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NES box art for Mega Man, the cover of NEStalgia episode 88

088 · MEGA MAN

▶ Game info
VerdictEssential
SeasonSeason 3
DeveloperCapcom
PublisherCapcom
October 4, 2019 · 2 hr 23 min · transcript available

It's MEGA MAN versus the powerful leaders and fighting forces of Monsteropolis - that strange multi-layered land of robot-like Humanoids created by the wrongly-performed experiments with human beings by Dr. Wily. FOR MORE NESTALGIA as well as show notes and links check out www.NEStalgiacast.com

Our verdict: Essential

Mega Man is the first game in this run that felt like it came out of nowhere with a formula already figured out. You pick your own level, steal your enemies' weapons, and use them against the next boss, and none of the games before it had anything like that. It's frustrating in places, and it made all four of us question our skills, but all four of us voted it onto the Essential Games List.

What makes it essential

  • Pick your own route. You choose any of six Robot Masters to start with, and the order matters. Each boss gives you a weapon, and each weapon changes how the other stages play. The game only starts you on Cut Man because the cursor is there. We each started in a different place, which gave us the kind of word-of-mouth stories we liked in Zelda.
  • Levels built like combat puzzles. Enemies sit in fixed places, so every screen has a solution, and you can learn it. Series programmer Akira Kitamura said he set rules for placing enemies: waves of the same kind, one attack type at a time, difficulty shaped by the terrain. We compared it to the difference between Castlevania and Karate Kid. When we died in Mega Man, we could see what we'd do differently next time.
  • Nintendo hard, in a good way. It's difficult but mostly fair, and the more time you spend with it, the easier it gets. A lot of what we said about it came back to that.
  • Weapons you actually want to use. The Elec Beam fires in three directions, hits hard and makes the game slow down in a way that feels crunchy and good. Cut Man's cutter is a boomerang-like arc that works well on ladders, and Guts Man's boulders can kill Cut Man in two hits. Ice freezes the fire in Fire Man's stage, and having it makes that level a different level.
  • Controls. The jump is serviceable, not as expressive as Mario's, but it's the purest run-and-gun we've played so far. Mario with a gun, essentially.
  • Presentation. Boss portraits on the select screen, the warp-in at the start of each stage, the tunnel with a door before every boss, the freeze-frame as you cross it. After a lot of bare-bones menus, it was good to see design coming out of the janky ooze.
  • The music. Every track is a proper track with real length, and it's among our favorite NES soundtracks so far.

Where it's rough

  • The Magnet Beam. You can only get it by going back to Elec Man's stage after beating Guts Man, and the game never tells you. It's in the manual, on page one, under the "helpful game playing hints". We all missed it on our own, and once we found it, it turned out to be so strong it can skip half the game.
  • Ladders and cheap spots. Getting hit on a ladder drops you back down, and the enemies on the sides keep coming. Disappearing-platform sections punish you for a single frame. Enemies respawn the moment you scroll slightly off screen, which undercuts the whole idea of careful placement.
  • Pause and weapon switching. Swapping weapons goes through the Start menu, which stops the action and discourages you from using more than a couple. We also hoarded weapons for bosses, which is the wrong instinct.
  • A cheat anyone can find. Hit Select to pause on the frame a hit lands and you can tap it to register extra hits, so a boss can fall in a single blow. Once you know, it's hard to stop.
  • The Wily Fortress. It's four hard stages in a row with no way back to level select, and the game has a few too many repeat bosses. Cut Man and Elec Man show up again in plain square rooms, with a trap door and no ceremony. The Yellow Devil takes about seven dodges of a dozen pieces, and you restart the whole level after you lose.
  • Weapon balance. We rarely used Bomb Man's or Guts Man's weapons, and the bomb is only good against big enemies.

Beyond the game

The North American box art became a joke of its own: a man in a costume holding a regular gun, in a pose that looks like he's riding an invisible horse. We heard the designer had one day to make it. The Japanese game is Rockman and the story was changed to take place in "Monsteropolis", with Dr. Light renamed Dr. Wright. Kitamura said Cut Man was the first thing designed, and that he was meant to be the hero, with scissors on his head. The first Mega Man game also helped lead to Mega Man 2 through 6 on the NES, the Game Boy games, Mega Man X, Powered Up on the PSP and Wily Wars on the Genesis.

The bottom line

Essential. It's a flawed first draft of a great series, but the structure is clear from the first stage, the controls and music are strong, and the challenge keeps pulling you back. Mike said he fully expects to revisit the vote once Mega Man 2 arrives. All four of us voted it onto the Essential Games List.

Written from our conversation in this episode.

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