Archive for the Megaman Classic Category

Capcom taking votes for upcomming Rockman figures

Posted in From Japan, Megaman Classic, Retro Gaming on April 3, 2011 by satoshimatrix

A few days ago, Capcom Japan announced that the planned XBLA/PSN Megaman Universe has been canceled. However, Capcom Japan is offering something pretty cool for Megaman fans to somewhat make up for the loss of Universe.

The Japanese Capcom Rockman community forum is hosting a public poll with suggestions for upcoming Rockman figures. Votes are anonymous without any logins needed and it seems you can vote from anywhere in the world.

You can vote for three figures. If the character you want a figure of isn’t listed, you can type it in the text box provided, but remember to type the name in Japanese. The menus are in Japanese, but there’s a lot of katakana and should be pretty easy to figure out. Below the character voting box, it asks your age range, then your favorite Rockman series (Classic, X, DASH, etc.) The figures will probably be Japan only, but that shouldn’t stop you from hitting an import shop once these publicly voted figures hit.

I’m personally excited about the prospect of getting more DASH/Legends figures, although Zero series Ciel or Leviathan are fine too.

link here:

Megaman Robot Master beadsprites

Posted in Beadsprites, Megaman Classic, Pixelart, Retro Gaming on February 4, 2011 by satoshimatrix

Although I’ve been making them for years, I’ve only mentioned my  beadsprites here and there here on my site. I think it’s time to change that.  As most of you would know or probably guess, I’m a huge Megaman/Rockman fan. I absolutely love everything about the series, especially the classic series. As such, most of my beadsprites focus on the Megaman classic series.

Yes, a lot of people do Megaman sprites, but I feel mine will stand out a bit as I make them a little differently. I’ve gone to great lengths to make sure that they adhere to the NES color pallet as closely as possible in general (meaning they are never miscolored) but I also adhere to their original full-color designs, and recolor the sprites to match what they would look in in artwork as opposed to the limited amount of colors the NES could produce for them.

Anyway, without further ado, here’s my sprite works!

Bosses from Megaman 1. From left to right and top to bottom: Dr. Light, Rush, Protoman, Megaman, Roll, Cutman, Gutsman, Iceman, Bombman, Fireman, Elecman.

Bosses from Megaman 2. From left to right and top to bottom: Metalman, Airman, Bubbleman, Quickman, Crashman, Flashman, Heatman, Woodman. Flashman, Crashman, and Bubbleman have been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on official character artwork.

Bosses from Megaman 3. From left to right and top to bottom: Needleman, Magnetman, Geminiman, Hardman, Topman, Snakeman, Sparkman, Shadowman. Snakeman has been color enhanced slightly by adding the red snake eyes he should have.

Bosses from Megaman 4. From left to right and top to bottom: Brightman, Toadman, Drillman, Pharaohman, Ringman, Dustman, Diveman, Skullman.

Bosses from Megaman 5. From left to right and top to bottom: Gravityman, Waveman, Stoneman, Gyroman, Starman, Chargeman, Napalmman, Crystalman.
Note that all these sprites have all been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on official character artwork.

Bosses from Megaman 6. From left to right and top to bottom: Blizzardman, Centaurman, Flameman, Knightman, Plantman, Windman, Tomahawkman, Yamatoman.
Again, note that these sprites have all been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on official character artwork.

Bosses from Megaman 7 FC. From left to right and top to bottom: Freezeman, Junkman, Burstman, Cloudman, Springman, Slashman, Shademan, Turboman.
Note that these sprites have all been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on third 16-bit sprites as well as official character artwork.

Bosses from Megaman 8 FC. From left to right and top to bottom: Tanguman, Astroman, Swordman, Clownman, Searchman, Frostman, Gernademan, Aquaman.
Note that these sprites have all been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on official character artwork.

Bosses from Megaman 9. From left to right and top to bottom: Concreteman, Tornadoman, Splashwoman, Plugman, Jewelman, Magmaman, Hornetman, Galaxyman.
Note that these sprites have all been color enhanced beyond the capabilities of the NES color pallet. I based their proper colors on official character artwork.

Megaman: Dr. Wily’s Revenge Review (GB)

Posted in Gameboy, Megaman Classic, Retro Gaming, Reviews on January 28, 2011 by satoshimatrix

Dr. Wily’s Revenge (Mega World 1)

Enter Megaman’s World and save it from Wily’s Revenge

By the early 1990s, the Nintendo Entertainment System was beginning to decline while the popularity of the Gameboy was on the raise. Many developers were quick to port over their NES properties to the new handheld as in many cases, assets could be reused and new games could be developed on the cheap.

Capcom, famous (or notorious, depending on your position) for reusing assets already on the NES, jumped onto the Gameboy with the first Megaman game being little more than a handheld version of the NES Megaman 1. They were able to excite gamers at the time with promises that this new version would include many elements from the much beloved Megaman 2 and even though somethings would be familiar, the game would offer a new experience.

So all these years later, let’s see how much truth was behind that statement.


No story.  What, were you expecting Shakespeare?


Dr. Wily’s Revenge is rather impressive on the Gameboy, reusing the same large and detailed sprites used in the NES versions of Megaman 1 and 2. Even in grayscale, the Rockman 1 graphics engine still manages to impress and many of the new sprites fit in nicely and are fun to spot for long time fans of the series. Effects look good and there’s a fair bit of detail in the stages, especially compared to other Gameboy games of its age.

On a technical side, the game suffers from a lot of flicker, but not much slowdown. This is probably the weakest graphically of the five Gameboy games, but understandably so as it was indeed the first effort.


There’s an unwritten law that all Megaman games must have amazing music, and Wily’s Revenge is no exception. The game features stereo remixes of many of the best tunes from Megaman 1 (NES) and offers a good number of terrific new chiptunes as well.

Among the more memorable original tracks was the theme used for the first Dr. Wily Castle level. The theme would many many years later be reused for Enker’s theme in Megaman 10 for current gen systems. The original version is simpler but there are yet some remixes of the orginal as well. Here’s one of the better Wily remixes from Wily’s Revenge.


Megaman: Dr. Wily’s revenge is a repackaged game featuring new levels for bosses from the NES Megaman 1 and 2. That means all the run and gun action from the pioneering Megaman games can be found here. The best way to think of the first four Megaman games on Gameboy is to think of them as “Remixes” or “What ifs” since they allow players to use weapons from one game on bosses from another. Kinda a neat concept.

The game plays exactly as the NES games do with is a very good thing. It just feels like a Megaman game, especially since it retreads Megaman 1 so much. Once again, Megaman has to trash Cutman, Fireman, Elecman, and Iceman. After that, he goes after Flashman, Bubbleman, Heatman, and Quickman. The formula is the same: face one boss and defeat them to gain their power. Use that robot’s power on the next one and continue until all that’s left between you and the credits is Wily’s Fortress.

Although the bosses are recycled, the levels themselves are brand new and offer some unique challenges, but I have to point out there’s not as many levels as you might expect. After you defeat the Megaman 1 boss set you then fight four from Megaman 2, but these are only just boss fights – they don’t have any stages. This means there are basically only five levels in the whole game. This was probably due to storage capacity restrictions of early Gameboy games, but its still rather jarring. Luckily, this was the only game to pull this out of the Gameboy Megaman line.

Despite being a rehash, starting here with Dr. Wily’s Revenge the Gameboy games set themselves apart by offering players a new boss never before featured in any other game. In this game’s case the boss is Enker, who uses a weapon called the Mirror Buster which absorbs weapon fire and reflects it back with twice the force. Cooler still, once you beat Enker you gain his power as well, allowing you to use the Mirror Buster on Wily.

It should also be noted that Dr. Wily’s Revenge adds a password feature not found in the original NES Megaman 1, but given the game’s sort length I never used it and found it to be completely redundant.


Thankfully, Megaman: Dr. Wily’s Revenge controls precisely like the NES games. You won’t have any problem.

D-pad: Movement
B: Fire
A: Jump
Select: No Function
Start: Pause/Menu


Megaman Dr. Wily’s Revenge manages to convert the Megaman experience down to the Gameboy’s more limited screensize quite well by completely redesigning levels rather than just porting over the same level designs used in the NES games, eliminating blind jumps that were constantly a problem in Gameboy platformers.

However, it should be noted that this game takes much more after Megaman 1 than it does Megaman 2. This means there are no Energy Tanks, some enemies are brutally tough without the right weapon and the game is shorter than all others to follow. One could even argue that in some ways, its harder than Megaman 1. Yikes.

Availability & Price

Of all the Gameboy Megaman games, this one should be the easiest to find and the cheapest. Don’t pay more than $10 for it. I’ve seen it for as low as $4. Check your local used game stores first, but ebay is always a good alternative if you just can’t find it. The game was popular enough to be re-released as the Player’s Choice series as well, so you shouldn’t have trouble finding the first GameBoy Megaman.


Megaman: Dr. Wily’s Revenge was known in Japan as Rockman World. The sequels were simply called Rockman World 2, World 3, World 4 and World 5 to help tell them apart from the Famicom games which simply numbered them. Defying sense though, the North American versions change in the naming of the GB games to roman numerals exactly as the NES games used, which made telling the NES from GB versions apart by name impossible, an idiotic move in my opinion.

Rockman World 1 was made to cash in on the popularily of the Megaman series as by then Megaman 2 and 3 were selling outrageous numbers and even moving on to the Gameboy Capcom played it safe offering the same experience as the console versions.

In 2004 a colorized port of Dr. Wily’s Revenge along with the other four Gameboy Megaman games was in the works for a Gameboy Advance compilation called Megaman Mania. The project was delayed and delayed until it was finally canceled when it came to light that Capcom had lost the original game’s source codes making the project too difficult to finish. This was a game I was really looking forward to and was utterly crushed when I found out it was canceled. I hope that someday it might become a reality but for now we can only dream of what could have been.

Original Advertising

Here’s an original ad that appeared in gaming mags in the early 90s. Capcom ads were kind of terrible.



  • It’s Megaman on the go!
  • Some excellent chiptunes in stereo
  • Doesn’t suffer from the typical blind jumps a lot of gameboy platformers do
  • Password system


  • The level design leaves a lot to be desired. Most areas are quite boring to travel through with very little of the magic from the NES versions intact.
  • The game is arguably harder than the original NES games they’re based off
  • The second half of the game seems compressed; the second set of Robot Masters don’t even have their own stages!


As a Megaman purist, it pains me to see how sloppy the first effort was on the Gameboy. It’s by no means a bad game, but it just doesn’t compare to any of the other games. Still, its clear with the games to follow that Capcom would learn valuable lessons and continue to improve each game as the series continued on the Gameboy. Only recommended for collectors and hardcore Megaman nuts.


Platform: Original Gameboy

Genre: Action Platformer

Release Date: December 1991

Developer: Capcom

Publisher: Capcom

Also from the developer: Megaman 1, Bionic Commando, Darkwing Duck, etc

Game Length: ~50 minutes


Buy/Skip: Skip

Megaman 5 Review (NES)

Posted in Megaman Classic, NES, Retro Gaming, Reviews on December 27, 2010 by satoshimatrix

Protoman’s Betrayal?!

By 1992, the Super Nintendo was in full swing and the 16-bit era was raging, and the 8-bit market was continuing to shrink. Capcom, ever the company to play it safe, decided to revamp Megaman once again and release yet another Megaman title for the NES.

By this time, Megaman had become as big a gaming icon on the NES as Mario was; Megaman 5 was heavily promoted and gave NES fans a game they could enjoy, even if it was expected of Capcom. Most people had by this point moved on from the NES Megaman games, so how does this one compare to the rest?


It is the year 2013. Dr. Wily has been defeated once again and is living in hiding, bringing the world once again to peace. Proven innocent of wrongdoing, Russian scientist Dr. Cossack now lives in Japan and works alongside with Dr. Light in his efforts to better mankind through the development of robotics.

A few months later, the peace is shattered when suddenly Protoman, Megaman’s mysterious elusive brother appears to be giving commands to several robots attacking the city as Wily bots have done in the past! Protoman has always lived by his own rules, but neither Dr. Light or Megaman could imagine Protoman doing something like this for no reason.

Just before he could send Megaman into action to investigate, Protoman appears at the lab and kidnaps Dr. Light! Clutching his brother’s signature yellow scarf left behind, Megaman insists on stepping into the fray once again to save the city, rescue Dr. Light and discover the mystery behind Protomans actions.


Megaman 5 continues the trend from the previous games and is once again, one of the best looking games on the NES while bringing very little new to the table. But once again as a great looking NES game, it adds very little that Megaman 4 didn’t do. Sprites are just as well animated as ever, mid-bosses look great and there’s now a rotating set of sprites for Megaman!. Megaman 5 taps into everything the NES could do and produces some really great effects. You won’t be disappointed with the way it looks. Megaman 5 screams late NES game graphics.


Megaman 5 was composed by Mari Yamaguchi, who had also worked on Breath of Fire and U.N Squadron. I find most of her music to be among the absolute best. Each track in 5 are memorable, distinctive and get to the point quickly so you know exactly what you are listening to everytime you play. 5 also some of the best remixes in the series by far. I often times find myself humming tunes from Megaman 5 while driving, working, sometimes even cooking!

Here’s a remix of my favorite track in the game, Naplam Man.This remix is from the second Megaman arcade game, the Power Fighters. I’ve always, always loved this remix.


It should come as no surprise that Megaman 5 plays no differently from any of the previous Megaman games. It should also come as no surprise that this isn’t a bad thing as the formula once again works perfectly.

Everything from the previous games is once again present: the jumping, shooting, even the sliding. Megaman 5 improves the Mega buster from 4 by allowing hyou to keep the charge when hit and also allowing Megaman to fire a larger 4×4 block blast rather than the tube shaped shot form 4. From this point on, Megaman would use this style of shot, so one could argue the perfected Mega buster came from Megaman 5.

Megaman 5 also has some minor gameplay additions featured for the first and last time. First among them is a section where Megaman rides on a water ski. This is like an auto scrolling shooter, but you can’t pause, change weapons or even charge the mega-buster. It only exists for about half of Waveman’s stage.

another addition are scrolling backgrounds. The end of Gyroman’s stage is an elevator with platforms and spikes that need to be avoided with careful jumps and movements. Late into the game there’s also challenge to ascend to a platform by destroying supporting bricks. It’s odd 5 is the only game to try this.

Megaman 5 is one of my favorites, yet I can’t help but feel it has one of the worst weapon sets in all of the Megaman games! This time around, I have a bone to pick with every single weapon.

Water Wave – Sends a rush of water forward that only affects enemies on the ground. It is very weak and will not kill anything in one hit and doesn’t pass through enemies.

Crystal Eye – Shoots a large crystal that breaks into four smaller crystals and fly about. Like the Gemini Laser, it’s hard to aim it anywhere but straight, defeating the purpose.

Charge Kick – Turns Megaman’s slide into an attack. Would be really kinda cool if you could fire as normal with it selected. As it is, sliding into enemies is almost like 3’s Top Spin fiasco repeated.

Gravity Hold – Flashes the whole screen, destroying all effected enemies. This weapon is really cool, but enemies never leave power ups and it consumes a lot of energy.

Power Stone – Sends three stones orbiting away from Megaman. It is very rare that you’ll ever actually be able to hit multiple enemies with this weapon.

Napalm Bomb – Fires small grenades that roll along before exploding or hitting an enemy.  A really cool weapon, but they aren’t very powerful.

Gyro Attack – Throws a spinning blade that can be controlled up or down. A cool weapon that doesn’t do much damage to most enemies. Also, why “attack”? Couldn’t they come up with a better name?

Star Crush – It’s another %&#$ shield weapon. Disperses when enemies touch it once. Consumes a lot of energy.

Super Arrow – It’s like Item 2 made into an attack. Doubles as a means of transport.
Beat – A robotic bird that automatically homes in and destroys enemies for you. Beat can be used only after collecting all of the MEGAMANV icons, by which point you’ll be used to playing without his aid and you might not even notice he’s there as the game doesn’t notify you! Beat is really cool, but I wish that Beat could be used a little sooner than until after you defeat all eight bosses!


Megaman 5 once again controls literally identically to Megaman 4. The only slight tweak is in the Megabuster as it now doesn’t seem to discharge as easily and you no longer loose your charge when hit by an enemy.

D-pad: Movement
B: Fire
A: Jump
Select: No Function
Start: Pause/Menu


Due to the enhanced buster, most of the robot masters this time around are a cinch. If you choose to play without the charging ability of the Mega buster though, the game can be quite challenging. It’s also well worth mentioning that some of the stages can be infuriatingly difficult, particularly Crystalman’s stage. There are sections where crystals randomly fall through these shoots and you must make timed jumps to get through. Even as a child I hated these more than even the death lasers in Quickman’s stage from 2. Just when you think you’ve got the timing for them down, bam you’re hit, and then you fall into a pit. It’s a lot harder than it seems it would be.

Availability & Price

Megaman 5 was only ever released for the Famicom and NES. Unlike 4, it seems to be one of the less commonly seen Megaman titles as I’ve failed to find it in a number of used game stores whenever I’ve looked.

On average, expect to pay $15-30 cart only for either the NES or Famicom versions. It is not currently available for the North American or European Wii Virtual Console. It was released for the Playstation in Japan in 1999 as part of the Rcokman Complete Works series, and the PL1 version was ported with the rest to Megaman Anniversary Collection in 2004 in North America.


As with previous entries in the series, development for Rockman 5 involved a robot master creation contest held in Japan where kids would submit drawings and ideas for robot masters. For the previous Rockman 4, the eight finalist robot designers received a special gold copy of the game as an acknowledgment for their work. This game the finalists didn’t receive anything, and their designs themselves were redesigned several times by Keiji Inafune before they were approved. Still, the robots maintain the child approach at least in spirit.
Concept art for Megaman 3 shows early ideas for robotic sidekicks including a robotic dog which became Rush, and a robotic bird which became Beat here. Beat, roughly based on Megaman’s helmet, is a robot built from the previous game’s framed antagonist Dr. Cassock.
When Megaman 5 came out for the NES in North America, Nintendo Power magazine heavily promoted it, even featuring a robot master creation contest for fun and showcased many ideas, some names of which would go on to be robots in future games! Megaman 5 won the category for best NES graphics in a 1992 poll in Nintendo Power.

Original Adtertising

Commerical time kiddies! Transport back to childhood and pertend you like in an awesome country like Japan that bothers to produce such steller ads as this.



  • Continues the Megaman tradition of excellent play control, graphics, audio and gameplay
  • Mega Buster feels much better than Megaman 4’s
  • Some original concepts such as falling ceilings introduced here that make the game more exciting
  • More legendary Megaman music. Many of the best themes in the entire series can be heard here.
  • Relatively common and affordable for a later NES game
  • Great replay value. Gravityman and Starman have some of the most interesting and enjoyable stages in any NES game.


  • Visually looks almost exactly like the older games, which can turn off some players
  • Again, some of the robot masters are incredibly dumb. how about the robot based on a steam train, Chargeman anyone? CHOO CHOO!
  • Rush Jet isn’t nearly as useful here as it was in Megaman 3, and joining the crapfest is the new version of the Rush Coil which turns Rush into a pogostick.
  • One of the worst weapon sets in all Megaman games. A few are fun to use, but far too many stinkers make this one Megaman game you’re better to just stick with the main arm cannon.


For me personally, Megaman 5 is the pinnacle of Megaman games on the NES. The rebalanced Mega Buster makes using it much less frustrating than Megaman 4, and the great verity of stages gives it much more lasting appeal than the previous entry in the series. It came out in 1992 and by then most had stopped playing the NES Megamans, which is a real shame as even with a few issues, Megaman 5 is by far the best NES Megaman. I hope Capcom remakes it someday and retools the master weapons to be a bit better. Ah, I can dream, can’t I?


Platform: Nintendo Entertainment System, Famicom, (ported to: PS1 and Gamecube/PS2/Xbox)

Genre: Action Platformer

Release Date: January 1992

Developer: Capcom

Publisher: Capcom

Also from the developer: Megaman 2, Bionic Commando, Darkwing Duck, etc

Game Length: ~90 minutes

ESRB: N/A, but would be E

Buy/Skip: Buy

Megaman 4 Review (NES)

Posted in Megaman Classic, NES, Retro Gaming, Reviews on November 19, 2010 by satoshimatrix

A New Ambition!!

By 1991, the Super Nintendo was already out and many people were eagerly switching over to the new console and abandoning the NES. Yet, the NES would still endure into its golden years thanks in large part to due to continued support from Capcom. One of Capcom’s major titles for 1991 was Megaman 4, which they announced would not be on the Super NES as many had suspected, but still for the regular Nintendo instead. (bet it’s been a while since you last heard that term!)

This choice kept sales figures for Megaman 4 to never hope to reach those of Megaman 2 and 3, but nevertheless, Megaman 4 did sell fairly well. Looking back on it now though, is Megaman 4 worth a look or were the masses right that it should have been made for the SNES?


It is the year 2011. Megaman has been fully repaired following the injuries he sustained in the collapse of Dr. Wily’s fortress following Gamma’s destruction in his third battle against Dr. Wily. Even though they were adveresies, it is a somber time for Megaman following the presumed death of the tyrannical scientist in the collapse. Although he had sworn to defend justice, he never intended Wily to parish.

After the chaos ended and peace was restored, Dr. Light received a message from a mysterious Russian scientist named Dr. Cossack, claiming to be the greatest scientific genius in the world and having been far too long overlooked by Dr. Light. Angered and jealous, Dr. Cassock has sent his eight most powerful robots to destroy Megaman to prove his robots are better than Light’s.

As Megaman prepares to face off against the soviet robot threat, there is but one thing he is sure of – IN SOVIET RUSSIA, ROBOT MASTERS YOU!


Megaman 4 is a great looking NES game, but it adds very little that Megaman 3 didn’t do. Sprites are just as well animated as ever, mid-bosses look great and there’s now environmental effects such as rain and running water. Megaman 4 taps into everything the NES could do and produces some really great effects. You won’t be disappointed with the way it looks. In fact, had Megaman 4 been on the SNES, I’m not sure it would’ve looked as good as what was done on the NES. It isn’t the best the NES could do, but it’s aged very nicely.


New composer Minae Fuji (Ojalin) joins Megaman 3 composer Yasuaki Fujita (Bun Bun) to pump out more incredible tracks. You will find that you’ll hum many of these tracks and possibly want to seek out remixes to put on your ipod. Megaman music on your ipod? It’s more likely than you think!

Here’s a remix of my favorite track in the game, The Cassock Citadel stage 1-2 theme.


Everything from Megaman 3 is here – the jumping, shooting, even the sliding. Megaman 4 adds one new element that has since been a staple of Megaman: the Mega Buster charge shot. By holding the B button for several seconds, Megaman will charge up his standard Mega Buster up to three stages, unleashing a powerful bolt of energy equal to three of his standard plasma shots in a row.

Holding down B for only 2 seconds results in a small round shot, which would later be a “mid-charge”. In Megaman 4 though, this move is only as powerful as the regular plasma pellets, so keep that in mind when on the offensive.

The weapons for Megaman 4 are somewhat of a mixed bag. While none are as absolutely worthless as 3’s Top Spin, you’ll find a few of them are pretty poor and rarely used. The Skull Barrier is more a lot like the Woodman’s Leaf Shield from 2, except that it vanishes when it hits anything. The other fairly useless weapon is the Rain Flush, which pelts the screen with a weak acid rain damaging everything other than Megaman. As the Rain Flush does very little damage, you’ll hardly ever use it.

On the other hand, Megaman 4 also includes some of the best weapons in the series including the Ring Boomerang, Dive Missiles, and Pharaoh Shot. The Ring Boomerang travels through enemies, can grab items through walls, and is a rather powerful attack. Dive Missiles automatically home in on the closest enemy, making them extremely useful. The Pharaoh Shot is a combination of the multi-directional  Metal Blade and the charge ability of the Atomic Fire. Hold down B to amass a large ball of energy that can be thrown from 50 to 90 degree arches. Some of the weapons suck, but the awesome ones more than make up for it.


Megaman 4 controls literally identically to Megaman 3. That is as good as it gets. You will never fight with the controls.

d-pad: Movement

B: Fire
A: Jump

Start: Pause
Select: No fucntion


Megaman 4 includes the embarrassingly easy to defeat Toadman, but also the quite difficult Ringman, Pharaohman and Drillman. The difficulty of Megaman 4 is perhaps slightly more challenging than Megaman 3, but Megaman 4 is by no means an overly tough game, especially for NES standards. On a scale of 1-10 with 10 being the hardest, I’d give Megaman 4 is a 6.

Availability & Price

Megaman 4 was only ever released for the Famicom and NES. It seems to be one of the more commonly seen Megaman titles as I’ve seen it a number of times used in various game stores that don’t often get in Megaman NES games. On average, expect to pay $15-30 cart only for both the NES and Famicom versions. Alterntively, it is also on the Wii Virtual Console for 500 points. It was released for the Playstation in Japan in 1999 as part of the Rcokman Complete Works series, and the PL1 version was ported with the rest to Megaman Anniversary Collection in 2004 in North America.


Megaman 4 pioneered many concepts that would become staples of Megaman platforming for decades to follow. It is the first game to feature the Mega Buster, the basic ability for Megaman to charge his arm cannon. It marked the first game where Wily framed someone, a reoccurring theme in nearly every sequel to follow. It was the first Megaman game to make use of many cutscenes, allowed players to revisit stages of defeated robots, and marked the first to have hidden items and alternative paths through some of the stages.

There is a extremely rare gold variation of the the Japanese version that was given out to the finalist winners of the Robot Master Creation Contest held in Japan. These eight cartridges are considered to be one of the Famicom’s holy grails. The only non-privately owned copy is for sale in Akiharaba’s legendary Super Potato retro game store. The price? well, just watch this segment from Japanese gameshow Game Center CX.



  • Continues the Megaman terdition of excellent play control, graphics, audio and gameplay
  • Password system is streamlined from Megaman 3’s.
  • Some original concepts such as falling ceilings introduced here that make the game more exciting
  • More legendary Megaman music. Megaman 4 has some of my favorite chiptunes of all time, particularly the Cassock Citadel theme.
  • Relatively common and cheap to find in the wild


  • The balancing of the Mega Buster isn’t quite right just yet.
  • Some of the robot masters this time are incredibly dumb. Dustman anyone?
  • Rush Jet isn’t nearly as useful here as it was in Megaman 3
  • More useless Megaman weapons: Skull Barrier and Rain Flush
  • By and large the most forgettable of the six games on the NES.
  • The game can be beaten easily by seasoned Megaman players, but has the least replay value of all six NES titles.


Megaman 3 is where many stopped playing Megaman games, and it’s a true shame. Megaman 4 features everything that made the third game so excellent yet it starts a deja vu feeling a little too strong for its own good. The game is worth playing on its own merits, but as a Megaman game on the NES, it is perhaps the weakest of the bunch.


Platform: Nintendo Entertainment System, Famicom, (ported to: Gamecube/PS2/Xbox/Wii)

Genre: Action Platformer

Release Date: January 1992

Developer: Capcom

Publisher: Capcom

Also from the developer: Megaman 2, Bionic Commando, Darkwing Duck, etc

Game Length: ~90 minutes

ESRB: N/A, but would be E

Buy/Skip: Buy

Megaman 3 Review (NES)

Posted in Megaman Classic, NES, Retro Gaming, Reviews on September 26, 2010 by satoshimatrix

Megaman vs Dr. Wily, Round 3

By 1990, the Nintendo Entertainment System had already peaked. The Turbografix-16 and Sega Genesis were out and vastly outperforming the limited tech of the Nintendo. Still, the NES was still able to hold its own very well that year thanks to yet another batch of excellent games, most notably Megaman 3.

Even according to its own project manager, Megaman 3 was rushed.  Many ideas started for it were left unfinished and glossed over. As a result, Megaman 3 is much less polished than 2 and manages somehow to be even easier than 2 was in it’s dumbed down American “normal” mode.

All this said, Megaman 3 is remembered for being one of the best games in the series and a strong excuse why many oldschool gamers keep that NES toaster close to their television.

Does Megaman 3 really deserve all the attention it garners?


Megaman 3 has no in-game explanation of the plot. To learn it, you have to actually read the Japanese manual, as the US manual is absurdly inaccurate.

It is the year 2010. After being defeated twice, Dr. Wily claims to be a changed man, and wants to team up with Dr. Light once again to build robots to benefit mankind.

Dr. Wily and Dr. Light work together on a “peace-keeping” robot named Gamma, a massive Robot so powerful that once finished,would be able to stop anyone who tried to take over the world as Wily did. Gamma uses a special new form of power generated from newly discovered, extremely rare and valuable energy crystals.

As the two doctor’s search, they discover that there are eight energy crystals being guarded by yet another set of crazed robot masters.

Megaman is sent in once again to defeat the robots and retrieve the crystals, all the while being shadowed by a mysterious red robot that seems to only fight Megaman to test him. What is the secret to this mystery? Has Wily truly changed? What will happen when Gamma is finished?


Megaman 3 is very good looking for NES standards. Backgrounds are much more detailed than the previous two games and large enemy sprites are the norm. Megaman looks the same as always, but the robot masters this time around are all appealing to look at. Megaman 3 has some of the most varied stages of any game in the series. Gemini Man’s stage is a very cool multi-colored cavern that seems to be in space or something. It’s awesome.

The only stage I don’t understand at all is Top Man’s. It’s not Top themed at all, instead more like a greenhouse growing….something. No idea what his stage is. Maybe he’s the “top” of pot-growing? Regardless, it’s still a nicely designed stage with a cool theme.  Top Man himself though? One of the lamest bosses in the series.


Once again, the soundtrack is nothing short of amazing. Many of the tracks from the game are amongst the catchiest, most memorable chiptunes you’ll ever hear. Just like 2, many cover bands the world over remix Megaman 3. The title theme in particular just might be one of the best melodies used for any game’s title screen ever. I consider it a must-listen for anyone who is a fan of 8-bit.

A special treat for you as you read: One of my favorite arranged versions of the awesome intro sequence.


Megaman 3 plays identically to Megaman 2 – you run, shoot, jump and climb ladders. You progress through the stages fight each robot master and gaining their powers. Even by Megaman 3 this was old hat. Megaman 3 built upon Megaman 2 by adding two new features to the gameplay – sliding and Rush.

New for Megaman 3, by pressing down and B Megaman will slide, allowing him a quick boost in speed and maneuverability. In addition, sliding reduce Mergaman’s height from two spaces to one, allowing him to access narrow areas he normally would not be able to and also to avoid some attacks he would not if he were standing. As Megaman can jump out of a slide, the speed boost and the reduction in side greatly add to Megaman’s agility in battle.

The other major addition is Rush, Megaman’s robodog sidekick. Rush doesn’t directly aid Megaman in combat but rather serves the same role the three Items did in 2 in that he provides a platform for Megaman to gain access to otherwise unreachable areas. Rush has three forms: Rush Coil, Rush Jet, and Rush Marine.

Rush Coil is basically a springboard that allows Megaman to preform a super jump that Mario would be jealous of. Rush Jet is the most useful as it provides Megaman with the ability to fly anywhere on the screen, over spikes, enemies, pitfalls and just about anything else. The final form for Rush is the Rush Marine, which acts the same as the Rush Jet, but only in water. Of the three this is used the least as there are only a handful of underwater sections in the entire game.


The controls for Megaman 3 are almost identical to those from 2. The d-pad moves, B shoots, A jumps, Start pauses, select does nothing. As said above, sliding is now preformed by pressing down and B.


Megaman 3 is much less frustrating than the average Megaman game as long as you don’t use the Top Spin. This almighty useless weapon spins Megaman like a top for his arms and legs to slam into foes, but you’ll almost always collide with them causing you just as much damage. It really sucks. The level design this time around is a little easier than Megaman 2’s, especially if you make good use of the Rush Jet.

If you’re still having difficulties with the game and are playing the NES or Famicom version, Get out a second controller and some tape. Megaman 3 has a set of beta-tester shortcuts mapped to the buttons of the second controller that when held, greatly reduce the game’s difficulty.

Hold right on the d-pad of controller 2 and jump with controller 1 to preform a jump that even outperforms the boost Rush Coil offers!

Hold up on the d-pad of controller 2 and jump with controller 1 to freeze sprite frames. Not very useful, but kind of cool.

Hold up on the d-pad of controller 2 and A on controller 2 as well to completely freeze all robots on the screen including Megaman. You’ll either need a friend, a foot, or some tape to do this. This is helpful as Megaman can still fire even though he can’t move, but your enemies can’t do anything.

There are a number of other tricks for the game, but these are the most useful, and then of course there’s Game Genie…

System availability and price

Rockman 3 on the Famicom usually runs about $25.

Megaman 3 on the NES goes for around $15

It is also on the Wii for 500 points.


No ESRB at the time, but today it would be E. This is a great starting game for casual Megaman fans as it is by far the easiest title, even without exploiting the second controller tricks.


While Keiji Inafune has never directly said so, it’s pretty obvious the insperation for Megaman’s sidekick robot dog Rush came from Friender, the robo-dog sidekick to Casshern of the 1973 anime series Neo-Human Casshern. You just need to watch the opening sequence for that anime to see the influences.

In an interview with Nintendo Power in the October 2007 issue, series creator Keiji Inafune explained that he was disappointed with: “…what went into the game and what was behind the release of the game.” He also stated that he was forced to put the game out before he thought it was ready and during the game’s production, the developers lost the main planner, so Inafune had to take over that job for completing the game. Inafune concluded, “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 (Capcom) said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different.”

Evidence of the game’s rushed devolopment cycle are everywhere in Megaman 3, but I’ll narrow them down to a few key examples.

Exhibit A: The lack of an intro

Megaman 3 is the only NES game other than Megaman 1 to completely lack an introduction sequence. When you turn on the power, the titlescreen simply appears without explaining the story at all. The game features a brilliant titlescreen theme that plays for nearly a minute before looping, but the only way to hear all of it is to simply put the controller down and stare at a static titlescreen.

Exhibit B: Protoman

In Megaman 3, Protoman appears in front of Megaman several times, at first hiding his true identity by wearing a Sniper Joe-like mask and using the name “Breakman”. As you fight him each time, the game does nothing to explain what’s going on, or even who Protoman is at the end of the game. To me, this is a big sign of a rushed development.

Exhibit C: Musical cues suddenly get cut off

There are a few tracks that normally get cut off unless you preform the up and A trick with the second controller. The first is Protoman’s whistle. Normally only the first part will play and then cut out. The second example is Dr. Wily’s theme on the mapscreen. Again, it cuts off at roughly only half way through it. The final example is the worst.

After the mysterious shadowy figure that had been watching Megaman throughout the game saves him at the end of the game, the full version of Protoman’s theme plays as each Dr. Light Number robot scrolls by the screen.  The full Protoman theme is a treat to hear, but it gets cut off right in the middle! What the hell Capcom?!

Exhibit D: Unused sprites and other oddities in the ROM

Megaman 3 is teeming with unused sprites, only discovered through modern NES compilers and hex editors. In Gemini Man’s stage, there was originally to be a large Saturn-like planet in the background that would shimmer in multiple colors. Other examples include a Magnet Missile sprite as the Magnets turned on an angle, something that does not occur in the final game.

There are many other examples. If you are curious, you can read all the examples discovered here:

Even given its raid development shortcomings, Megaman 3 ending being a huge hit for Capcom when it was released in 1990, outselling nearly every other third party game that year. The wild success of two Megaman games in a row assured Capcom that a fourth would also sell well, so development of Megaman 4 was quickly scheduled, but the soon to be released Super Famicom would serve as a large growing pain for Megaman…



The addition of the slide greatly increases Megaman’s agility and is a lot of fun to use

Password system returns

The longest Megaman game ever made at 21 stages.

More classic Megaman tunes and one of the best titlescreen themes in videogame history


Almost complete lack of an in-game story. That opening sequence music is AMAZING, but the only way to hear it is to stare at the static title screen.

Many other musical oddities you cannot hear without special means, such as Protoman’s whistle playing part way, the Wily theme, and the epilogue. These tunes all get strangely cut off mid way through.

Far too easy.

The Top Spin sucks


To me, the constant debate if Megaman 2 is better than 3 is irrelevant. They’re both must own, must play games that have timeless appeal. Megaman 3 is the first game where the US boxart even slightly resembles the blue bomber! As they say, third time’s a charm. Will Megaman 4 best it? Find out next time!


Platform: Famicom, Nintendo Entertainment System

Genre: Action Platformer

Release Date: September 28, 1990

Developer: Capcom

Publisher: Capcom

Also from the developer: Megaman 2, Megaman X, Street Fighter, Bionic Commando

ESRB: N/A, but would be “E’

Buy or skip: Buy
Bonus content

Here’s some Megaman 3 beadsprites I made a while bac. Hope you enjoy!

and the robot master select screen

As if I needed another reason to love Megaman 3, I found this randomly on google image search.

Enough said.

Megaman 2 Review (NES)

Posted in Megaman Classic, NES, Retro Gaming, Reviews on August 16, 2010 by satoshimatrix

Quite possibly the best Megaman game ever made

Just how many Megaman games have there been throughout the years? I’m not even sure series creator Keiji Inafune would be able to easily answer. For the past two decades, the iconic blue-clad hero has appeared on every major console in some form and there have as many as six spin-off series based on the classic one created two decades ago.

How did all of this come to be? Despite all Capcom’s efforts, Megaman 1 was only moderately popular in Japan, and in the US it was hampered my the epitome of terrible boxart and needed to be noticed by word of mouth alone. Megaman 1 didn’t even get much coverage from gaming magazines.

Somewhere along the line, Megaman picked up.  The series had become popular and successful enough to warrant sequel after sequel. That point was here.

Megaman 2 is so refined it’s often considered to be the best in the entire series, even though it’s only the second title. It’s been featured in many top NES games lists, and it’s been ROM hacked almost as many times as Super Mario Bros. has.

Does Megaman 2 still hold today?


In the year of 200X, Dr. Light created a super robot named Megaman. Megaman defended peace and defeated the evil desires of Dr. Wily, whom had betrayed Dr. Light, stole six of his robots and tried to take over the world.  However, after his defeat, Dr. Wily has created eight new robots of his own to counter Megaman. He’s sent his robots across the globe with orders to destroy Megaman.

While perhaps not quite as good as the plot of the first title, Megaman 2’s prologue is still one of the most memorable and enjoyable cutscenes in all videogame history. It’s a simple story of revenge. Wily’s robots are out to eradicate mankind. What’s a super robot of justice to do? Suit up, prepare to fight, and blast everything that comes your way. Protector of justice vs. evil robots bent on killing? This means war.


At first glace, Megaman 2 appears to look no different than the first game. Megaman’s sprite is reused as are some of the tile set. Lazy right?

A closer look will reveal the sequel has far superior graphics. With an increase of memory, every stage features unique challenges and enemies that often will not reappear anywhere else in the game. And this is on the NES.

The depths of the ocean floor in Bubbleman’s stage offer giant angler fish that spawn robot squid. Woodman’s stage is filled with robotic fire-breathing dogs, menacing rabbits, swooping bats, dive bombing birds mechanical monkeys and nearly invincible robo-chickens. Metalman’s stage is full of conveyor belts, chained spikes and all manner of metal hazards to avoid.

Don’t stop in Quickman’s stage for long or laser beams will send you to the scrap heap. These deadly lasers are fast and indestructible,but the Flash Stopper can freeze them in place long enough for you to slip by. Airman’s stage is high in the sky, with some of the best looking clouds in any eight-bit game. There’s so much to see that once you finally do see it all, you’ll want to see it again and again.

The game is colourful and bright, every character animates with almost cartoonish motion, and even today it’s a blast to look at. Like the first game, Megaman 2 holds up well as one of the best looking games produced for the Famicom.


Megaman 2 is quite arguably the crowning achievement of sound design on the Famicom. I’m going to go out on a limb and say Megaman 2 has the best soundtrack of any game produced for Nintendo’s 8-bit console. Every song in the game is memorable, catchy, distinctive, and downright fun to listen to. This is the NES at it’s best, and one of the prime reasons chiptune music is so popular today.

The depths of the ocean in Bubbleman’s stage leave the player with a feeling of loneliness and purity. The fast paced drums of Woodman’s stage give the impression that the forest is alive with robots and what you’re hearing is actually a war march against Megaman. Quickman’s stage is a secret tower where sounds of instruments going off in the background meld together to create a unique and otherworldly sound.

None of these tracks of course compare with Dr. Wily’s castle music. It is a legendary chiptune that never EVER gets old. Hundreds of videogame cover bands worldwide devote segments to the soundtrack of this game. One in particular are called the Megas. They go so far as to devote their entire existence to the Rockman 2 soundtrack, performing lyrical covers of the songs found in this game. It’s just beyond awesome.


Megaman 2 is a platformer-shooter, just like the first game. Megaman must defeat a series of bosses (now eight instead of six) before challenging the evil Dr. Wily.
After defeating each boss you gain their powers. Expanding on this, some bosses also now bestow a particular item for Megaman to command. Item 1 creates steps that slowly travel up the screen, Item 2 creates a sled that speedily travels horizontally in a straight line and item 3 creates a stepladder that travels up walls like a spider.There are points in MM2 that require the use of these items in some spots.

As well as these additions, Megaman 2 introduced the Energy Tank, a single use cure-all that restores Megaman’s energy to full strength and can be used at anytime, including all boss battles.

There are some points where special walls prevent progress, and can only be destroyed by use of the Crash Bomb. Megaman 2 is one of the only Megaman games to feature alternative paths through stages in this way.

Once again , every robot has a strength and weakness to one of the others, like in Rock, Paper, Scissors.

Establishing which robot is weak to which weapon is half the fun of defeating them. Here’s all the weapons in the game:

Megaman: Megabuster – Megaman’s default weapon. Fires up to three high energy plasma shots horizontally. Does decent damage to almost all enemies in the game.
Airman: Air Shooter – three cyclones of air form mini-tornadoes that rip though enemies as they travel up and off the screen.
Crashman: Crash Bomber – fires a time bomb explosive, capable of destroying certain walls and casing severe damage to neighboring enemies.
Metalman: Metal Blades – metallic gears sharpened to saw blade standards and hurled at enemies at great velocity. Easily the most powerful weapon in the game.
Bubbleman: Bubble Lead – whether you think “lead” refers to the fact that it follows (leads) or lead as in the substance we don’t want to find in toys made in china, this weapon is a bubble that travels along the floor, allowing Rockman to spot pitfalls and damage enemies the Rockbuster may miss.
Heatman: Atomic Fire – Fires a molten hot fireball at foes. The only weapon capable of charging up, at full blast it can take out nearly anything with one hit.
Woodman: Leaf Shield – A barrier surrounds its user protecting them from any harm as long as the user remains stationary. The moment they move, the shield is hurled at the enemy as a weapon.
Flashman: Time Stopper – A unique weapon that stops time, freezing all enemy movement while allowing Rockman to keep moving. When in use Megaman can’t fire, and only certain enemies are damaged by its time-freezing effects.
Quickman: Quick Boomerangs – Fires a succession of boomerangs, this weapon is actually very similar to the Metal Blade, just not as powerful.


Megaman 2’s controls are tight and well executed. The + pad moves Megaman seamlessly, B fires, A jumps, Start brings up the change weapon menu (and pauses the game) and Select toggles though a list of options on menus the same as the +pad.

Fun Factor

With refined amusing characters, amazing graphics, spectacular sound and solid gameplay, Megaman 2 is a game you’ll want to return to over and over. This is easily the most approachable game in Capcom’s long running series and its popularity today is a testament to the appeal this game processes.


Though it’s the easiest game in the series, Megaman  2 can also be the most frustrating. There are several key points in the game that require you to have enough weapon energy for a certain point in order to proceed, such as about midway though the first Wily stage that forces you to use Item 1.

Many complain about the high degree of difficulty getting though Quickman’s stage of laser death beams, and most everyone moans at running out of Crash Bombers, the only weapon that damages the wall sensor boss in the third Wily stage. However frustrating as the game can be, with careful planning and conserving weapon usage, these problems do go away with practice.

The Energy Tanks take away much of the worry of running out of lives during boss battles. One thing to note is that the Japanese version of Rockman 2 does not have a difficult selection as NES Megaman II does.  The game is played on “Difficult” mode at all times.  However, Rockman 2’s difficulty is nowhere near as high as some other Famicom classics such as Ninja Ryukenden.

System availability and price

Megaman 2 is available on a wide array of consoles including the Famicom and NES, Genesis, PSX, Gamecube, PS2, Xbox, PSP and Wii Virtual Console.

The Famicom Rockman 2 goes for between $20-35.
The NES Megaman goes for about $15-20.
Rockman Mega World for the Genesis goes for between $20-50.
If you want to track down the Playstation’s Rockman Complete Works, be prepared to spend over $100.
The Gamecube, PS2 and Xbox Megaman Anniversay Collection discs run around $10-15.
And the Wii VC version is of course, 500 points.
Megaman 2 is even on the iphone!


Everyone – Megaman 2 is the most casual friendly game in the series. Newcomers should play Megaman 2 before any other Megaman game in my opinion.  The ESRB was still years away from existing when the game was made, but it would carry an “E” rating today.


As crazy as it is to think about, Megaman 2 almost never happened. Since Rockman wasn’t very successful, Capcom had its design teams work on new projects, abandoning the idea of a sequel. However, Inafune and his team were so passionite about creating a sequel, they worked on the development of Rockman 2 as a side project. Rockman 2 was a true labour of love that the team worked on quite literally in their off hours. The total development cost for Megaman 2? $0.

On a side note, once again, Megaman 2’s US boxart is laughably bad. Megaman resembles a human police officer more than he does a robot. Ah well. At least he’s blue this time. Strangely, the European cover, which was so accurate for the first title, now shows Megaman as a shiny silver tin man out of a 30’s science fiction flick. The Japanese cover looks pretty good, but it was greatly improved in the 1999 Rockman Complete work remake.



Megaman 2 is better than the first in every way. The graphics are more detailed and more color is used, the sound team truly outdid themselves creating one of the greatest soundtracks ever, and even the gameplay was expanded upon and new ideas introduced. From the additions of the mid-bosses to the password save system, Megaman 2 a giant leap forward for the series and set a standard for NES games to strive for…and did it all in 1988.

Megaman 2 can be quite unbalanced. The Metal Blade is frankly overpowered, and you can carry 128 of them at once and no boss in the game requires you to use it. By contrast, you can only carry 9 Crash Bombs, and the damn Wall Sensor boss in Wily’s stage 3 requires the Crash Bomb to not only defeat the boss, but also to destroy the walls protecting each sensor. I hate this boss.

Other than that, Megaman 2 is an excellent game.


Megaman 2 is a legendary game and is one of the the best reasons to own an NES, even today. Sure the game is on pretty much everything, but this is one game you should pull that NES out from the closet and hook up to enjoy to this day. From the way it outclasses the first game to the beautiful, almost emotional epilogue, Megaman 2 is and will very likely always be the best Megaman game ever made. Get it.

Megaman 2 is my favorite game of all time.


Platform: Famicom, NES

Genre: Action Platformer

Release Date: 1988

Devoloper: Capcom

Publisher: Nintendo

Developer’s notable other works: Street Fighter series, Resident Evil, Bionic Commando, Ace Attorney

ESRB: N/A, but would be E

Buy or skip: Buy


Use Metal Blades almost all the time. Not only are they effective against almost every enemy and can be thrown in eight directions and pass through walls, three blades can be fired using up just one unit of energy.

As Rockman can carry 52 units for each special weapon, this means he can fire the Metal Blade 156 times without picking up any weapon energy recharge capsules, of which you are sure to. This basically means you’ll never run out of Metal Blades!

Examine situations closely. Correct usage of the three Items Megaman conceals is both helpful and necessary to get through some portions of the later levels.

If your weapons energy is low, stick around an area where small enemies respawn every few seconds. This can allow you to regain all lost energy quickly and you might even score in an extra life or two! This process is generally referred to as “farming”.

Be mindful of where to place your Crashbombs during the battle with the Wall Sensor boss in the fourth Wily stage. You need to use at least seven bombs and you can only carry nine. There is no way to replenish your supply if you waste them during the fight except to die, restart halfway through the stage and hope you destroy enemies that drop large weapon’s energy and try again. The walls will return each time you face the boss, so make sure to replenish your supply each attempt.