10 Will Get You 10: Megaman 10

Highly anticipating its arrival, I was quick to nab the newly-released Megaman 10 off of WiiWare. After some hard-fought battles, I have emerged victorious and I am now here to tell my tale and give what the fleshnoids call “impressions.”

Just like its immediate predecessor, the 10th game in the classic series is a retro remake, resembling the 8-bit, pixelated style that was once necessitated by technology limitations of the NES era but now exists as a stylistic choice. The wait between games wasn’t nearly as long as the period between games 8 and 9 (which is even longer if you’re counting from the last NES release, 6), so its arrival isn’t quite as impactful, but a welcome addition nonetheless.

What can be said about Megaman 10? Well it’s frustrating, for one, but you already knew that. So did Capcom. That’s why they put in an Easy Mode. But my foolish pride would not let me play Easy Mode, though it was still weak enough to make me succumb to purchasing Energy Tanks to make the trip through the game less aggravating at certain points.

One interesting feature of 10 is the range of playable characters available. Megaman of course is there, and this time Protoman is available from the start instead of being a $2 download. Megaman can’t slide or charge his shots, but has more health than Protoman who can use those techniques, who also sports a new, larger shield than in the previous game. Not content to let the whole “paid downloadable content” thing go, they’re providing a third character in the form of Megaman’s Dr. Wily-created rival, Bass. The angry, villainous Megaman counterpart apparently has the ability to rapid-fire in seven directions, and will be available for purchase on April 5th, 2010. It should be noted that this is the first time that Bass has made a full appearance in 8-bit form, and I must say that his design doesn’t exactly translate well to the NES graphics, especially because he was designed in the SNES era, possibly to take advantage of the technology of the time.

Speaking of which, Bass isn’t the only character to get a retro “downgrade,” but I won’t say anymore.

Megaman 10 bears a lot of resemblance to Megaman 9 in terms of the way stages are laid out, which I think is both a good and a bad thing when compared to the original NES games. In the original games, stages were a series of hazards that came one after the other, getting more difficult along the way overall, but still providing the occasional run-and-gun moments. The recent remakes however, but especially 10, treat the level as almost a puzzle of sorts, where it introduces a basic gameplay concept earlier in the stage and then has you use it later. This is a welcome sophistication which would be all good except that the game is poor at giving moments of respite to you the player.

Let’s look back at (almost) everyone’s favorite, Megaman 2, particularly the Crashman level. The stage is well-designed, but it has no real “gimmicks” to it, and there’s not much danger of falling down a deadly pit. It’s mostly an empty stage but it’s still fun. Compare that to any of the levels in 10, which will consist of tons of enemies attacking, crazy traps, and other such obstacles, and 10 stands as a more exhausting game overall. Again, still fun though.

If you’re really masochistic, there’s a Hard Mode once you beat the game on Normal. I’d personally avoid it, but I hear that the bosses get new attacks in Hard Mode, so I’m highly tempted to work my way through it.

Speaking of the bosses, all of whom can be seen here, I consider them successes on both a gameplay and design level. The bosses are difficult opponents, some significantly moreso than others, but none of them seem outright unfair. Each of them has an effective strategy that can be broken down (or at least worn out via attrition, i.e. Energy Tanks), but it takes time to learn their patterns and tendencies. Some Robot Masters, such as Blademan, primarily fight by reacting to Megaman’s movements, while others such as Pumpman kind of do their own thing. What’s also a nice touch is that having the Robot Master’s weakness isn’t always enough; you have to know how to use it as well. For example, the boss weak to Commandoman’s Commando Bomb is not weak to the projectile itself, but the shockwaves it generates on impact, and in defeating Nitroman with the proper weapon you have to exploit his motorcycle form. It’s a really nice touch, I think. Better yet, once you engage each boss in battle, you get the ability to face them over and over again in the new “Challenge Mode.” As someone who loves bosses in video games but especially Megaman, this is a dream come true.

As for the visual design of the Robot Masters, I think they make perfect sense when you realize that they’re not designed to be Dr. Wily’s minions but rather just random robots that went berserk because of a virus. They’re mostly non-threatening because they’re supposed to seem harmless. Even the most dangerous-looking ones, Blademan and Commandoman, are a museum robot and a minesweeper, respectively.

9 has catchier tunes and better aesthetics overall I think, but Megaman 10 is overall a very fun game and no slouch in those categories either. It’s less difficult than its prequel in certain respects but also much more difficult than others. Again, it’s not quite as big a deal as 9, but it’s got that classic crisp Blue Bomber action, and the ability to fight just the bosses is a very welcome addition, in my opinion making Megaman 10 very much worth the $10, even if it makes you want to punch someone every-so-often.

Stealthman

This time in my own personal attempt at creating a set of Robot Masters I present to you Stealthman.

Stealthman, unlike Novaman, is not a product of my youth as an avid gamer but rather a recent idea. His gimmick, like all Megaman bosses, is in his name and as such I incorporated “stealth” design elements acccordingly.

The key features of Stealthman are the tapered edges all along his body, as well as his thin limbs which are unusual as far as Megaman bosses go. All of this is based on the principle that stealth aircraft are thin to avoid detection and lack rounded edges because those bounce back radar signals more easily. Now I know his design isn’t actually stealth-worthy what with him being a robot whose head is jutting out and all that, but it was more to give him the trappings of stealthiness. Also, if you’re wondering about the feet, he floats.

In battle, Stealthman would naturally cloak himself to avoid detection and then shoot bombs at you. Out of those two weapons, Megaman would be getting the “Stealth Cloak.” With it, Megaman would be able to slip by those enemies which tend to react to his presence, such as Mettools and any homing weapons. It would drain meter similar to Flashman’s Time Stopper except you’d be able to switch out of the weapon at any time. Megaman would be able to still fire while Stealth Cloak is in effect, but perhaps at a reduced capacity.

As for the sprite itself, it took quite a few tries in terms of color scheme to really match up to the drawing I made, but I think it turned out well in the end.

Novaman

I’ve been on a bit of a Megaman and, by extension, a Megaman sprites kick recently, but it’s been a while since I actually designed an original sprite.

Here is Novaman. His power: Nova Spark. He’s actually based on a design from when I was a little kid, except back then he looked like a total Metalman rip-off. He had the same face, a fireball instead of a blade on his head, same color, everything.

I designed his left arm to be different from his right arm because the right one shoots normal shots while the left one is attached to the compressed star you can see in his chest, and is the arm which releases the Nova Spark. The attack itself would be a slow moving projectile which gets bigger and bigger until it collapses and explodes.

One thing to keep in mind when designing Megaman boss sprites is to realize just how few colors are actually used in the sprite. Novaman here, aside from the necessary black (for the outline) and white (the eyes), only uses red and blue distributed throughout his design in a versatile manner.

Oh, and for those who missed it, here’s some of the stuff I’ve posted previously on the subject.

Garbageman Animation

Sprite Analysis

Megaman PC Robot Masters

Megaman 10 Robot Masters (Clean-Up)

Megaman 10 Robot Master Analysis

I Was Right About the Megaman 10 Robot Masters

A few days ago I made a post about how the eight primary bosses of Megaman 10 looked quite different from their predecessors, most of which were in-story creations of either Dr. Light or Dr. Wily, and thus felt that these new robots were the work of neither. What I did not know was that the magazine which announced the eight robot masters, Coro Coro, also included basic information about them, and it turns out that all of them are robots who had normal jobs who were then affected by a virus which made them go berserk. In other words, none of the Robot Masters were designed by Wily or Light, and  my suspicions based on their designs turned out to be true.

“Congratulations,” I said to myself as my right arm patted my left shoulder, “You figured out a plot point in a game meant to evoke the nonsense plots of the NES-era.”

Megaman 10 Robot Master Analysis

These are the 8 Robot Masters of the recently announced Megaman 10. If you haven’t seen their sprites yet, you can consult my post from yesterday. As promised, I will be talking about their designs more today, laying out what I feel are key aspects of the latest set of eight.

When I look at the bosses of Megaman 10 I can sense a difference between them and their predecessors. While the game’s designs are still in-line with the overall classic Megaman aesthetic of cute and simple anime-style characters, there’s a consistent theme throughout their designs which only occurred sparingly in previous Megaman games.

The most prominent one is that the descriptor in their name dictates a lot more of their design in general than in previous games. Strikeman’s torso is designed to look like a baseball. Commandoman is a tank on legs. Sheepman needs no explanation. The properties that define them are more explicitly incorporated into their designs. The closest we get to more orthodox designs are Solarman and Chillman, and even they have somewhat unusual bodies.

While you have a few Robot Masters from previous games which do follow this trend seen in Megaman 10, such as Heatman having a Zippo Lighter for a body, they’re more the exception than the rule. When you compare Metalman to Blademan, Metalman is merely adorned with sharp spinning blades, whereas Blademan has swords for arms and a sword for a head.

Overall, these robots do not look quite like any bosses from the past. They do not resemble any of Dr. Light’s designs, nor Dr. Wily’s or Dr. Cossack’s. I think this is intentional. My suspicion is that, in actuality, none of these Robot Masters are Dr. Wily’s, and that they’re coming from another source entirely or from multiple different sources. In a way, they remind me of Megaman 6 because that game also had Robot Masters who didn’t seem all that Wily-esque, which made sense seeing as all of them were supposed to have come from different countries.

So I’m throwing it out there: I don’t think Dr. Wily is responsible for the Robot Masters in Megaman 10, and in fact I bet he was planning to attack with his own set of 8, but his minions also got affected by the “Roboenza” virus. That doesn’t mean he won’t be the villain, but I think it’ll be more him taking advantage of a bad situation. Or maybe once you figure out the cause of Roboenza and find the cure, then he’ll make his move.

Megaman 10 Robot Master Pixelization

The 8 Bosses of Megaman 10 were announced recently, and IGN had the courtesy to showcase both the character art and the sprites. The only problem is that they saved the sprites as jpg’s, and in doing so reduced some of the quality of the sprites. Wanting to see how they “really” look, I decided to reverse-engineer the sprites based on those screenshots and such, and in doing so I developed a greater appreciation for them than I had previously.

As a disclaimer, while I used an NES palette to determine colors, I was not able to 100% figure out the colors for the sprites based on the source jpg’s. If anyone knows the proper colors, please tell me so I can fix them.


Blademan


Solarman


Sheepman


Commandoman


Pumpman


Strikeman


Nitroman


Chillman

Upon closer look, I’d say there’s something very interesting and different about these designs compared to previous Megaman games. I’ll go in-depth into my thoughts about these new Robot Masters tomorrow, so for now just enjoy the pixeled goodness.

Obscure Robot Masters Makeover Part 1

Continuing with my Megaman fever as the result of the announcement of the 10th game in the main series, I’ve gone back to making NES boss sprites for the fun of it. You might recall that last year around the time Megaman 9 came out, I had created a sprite for a design from my childhood, Garbageman. This time around however, I’m working with “existing” Robot Masters.


Above you’ll see the three Robot Masters from the really awful DOS Megaman game for the PC and then my sprites based on them below. These bosses, from left to right, are Sonicman, Voltman, and Dynaman. The game was licensed by a company called “Hi-Tech Expressions” from Capcom in the 1990s and was released only in the US. The biggest challenge here was trying to get them to actually look in line with the bosses from the NES games while also keeping them faithful to their original designs as well as actually looking good.

And if you’re unfamiliar with how awful the DOS version is, a gameplay video can be sampled below.

My next round will be the bosses from the PC Megaman III game. Personally, I can’t wait to tackle “Sharkman.”

EDIT: Actually, one more thing.