Of course, that logic became meaningless in the later games in the series. Each boss was weak against a certain other boss's weapon - though the distribution of power was not always completely logical. When you killed bosses, you gained their power - although sometimes that power was shrunk and weakened to fit into Mega Man's little gun. The Bosses and Weapons Welcome to the magic of Mega Man. The ending contained the classic paradox that sent the world of modern philosophy on its head - "Fight, Mega Man! For everlasting peace!" Of course, he escaped the grasp of justice in time for a sequel. Wily levels, wherein you had to kill the bosses again (get used to it), huge, nasty and slowdown-ridden blob enemies, and finally come down hard on Dr. For now, content yourself with the basic gameplay elements.) After you vanquished the six bosses (perhaps with the elecbeam pause trick, a cheat for massive damage particularly effectual on large bosses) you gained access to the Dr. (Further down we'll examine the developer's creativity and where it eventually failed.
They didn't really have to come up with totally unique stage names the first time out, as the series was new in the first place, and the characters were just then being introduced. Gameplay You dropped your google-eyed hero into any one of six stages of your choice - Bomb Man, Fire Man, Ice Man, Guts Man, Elec Man, or Cut Man. And now you understand why Guts Man isn't called Rockman! Later we learned that the boring title and lackluster art were workarounds to the peculiar title of the Japanese original Rockman and the then-taboo anime-style artwork that adorned its cover. The largely nonlinear gameplay and the innovative idea of stealing the weapons of defeated bosses were what earmarked this series for longevity. Wily, opened up an interesting can of worms for Capcom. Thomas Light to end the plague of rebelling construction robots liberated and controlled by his renegade assistant, Dr. Mega Man, the tale of a boy robot forged by Dr. The Basics In 1987, Capcom introduced a game to its lineup with an uninspired title and totally appalling box art. Mega Man (Rockman in Japan) System: NES (Famicom), Reissued 1999 PlayStation Released 1987 There's still one thing they have in common-each is a part of Mega Man history. The bulk of Mega Man's games were good, a few were great, and some we'd rather not discuss at length. Join us as we take a look back at the myriad games of the Mega Man legacy, some of which, unfortunately, stayed in Japan and some of which, unfortunately, did not. Though the classic Mega Man line lies dormant, for now, the mega mythos continues to expand with a seventh game in the Mega Man X series, the now established alternate-reality Mega Man Battle Network titles on the Game Boy Advance, and the budding X-related spin-off series Mega Man Zero. Mega Man recently celebrated his 15th anniversary, and the Blue Bomber is showing no signs of giving up the fight for everlasting peace. The true breakthrough would come with Mega Man 2.
Victimized by arguably unattractive interpretive artwork (a fate that persisted for years to come), the game was a sort of low-key success.
Capcom, as a developer, was already prolific with the system and had a crop of excellent games (Ghosts 'n' Goblins, Trojan) under its belt by the time it released Mega Man. In 1987 the NES was a hot commodity, and consumers flocked to the console in droves. True to form, Capcom has milked this series for all it's worth it's a great one - and the company's most important pre-Street Fighter property. A robot built to fight for justice, Mega Man stood for intense, original action platforming on the Nintendo Entertainment System. At the same time, Rockman was slipping onto Famicom systems in Japan - same blue underpants as Mega Man's but sporting a different name and a more attractive, or perhaps more marketable, cover. In 1987 Capcom introduced what would prove to be one of its most popular characters worldwide - and despite what has been universally called the ugliest box art of all time, Mega Man began to catch on in the US, whose game market is decidedly different from Japan's.