself.

Four years have passed now. I’m not ashamed to say I’m feeling quite a ways better about things. Bit by bit I’ve been reclaiming my hobbies, despite what feels like continuous setbacks any time hope rears its rounded yellow head. I feel like acknowledging and thanking the faceless people that shared my pain then and make me feel inspired now. This one goes out to all those campaigning and fighting to make sure Legends Never Die for these past 4 years, and the 11 years before that. Here’s a treat to fill your bellies and refresh your spirits. A recipe by Servbots, for Servbots!


From the pages of CAP! magazine, welcome to Curry Ni Kobun!



CURRY NI KOBUN
SPECIAL RECIPES: Cheese Hamburg

Kobun Curry Instructions

Assembly Directions:

1. Cheese
2. Hamburg
3. Curry
4. Green Peas Rice

1. Kobun Head Cheese

Ingredients: Cheese, Kamaboko (Fish Paste), Pimiento, Red pepper

For the head, take a square slice of cheese and cut the corners into curves.
For the eyes, shape the kamaboko into large circles and chop the pimiento into smaller circles. Place the eyes over the cheese and use a slice of red pepper for the mouth and presto, your kobun head is complete!

2. Hamburg (Hamburger Patty)

Ingredients: Minced Beef, Onion, Egg, Milk, Breadcrumbs, Etc.

Saute finely diced onions in a pan, allowing them to cool.
Mix the minced beef in with the cooled onions, moisten it with milk and add in the breadcrumbs, egg, and any extra desired seasonings while stirring.
Once the mixture is thick enough to work with your hands, shape it into a disc.
Cook it up in the fry pan, and you’re finished!

Chef Kobun Tips

Cooking tips:

“When cooking hamburger the heat can cause the middle of the burger to swell up, so you may want to make the inside of the patty a little thinner than the outside to help it cook more evenly!”

“After you’re done cooking the hamburger, you can use the fry pan to create a delicious sauce! I like to mix sauce and ketchup and warm it together!”

3. Curry

Ingredients: Meat, Potatoes, Onions, Carrots, Butter, Curry Powder
*Substitute for mixed frozen vegetables for a little more variety!

Heat up some butter in a thick sturdy pot, then start cutting your ingredients into suitable slices and piling them in. Add in some water and allow it to boil, then reduce to a low heat and simmer until the ingredients get nice and soft. Take off the heat when stirring in the curry mix, then set it back on a low heat until it is warmed evenly. …All set?

Chef Servbot Pointers

“It takes just the right amount of simmering to make the curry extra delicious! It takes time and patience to master the art of curry! So take your time and it’s sure to turn out super-tasty!” –Chef’s Apprentice Kobun

4. Rice

Ingredients: Frozen Peas*, Cooked Rice, Butter, Salt & Pepper
*Substitute for mixed frozen vegetables for a little more variety!

Heat the frozen peas in a pot of boiling water, then drain the water out.
Take your rice and mix in the peas with some butter and a dash of salt and pepper, and voila!

WAY TO COOK

“We did it! Mission complete!”

The End.


Pocketstation Eating Contest

Latest Scoop!

If you have Tron ni Kobun and a Pocketstation, you can play the the Kobuns’ Curry Game!

It’s an honest to goodness curry eating game!

Please support “Tron Ni Kobun” on the Playstation!


This recipe was of course made in Japan, so it assumes you have a rice cooker already. You can also make rice by boiling water in a pan, adding in the rice and letting that come to a boil, then simmer at low heat stirring occasionally until all the water is absorbed — usually around 2 cups water per 1 cup of rice.

Curry mix can range from mild to super spicy, some people even add in hot sauce. I’m no genius at cooking by any means, but I imagine if processed fish paste slices and hot peppers aren’t your thing, you can substitute a white cheese or mayo for the eyes with olives or ketchup as pupils and a slice of tomato for the mouth. Remember that every Servbot has its own unique tastes, so I encourage you to feel free to experiment and find your own perfect Kobun Curry recipe!

Bon appetite!

The Familiar Familiar

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Time for another topic from the Lav archives. This one revolves around a most interesting tidbit on Rockman’s first helper robot in 2008’s R20 Official Complete Works book: early concept art showing an early draft of Rush, as well as a hawk-like bird said to have been considered for the supporter role around the same time.

Dog... or Bird...? Choose one. Your decision matters not.

Dog… or Bird…? Choose one.
Your decision matters not.



I mused a little on how different it might feel for Rockman to have a pet falcon back when I discussed Rockman’s bird concept in 2011, but only after writing it did I learn that this bird made it quite a few stages past the ol’ drawing board.

Meet Masked Ninja Hanamaru and his robot falcon Takamaru.

Meet Masked Ninja Hanamaru
and his trusty robot falcon Takamaru.



Kamen no Ninja Hanamaru (Masked Ninja Hanamaru) is a 1990 Capcom video game that is perhaps most famous to English speakers for being the game that got turned into Yo! Noid starring the then-mascot of the Domino’s Pizza chain. Hanamaru means flower circle, which is basically the Japanese equivalent of a primary teacher putting a gold star or smiley face on an assignment you did really well on (which the game also awards you for doing well on stages). Hanamaru was inspired by the manga, anime and live-action tokusatsu TV show hero of the sixties and seventies, Kamen no Ninja Akakage (Masked Ninja Red Shadow). It was a franchise that helped pave the way for brightly-colored super-hero ninjas with James Bond level super-spy gadgetry.

In this game, Hanamaru is a young ninja-in-training out to save a bunch of children who are being held in a theme park that was taken over by a rowdy clan of techno-ninjas. The adventure brings all of Hanamaru’s ninja training and rad 80’s skateboarding skills to bare, but luckily he has an ace up his sleeve — or should I say on his sleeve? The robotic bird of prey Takamaru (“taka” meaning “hawk” in Japanese).

Takamaru Attack!

Takamaru Attack!



Takamaru is actually Hanamaru’s primary method of attack in the game, with the secondary being a limited screen-clearing lightning attack. Sent out from his perch on Hanamaru’s arm, Takamaru swoops forward to knock out enemies, uncover hidden items, or destroy projectiles before looping back to his master’s side. When Hanamaru jumps, Takamaru hangs tight and flaps his wings to help achieve greater air. There are even aerial stages where Takamaru must fly through the entire area while carrying Hanamaru in segments that become more like jump-based obstacle courses.

Takamaru can't fight and fly at the same time, so aerial stages become more like jump-based obstacle courses.

Takamaru can’t fight and fly at the same time, so the duo must rely on stealth and agility to soar past their enemies’ deadly traps.



There are no developer credits at the end of the game, but just looking at the style and the Rockman-like proportions on Hanamaru, it’s easy to guess that Keiji Inafune played a big part in the art direction. Takamaru himself is only a few detail changes away from the prototype falcon image in R20, just sharpen the eyes and elongate the top of the head a little, divide the metal feathers into two rows and move the rectangles to a single bar across its breast; everything else is the same right down to the curve of the beak to the round notch on the wings to the fan of the tail and shape of the claws.

The special image made for the box art gives Takamaru little Rockman-like ears, too.

The special image made for the box art gives Takamaru little Rockman-like ears, too.



But the real kicker is that Hanamaru’s game came out in Japan on March 16, 1990 — that’s a full 6 months before Rockman 3‘s release. Takamaru made his game debut half a year before Rush! The earliest Rush news in video game magazines (that I know of) were published in the Summer of 1990, but Rush’s concept must have been around near the beginning that year if the rejected hawk design was re-purposed as Takamaru. As further possible evidence, the Rockman 1 & 2 team’s project leader Akira Kitamura has said in a 2011 interview that the decision to give Rockman a robot dog was already made before he left Capcom, so it could well be that Rush came about very early in the development cycle and his birdie competition adapted into another project.

Takamaru -- Once a Mega Hawk?

Takamaru — Once a Mega Hawk?



Special thanks owed to Video Game Den for their great review of Kamen no Ninja Hanamaru and for hosting a scan of the game’s manual where I took all this artwork from. There’s a great perfect run of the game here and a translated playthrough here on YouTube. Take a look and and it’s easy to imagine what Rush as a falcon might have been. Incidentally, Hanamaru can also use a pogo stick power up that’s way more useful than Quint’s Sakugarne, but I’m trying not to read into that one too much.

Q-ZERO

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Didn’t think they’d forget Zero, did you?

Q-ban Zero

This is my last round of Q-bans, so enjoy!

Q version Zero

Zero has the 5 poses I’ve found, which gives him the most unique images out of any of the sets. His Q-ban look based on X3, but there are some minor X1 buster elements here and there as well. *cough*circles*cough*

Zero Chibi Rockman X

I’m going to assume for some of these that his hair is hidden by his body, and not that they just forgot to draw it. I didn’t do much better at remembering to crop out the empty space between his arms, body, and legs, so who am I to talk.

Megaman Zero Q Version

They really are cute.

Q-ban Zero

A lot of confusion over 3 fingers/4 fingers, but that’s the norm for these.

Q-ban Poster Card X and Zero

Here’s Zero hanging out with a bunch of Xs. A tangerine pleasure dream.

Q-back

Here’s one of the cardboard back packaging for some of the larger Q-bans. You’ll note there’s no Capcom logo on there. I think I’ve seen other auctions where they did have one, but even so I don’t know if it’s really an official licensed product for the region or just a bootleg type thing. Either way, I hope you enjoyed checking ’em all out. Do with them as you will, denizens of the internet.

Seeing Red

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A Red Ash reaction reaction post.

There are the embers of a fire that's gone out, but I can still feel the heat on my skin.

There are the embers of a fire that’s gone out,
but I can still feel the heat on my skin.
This mess we’re in…


Ever since I watched Barrett run up the side of a building, drop-kick a reaverbot in the face, and plow through a crowd of people on a hover bike launching pedestrians high into the stratosphere, I have had a burning urge to play the kind of game that a Mega Man Legends made in this decade can be. That dream was all but dead and buried until this month when the Red Ash Kickstarter was announced. My heart rejoiced, and yet… To read the reactions of the general gaming news to this project, this is fast becoming a recurring nightmare.

Compared to recent Kickstarted games like Bloodstained or Yooka-Laylee or even Inafune’s own Mighty Number 9, it is true this is not doing as well. There is no shortage of speculation on why that is: Kickstarter fatigue in what has already been a huge year for kickstarted games. Questionable feelings over Comcept and Inafune being greedy or overly-ambitious, or doubts carrying over from Mighty Number 9 (despite the early reviews posted in June that seem to be overwhelmingly positive) or even that MN9 already spent up much of the pent-up Capcom fan rage for its cause. Lack of strong punchy energy-driven video or enough “teaser” time to build up to the launch. For having a separate Red Ash anime Kickstarter running concurrently, dividing the funds. Setting too high of a base goal, thereby killing the momentum. Worries that the game will be “incomplete”. Concern over what console ports will exist (seems premature when we aren’t even sure which consoles will still be supported in 2 years). And finally, that no matter how close it might try to appear, that Red Ash is not the closure to Mega Man Legends’ story that so many fans hoped Legends 3 would be. These are all frustratingly true, and as much as I want to I can’t change any of it. These are the cards dealt, each one a towering colossus casting shadows of doubt and dismay.

It brings back memories of the vast oceans of bad press that Legends 3 was plagued with during development, before the Prototype even got the axe. All the “This game won’t be a true Legends game without Inafune!” “This game isn’t even greenlit! They’re holding the game hostage!” “They want us to PAY for a DEMO?!” and “Why 3DS? It needs to be on console!That system is a failure!” (Remember, it was before Nintendo slashed the price and sales shot up exponentially.) And here we go again, so many of the exact same concerns are now popping up with Red Ash, some even in reverse. The worry warts, the console camps, the jilted and the jaded. Just like before, there’s so much derision and negativity that it starts to overshadow anything positive and fun. You can try to chalk it up to mismanagement, bad timing, or circumstance beyond anyone’s control, but in the big picture it might be all that and more. Legends has been out of place since the very first game, always struggling to connect to an audience, always polarizing to fans and players. Perhaps what history is telling us is that a Legends styled game in any respect is indelibly cursed.

What it all adds up to is making me feel sick. So many headlines are ready to call it a stallout and a failure after just one week. The goal isn’t even quite at the halfway mark as of this post. Now this in itself is not unusual for Kickstarters in general. The way it is trending, it should reach its goal (if you put stock into such projections), but until it actually does there’s a strong chance that the amount of negative press is going to impact the results. Don’t go believing there is no such thing as bad press. There is. We’ve become so accustomed to big name game projects being all about the stretch goals that this kind of progress — though steadily climbing towards the initial goal and then some — is just slow and dull by comparison. Because Inafune is headlining this, we expect better turnout. If it doesn’t blast past the initial goal in a matter of days, it might as well be dead.

Kickstarter is increasingly becoming about the hype the indie developer can generate to get additional funding from publishers while maintaining creative control. It is an initial outpouring of potential profitability. It is part fundraising and part advertising. But the support this is raising is not positive. Unless Comcept turns this around in a big way, the headlines even after this game reaches its goal are going to declare how Inafune barely scraped up enough support. How this project just limped along to the goal by handful of diehard fans so desperate they will settle for an off-color bootleg. The message this is sending is that Capcom was right about cancelling Legends 3, because there is just no market for a game like that. And that’s what’s killing me most of all.

If you’re really not interested, okay. I’m not going to twist your arm. But if you have the means and you’re on the fence about supporting this, I really encourage you to jump in. $5 will get your name in the credits and up the numbers tally of support. $25 will get you the PC digital download of the game itself. Odds are you will have a computer that can run the game by then, but if you don’t, hey, maybe you can come over and play it at my house. If you don’t have any change to spare, there’s still one more day for Loken’s caption contest. Entry is only the time it takes to register on Proboards for the Mega Man Legends Station forums and send him a private message with something silly for Volnutt to be saying in this picture. Do that and he’ll donate $5 for you. It doesn’t get much easier than that. Just don’t wait. We still have over 2 weeks left, yes, but we may never get a second chance at this. I don’t know what to tell you. Let’s breathe some heat back into these ashes, get this fire going again.
I can’t take watching this burn out.

Retro Six

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Mega Man 5 US ad appearing in EGM #43 February 1993.

Mega Man 5 US ad appearing in
EGM #43 February 1993.
(Wait, I thought this was about Six?)



It’s been a long time since we’ve had a Retromags post, so today for your viewing pleasure let’s all gawk at old gaming mag pages from some recently archived Electronic Gaming Monthly issues.

Let’s start off with a little appetizer: a preview of the Japanese work-in-progress title Rockman World 2.

Rockman World 2 preview from EGM #29 December 1991, page 42.

Rockman World 2 preview from
EGM #29 December 1991, page 42.



Screens have many slight differences from the final, but the meatiest morsel is probably that stage select screen image in the middle. The mugshots shown in the magazine (while of poor grainy quality) are clearly different than the ones that appear in the final game, which were heavily based around the ones that appeared in the NES/FC version of Rockman 2. Let’s do a side by side comparison.

Left - Rockman World 2 beta stage select screen. Right - final version.

Left – Rockman World 2 beta stage select screen. Right – final version.



Let’s move on to the main course: two previewing an early build of Rockman 6. Complete with partial stage maps and the demo stage select screen!

Mega Man 6 preview from EGM #49 August 1993, pages 104-105.

Mega Man 6 preview from EGM #49 August 1993, pages 104-105.



There is so much going on in these pages that I need to break it down to digest it. First let’s look at the demo stage select screen.

Mega Man 6 demo stage select screen.

Mega Man 6 demo stage select screen.



We can see that Blizzard Man, Wind Man, and Flame Man’s stages are selectable, while the rest are blocked off as under construction. Looks like Capcom used the same “met & cone” sprites for this game that were used in the demos for Mega Man 4 and 5, and will be used again in Mega Man Legacy Collection for challenges yet to be unlocked.

Now let’s take a look at these beta build stages, starting with Wind Man!

Wind Man Stage Comparison, Beta vs. Final.

Wind Man Stage Comparison, Beta vs. Final.



Compared here with stage maps of the final game found on GameFAQs, we can see that quite a few details were changed including enemy placement and terrain. The player had to make the jump to the first ladder from a count bomb platform in the demo, while the following floors of the tower held four stacked breakable blocks to destroy with the Power suit instead of the final’s mere one. If broken, Rock would need to use the Jet suit to reach the platform with the ladder.

This demo actually starts players off with both the Jet and the Power Rush adapters. Accordingly, the stages seem geared more towards encouraging players to use and experiment with them. Many of these layouts wouldn’t work as well in the final game where the adapters are earned by clearing certain bosses instead of starting with them, and players could wind up easily stuck and frustrated early on.

In the next horizontal section the swinging platform traps are placed far less forgivingly, making it easy to die the first time you jump on one if you don’t anticipate its movement. There’s also a low-hanging wall that makes for a tricky jump at the end of the path just before the ladder.

Flame Man stage comparison. Left - final version. Right - beta version.

Flame Man stage comparison. Left – final version. Right – beta version.



Aside from some changes to the background masonry, Flame Man’s stage has one major interesting difference: Instead of having ground you can walk on just below the resting oil level, the demo has a bottomless pit. One can only cross this section by either flying across using the Jet adapter or by hitting the enemy with the charge shot and using its body as a flotation device.

Blizzard Man stage comparison. Bottom - beta version. Top - final version.

Blizzard Man stage comparison.
Bottom – beta version. Top – final version.



The entire submarine was redesigned in Blizzard Man’s stage between the demo and final. The colors, the graphics, and the layout are all changed. There are nearly no spikes along the ceiling save a few key places in the demo, rather mostly smooth blocks which can still cause instant death if Rock gets smushed from the rising sub underneath. The count bombs at the end of the stage are also placed differently, and the stage appears to continue further onward before reaching the ladder.

There’s one more treat to be had on these pages that I’ve been saving for dessert, and that’s the Mega Man X preview in the upper right corner. The screenshots we may have already seen, but replace “Robo-Police” with “Maverick Hunters” and the text is surprisingly accurate… Until we get to the bottom that is, and read about the “Robo-Junkers,” described as “humans who were altered to robotic form!”

Mega Man X preview from EGM #49.

Mega Man X preview from EGM #49.



Even so, it’s still miles ahead in accuracy than this overview of “Super Mega Man” from the book we started with, EGM #43.

Super Mega Man Preview from EGM #43 February 1993, page 114.

Super Mega Man Preview from
EGM #43 February 1993, page 114.



It only appeared just after Capcom announced that there would be a Mega Man game for Super Nintendo, and even though nobody knew then what that would mean they still had to write up some kind of blurb about it or risk getting scooped by the competition. Here they made what seemed like a safe assumption (“Wiley” is at it again!) while using classic series art as a stand-in, including this piece you might remember from Capcom’s 1992 Rockman software lineup promo card.

Once again I hope you enjoyed this excursion down the annuls of gaming history. If this wasn’t enough to tide you over, there’s always more where that came from over at Retromags! (I always come back for second helpings.)

Dee Jay may be available to dance on a robot cat at your next party.

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Capcom Magazine '94 insert from the June 3 issue of FamiMaga.

Capcom Magazine ’94 insert
from the June 3 issue of FamiMaga.



Gaze upon the cover for Capcom Magazine ’94: Mega Man, Rush and Tango hang out with chibi versions of the four New Challengers from Super Street Fighter II. Somehow this little piece didn’t make it into R20 or SF20 art books, though I enjoy it quite a bit–especially the part with Tango and Fei Long playing with nun-chucks.

This magazine (along with several other books) should someday be added to the Source, if I can manage to find the will power to update it again. It’s just that the page has gotten so…. long-winded, you know? It’s cumbersome and unwieldy. Maybe it should be broken up into multiple pages… but that would amount to even more work to do, so you know that’s not going to happen. Or at least, not in a timely fashion.

Mega Man as Nonfiction

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Wherein I review a certain recent piece of Mega Man literature.

Some years back I decided to read David Sheff’s 1993 essential “Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children”. Only the version I actually read was 1999’s revised edition, “Game Over: Press Start to Continue”. As one of the titular enslaved children, I wanted to learn more about the history of Nintendo and the video game industry during the NES era to which my formative years belonged. It was definitely an interesting read, and I’d recommend it to anyone interested in such things, both for the rare insider information it contains and the time-capsulated look at the late 80s/early 90s mainstream American sentiment towards Japan and the video game business in general.

Still, as anyone reading this blog may note, I’m something of a Mega Man fan. And Mega Man just happens to be one of the sidelined video game properties mentioned in passing throughout the book, where it became clear that fact checking little details from anecdotes was too inconsequential to be bothered with.

While thumbing through a section discussing the role of Nintendo of America’s and specifically Nintendo Power’s role in localizing Japanese video games for an American audience, I stumbled upon the highlighted excerpt below:

Game Over: Press Start to Continue (1999), page 225.

Does Mega Man eat sushi to power himself up? I will posit that it is possible that NOA employees recognized the similarity to the game’s energy items to manjuu, which itself is technically not sushi but in early 90s America any food from Japan might as well have been called such. However, has Capcom USA or Nintendo Power ever called these power ups “hot dogs”? Not that I have ever found. And then about altering the eyes, I have no idea if they are referring to Capcom’s box art or to Nintendo Power’s promotional art, but certainly not the in-game sprite work. Honestly, I think the author or interviewee simply got some wires crossed and mistook Mega Man for another franchise. (If you have some idea what video game property this description might refer to, please let me know in the comments.) I suppose it goes to show, no matter how revered or influential a source or body of work is, there is always a bit of room for error.

I bring this up not just as another random fragment of memory, but because of What I Really Want to Talk About Today, the recently released text “Mega Man 3” by Salvatore Pane, #14 in the Boss Fight Books series. For those unfamiliar with Boss Fight Books, each work generally follows a similar template. Three story threads (the history behind the making of the game, the reception of the game into popular culture, and the author’s own experiences and insights from playing the game) are interwoven into an overlapping narrative where diverging experiences come together and the given game is thoroughly explored as a valuable work of art.

I am a sucker for putting an academic lens to the games that I love, so as you might expect, I was a Boss Fight Books Kickstarter backer for the current crop of titles. Mega Man 3 was the book I was most excited to delve into. I finished it cover to cover in a single night, and after a few days to stew it over, decided to write this review.

Starting from the position that Mega Man 3 is his favorite Mega Man game, but not quite sure as to exactly why, author Salvatore Pane sets out on a journey to explore the roots of his passion for collecting vintage video games, and examine what it is he loves about Mega Man 3 over its often overshadowing predecessor, Mega Man 2.

The book also touches upon the emulation and retro gaming scene. It polls the members of the NintendoAge forum for their take on the current state and the drive behind classic game collecting and how it has evolved, for better or worse. The book even dips into the life of James Rolfe of Angry Video Game Nerd fame and asks his take on the question of which Mega Man NES game stands as the best. Finally, it delves into Mega Man 3’s most recent release in Mega Man Legacy Collection, and looks at the effort being made to preserve the experience of playing Mega Man 3 for generations to come.

Pane and his Associate Editor Michael P. Williams did a lot of research into the making of Mega Man 1-3, mainly the roles of game planners Akira Kitamura and Masahiko Kurokawa, artist turned producer Keiji Inafune, and sound composers Manami Matsumae, Takashi Tateishi, Yasuaki Fujita, and Harumi Fujita. Kurokawa in particular was the subject of much original research by Williams, going so far as to confirm his use of various pseudonyms throughout his career. The book’s references include a formidable list of interviews and articles, including some which are still largely unknown to an English speaking audience.

The citing of sources for authentication and accuracy hold massive appeal to the OCD fan in me. It’s something I’ve always aspired towards since my earliest contributions to Mega Man X Online (now The Mega Man Network) all the way to this blog (back when I used to work at it). That said, and since obviously I didn’t bring up that Game Over story without a reason, I have to mention that in my single reading I did note a few small errors and discrepancies in both the narrative and the source material. I’m going to list these out as I saw them.

In the first chapter of the book, the relationship between Akira Kitamura and Manami Matsumae is depicted as quite artistically divided, disagreeing on the fundamental themes and that Kitamura held “lingering doubts” about the music following the game’s release. It cites Manami Matsumae’s January 2016 US Gamer interview and the 2011 Akira Kitamura interview as its justification. The book also later describes them as having “butted heads”. I’m not sure that anything that either person said in those interviews indicates that level of arduous disagreement. Matsumae is a professional who has routinely acknowledged the importance of the compositions matching the game director’s vision in that and other interviews (like this one for example), and gives no indication of any hard feelings towards tailoring her professional work to suit the overall vision of a project. Kitamura meanwhile gives a rather glowing appraisal of Matsumae’s work in his 2011 interview, and instead actually cited MM2 composer Takashi Tateishi as the one whose initial compositions required significant revision (with delighted acknowledgement that through much hard work the final compositions wound up surpassing his own expectations). I will grant there could be some truth to it, as mentioned by Inafune, Roy Ozaki, and Kouichi Yotsui in interviews appearing in The Untold History of Japanese Game Developers vol 1 that Kitamura could be hard upon his subordinates, but those who actually worked under him, Inafune included, hold Kitamura in high regard. I think a little more justification is required to assert that the two did not get along to a heightened degree, and moreover, that Kitamura had unresolved problems with the MM1 score.

Much further on, the book discusses Mega Man’s many quirky side games like Rock Board, Soccer, and Battle & Chase. When the topic of the arcade games comes up, we come to this page:

Mega Man 3 (2016), page 93 (or 95 in the print version).

The book has confused Duo with Bass and Axl (somehow). An obvious mistake, but a strange one to make.

Finally I get to my beloved references section, and unfortunately the first entry happens to be an error. When citing Hitoshi Ariga’s interview with Akira Kitamura:

Mega Man 3 (2016), page 145 (or 147 in the print version).

Much of this citation is incorrect. The interview was first published in Wedge Holdings’ 2011 Rockman Maniax single volume (you can even see the initials A.K in English on the cover). The 2015 Fukkan.com reprint split the oversized book into two volumes, labeled “Top” and “Bottom”. The interview appears in the “Bottom” half, which by order of publication would be the second volume. I can’t really blame the book’s editor for this, however, since the Shmuplations site itself links to the wrong book. Also, the untranslated portions and the message to the fans mentioned in the paragraph were also present since the initial 2011 publication. Kitamura has not publicly resurfaced on the topic of Mega Man since then.

As I mentioned above, there was a great deal of research into confirming Mega Man 3 Planner PATARIRO’s true name and various aliases. It’s tightly detailed and superb, except for this one fact: “MobyGames additionally credits Masayoshi Kurokawa for Deadly Premonition (2010) and its 2013 Director’s Cut, but this must be a different person, as Yotsui’s interview with Roberts and Strangman establishes that Masahiko had already died by 2009.” The game Deadly Premonition was in development in various forms for more than 5 years, and Kurokawa’s game credit as “Planning Support” was for the work he did at Access Games on the project before he died.

One final nitpick, and it’s something of a spoiler so read at your own peril:

The author’s conclusion appears to be that Mega Man 3 is not noteworthy because it contributes historically to the evolution of video games, or involves fun challenges, music and gameplay that stand the test of time. Rather, its importance comes from it being a part of many NES fans’ shared childhood nostalgia. This is not exactly the thematic underpinning I was hoping for with Mega Man’s first foray into academic review territory, but it is an honest appraisal by the author so I can’t exactly fault the book for that. The book seems fair in giving praise and also offering criticism of the game’s shortcomings as he sees them.

Overall, I feel comfortable recommending this book as a worthy read to anyone who enjoys this blog or takes an interest in video games as a culturally significant social science. This was right up my alley. If you choose to support the book, you can pick up an ebook or physical copy at the main site here, or pick it up for Kindle at Amazon.com. Strangely, Amazon lists the book as 97 pages. Both my Kickstater pdf and my softcover copy are in the 160s, so I imagine it’s an either an error or a trick of Kindle formatting. If you happen to pick it up, I hope you’ll discuss your views on the book in the comments below.

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