Mega Man (video game)
Mega Man | |
---|---|
PAL region box art | |
Developer(s) | Capcom |
Publisher(s) | Capcom |
Director(s) | Akira Kitamura |
Producer(s) | Takashi Nishiyama |
Programmer(s) | Nobuyuki Matsushima |
Artist(s) |
Yasuaki Kishimoto Naoya Tomita Keiji Inafune Akira Kitamura |
Composer(s) | Manami Matsumae |
Series | Mega Man |
Platform(s) | Nintendo Entertainment System, PlayStation, mobile phones, Android, PlayStation Portable |
Release date(s) | |
Genre(s) | Action, platform |
Mode(s) | Single-player |
Mega Man, known as Rockman (ロックマン Rokkuman) in Japan, is a 1987 action-platform video game developed and published by Capcom for the Nintendo Entertainment System (NES). It was directed by Akira Kitamura, with Nobuyuki Matsushima as lead programmer. The first game of the Mega Man franchise and original video game series. Mega Man was produced by a small team specifically for the home console market, a first for Capcom, who previously focused on arcade titles.
The game begins the struggle of the humanoid robot and player-character Mega Man against the mad scientist Dr. Wily and the six Robot Masters under his control. Mega Man's nonlinear gameplay lets the player choose the order in which to complete its initial six stages. Each culminates in a "Robot Master" boss battle that awards the player-character a unique weapon.
Critics praised Mega Man for its overall design, though the game was not a commercial success. Mega Man established many of the gameplay, story, and graphical conventions that define the ensuing sequels, subseries, and spin-offs. The game has since been included in game compilations and rereleased on mobile phones, console emulation services. It received a full 3D remake titled Mega Man Powered Up in 2006.
Plot
In the year 200X, robots developed to assist mankind are commonplace thanks to the efforts of renowned robot designer Dr. Light. However, one day these robots go out of control and start attacking the populace, among them six advanced humanoid robots made by Dr. Light for industrial purposes: Cut Man, Guts Man, Ice Man, Bomb Man, Fire Man, and Elec Man. He realizes the culprit is his old rival Dr. Wily (who plots to take over the world), but is unsure of what to do. His helper robot Rock, having a strong sense of justice, offers to be converted into a fighting robot to stop Dr. Wily's plan, becoming Mega Man.[10] In time, he defeats the six robots and recovers their central cores, then confronts Dr. Wily within his Pacific-based robot factory (which happens to be mass-producing Light's robots). After a final showdown, Wily is defeated and Mega Man returns to his family.[11]
The initial Western release of the game, while keeping the basic plot the same, significantly changed some details from the original Japanese manual. In this version, Dr. Light and Dr. Wily (here Light's assistant turned disloyal) co-create the humanoid robot Mega Man[12] alongside the six advanced robots, each of whom were designed for the benefit of Monsteropolis's citizens[13] (no such place existed in the original plot). Dr. Wily grows disloyal of his partner and reprograms these six robots to aid himself in taking control of the world. Dr. Light sends Mega Man to defeat his fellow creations and stop Dr. Wily.[12]
Gameplay
Mega Man consists of six side-scrolling platformer levels freely chosen by the player. In each level, the player-character, Mega Man, fights through various enemies and obstacles before facing a "Robot Master" boss at the level's end. Upon defeating the boss, the player assimilates the Robot Master's signature attack, or "Special Weapon", into Mega Man's arsenal for the rest of the game.[13] Unlike the standard Mega Buster, the Robot Master powers have limited ammunition replenished by collecting ammunition cells dropped by defeated enemies at random.[13] Enemies also drop energy cells that replenish Mega Man's health gauge.[12] While the player is free to proceed through the game in any order, each Robot Master is especially vulnerable to a specific weapon, which encourages the player to complete certain stages before others. The player can also revisit cleared levels.
Besides the weapons taken from the Robot Masters, the player is able to pick up a platform generator item known as the "Magnet Beam" in Elec Man's stage.[12][13] Mega Man also features a scoring system where players score points for defeating enemies, and earn extra points for collecting power-ups from fallen enemies and for clearing each stage.[12] When all six Robot Master stages are completed, the seventh and last stage appears in the middle of the stage select menu.[12] This stage, in which the player traverses Dr. Wily's robot factory, is a chain of four regular stages linked together, each containing at least one new boss. During these final stages, the six Robot Masters must also be fought again in a predetermined order before the final confrontation against Dr. Wily.[13][14]
Development
Before Mega Man, Capcom primarily made arcade games, and their console releases were mostly ports of these titles. In the mid-1980s, Capcom made plans to develop Mega Man specifically for the Japanese home console market.[15][16] They decided to bring in fresh, young talent for the small team, including artist Keiji Inafune, a recent college graduate who started on the Street Fighter team.[15][17] Inafune recalled that the Mega Man development team worked extremely hard to complete the final product,[1] with a project supervisor and lead designer who sought perfection in every possible aspect of the game.[18]
The development team for Mega Man consisted of only six people.[19] Inafune (credited as "Inafuking") designed and illustrated nearly all of the game's characters and enemies, as well as the Japanese Rockman logo, box art, and instruction manual. He was also responsible for rendering these designs into graphical sprite form.[15][18][19] "We didn’t have [a lot of] people, so after drawing character designs, I was actually doing the dotting (pixelation) for the Nintendo," Inafune stated. "Back then, people weren’t specialized and we had to do a lot of different things because there was so few people, so I really ended up doing all the characters."[15] Inafune was influenced by the eponymous protagonist of Osamu Tezuka's manga Astro Boy in his Mega Man designs.[17][20][21][22] Mega Man is colored blue due to the NES console's technical limitations: the color has the most shades in the console's limited 56-color palette, and the expanded selection was used to enhance Mega Man's detail.[15] Although he is often credited for designing the character, Inafune insists that he "only did half of the job in creating him", as his mentor developed the basic character concept before Inafune's arrival.[1][23] The basic sprites for Roll and Dr. Light were created before Inafune joined the project, and the designs for Cut Man, Ice Man, Fire Man, and Guts Man were in process.[1] Aside from normal enemies, Inafune's first character was Elec Man, inspired by American comic book characters.[1][23] The artist has commented that Elec Man has always been his favorite design.[19] The designs for Dr. Light and Dr. Wily were based on Santa Claus and Albert Einstein, respectively; the latter character was meant to represent an archetypal "mad scientist".[1][24]
The team decided to incorporate anime elements for the game's animation. Inafune explained, "[Mega Man's] hand transforms into a gun and you can actually see it come out of his arm. We wanted to make sure that the animation and the motion was realistic and actually made sense. So with Mega Man, we had this perfect blending of game character with animation ideas."[15] The gameplay for Mega Man was inspired by the game rock-paper-scissors.[15][16] The project supervisor wanted a simple system that offered "deep gameplay".[1] Each weapon deals a large amount of damage to one specific Robot Master, others have little to no effect against them, and there is no single weapon that dominates all the others. Mega Man was originally able to crouch, but the team decided against it since it made players' ability to determine the height of onscreen projectiles more difficult.[1] Naoya Tomita (credited as "Tom Pon") began work on the Mega Man's scenic backgrounds immediately after his Capcom training. Tomita proved himself amongst his peers by overcoming the challenges of the console's limited power through maximizing the use of background elements.[25]
Mega Man was scored by Manami Matsumae (credited as "Chanchacorin Manami"),[26] who composed the music, created the sound effects, and programmed the data in three months, using a sound driver programmed by Yoshihiro Sakaguchi (credited as "Yuukichan's Papa"). The musical notes were translated one by one into the computer language. Matsumae was challenged by the creative limits of three notes available at any one time, and when she was unable to write songs, she created the sound effects.[26] The production team chose a music motif when naming characters in Mega Man due to the worldwide recognition of music. They began with the main characters: the protagonist's original name is Rock and his sister's name is Roll, a play on the term "rock and roll". This type of naming would later extended to many characters throughout the series.[15][16] Before finalizing the name, Capcom had considered names such as "Mighty Kid", "Knuckle Kid", and "Rainbow Man".[16][20][24][27] When the game was localized for distribution in America, Capcom changed the title of the game from Rockman to Mega Man. This moniker was created by Capcom's then-Senior Vice President Joseph Marici, who claimed it was changed merely because he did not like the original name. "That title was horrible," Marici said. "So I came up with Mega Man, and they liked it enough to keep using it for the U.S. games."[28] 1UP.com's Nadia Oxford attributed this change to Capcom's belief that American children would be more interested in a game with the latter title.[21]
Reception
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Critics received Mega Man well, though the game sold poorly. AllGame described the NES version of the game as a "near-perfect blend of action, challenge and audio-visual excellence" and awarded it five stars, their highest rating.[29] Lucas M. Thomas of IGN described the game as an "undeniable classic" for the NES, noting its graphics, innovative weapon-based platform gameplay, and music.[31] IGN editor Matt Casamassina proclaimed, "Mega Man is one of the best examples of great graphics, amazing music and near-perfect gameplay rolled into one cartridge".[33] GameSpot writers Christian Nutt and Justin Speer identified the game as a "winner in gameplay" granted its "low-key presentation".[14] Jeremy Parish of 1UP.com likewise outlined it as a "charming (if slightly rough) start for the series".[34] Whether positive or negative, Mega Man has been commonly received as very difficult. IGN's Casamassina found the game the hardest in the franchise, and among the hardest titles on the NES.[33] IGN's Thomas observed that its combination of high difficulty and short length hurt its replayability.[31] According to 1UP.com, the "Nintendo-hard" Mega Man bosses set the game apart from its two immediate and more popular sequels.[35] Total! retrospectively characterized the game as "an overhard and unenjoyably frustrating platform nightmare".[36]
Mega Man has additionally received various honors from video game journals and websites. IGN listed the game at number 30 on its "Top 100 NES Games of All Time".[33] Nintendo Power ranked Mega Man at number 20 on its "100 Best Nintendo Games of All Time" in its September 1997 100th issue, then at number 61 in its "Top 200 Games" in its February 2006 200th issue.[37][38] 1UP.com included it in their "Top 5 Overlooked Videogame Prequels" and as number 17 on its "Top 25 NES Games" list.[35][39] British magazine The Games Machine awarded it the "Star Player" accolade after its launch in PAL regions.[3][40]
Legacy
While Mega Man's release sales were low overall, they were higher than Capcom's expectations. Inafune blamed the game's poor performance in North American markets on its region-specific cover art,[15][17] which visualized elements not found in the game: Mega Man himself resembles a middle-aged man rather than a boy, his costume is colored yellow and blue instead of being entirely blue, and he is holding a handgun instead of having his arm cannon. Over the years, the cover art became infamous in the gaming community.[14][16][41][42] It has been considered one of the worst game covers of all time by publications including GameSpy, Wired, and OC Weekly.[43][44][45] The cancelled Mega Man Universe featured a "Bad Box Art" Mega Man playable character alongside the classic 8-bit Mega Man.[46] The "Bad Box Art" Mega Man design has since become a playable character in Street Fighter X Tekken.[47]
With little press coverage save for a full-page advertisement in Nintendo Fun Club News, the game became a sleeper hit overseas spread by word of mouth.[15] While Mega Man was not a large commercial accomplishment for Capcom, the company decided to allow the development team to create a sequel, Mega Man 2, for a 1988 Japanese release. Many of the design elements cut from the original Mega Man were included in the follow-up game.[16][48] Mega Man 2 proved to be such a success that it solidified Mega Man as one of Capcom's longest-running franchises.[15][21] Due to "overwhelming demand", Capcom reissued the original Mega Man in North America in September 1991.[49] Capcom carried the same 8-bit graphics and sprites present in the original Mega Man into the next five games in the main series. Even though the sequels feature more complex storylines, additional gameplay mechanics, and better graphics, the core elements initiated by Mega Man remain the same throughout the series.[42] Mega Man 9 and Mega Man 10 would later revert to the familiar graphical style set forth by this title.[42][50] The scoring system in Mega Man has not been present in any of its sequels.[42]
According to GamesRadar, Mega Man was the first game to feature a nonlinear "level select" option, as a stark contrast to linear games like Super Mario Bros. and open world games like The Legend of Zelda and Metroid. GamesRadar credits the "level select" feature of Mega Man as the basis for the nonlinear mission structure found in most multi-mission, open world, sidequest-heavy games, such as Grand Theft Auto, Red Dead Redemption, and Spider-Man: Shattered Dimensions.[51]
Remakes and re-releases
Mega Man has been re-released several times since its 1987 debut. A version with enhanced graphics and arranged music was included alongside Mega Man 2 and Mega Man 3 in the Sega Mega Drive compilation Mega Man: The Wily Wars.[14] Another adaptation of the game was released in Japan on the PlayStation as part of the Rockman Complete Works series in 1999.[4] This version also features arranged music in addition to a special "Navi Mode" that directs the player in certain portions of the levels.[14] Mega Man was compiled with nine other games in the series in the North American Mega Man Anniversary Collection released for the PlayStation 2 and GameCube in 2004 and the Xbox in 2005.[52][53] A mobile phone rendition of Mega Man developed by Lavastorm was released for download in North America in 2004.[5] A separate, 2007 Japanese mobile phone release received a 2008 update adding the option to play as Roll.[6][54] Mega Man for the NES was reissued on the Virtual Console service for three different systems: the Wii in Europe in 2007 and in North America and Japan in 2008,[55][56][57] the 3DS in 2012, and for the Wii U in 2013. The Complete Works version of the game was made available on the PlayStation Store in both Japan and North America.[58][59]
An enhanced remake titled Mega Man Powered Up — known as Rockman Rockman (ロックマン ロックマン) in Japan — was released worldwide for the PSP in 2006. The game features a graphical overhaul with 3D chibi-style character models with large heads and small bodies. Inafune had originally planned to make Mega Man look this way, but could not due to the hardware constraints of the NES.[60] Producer Tetsuya Kitabayashi stated that redesigning the character models was a result of the PSP's 16:9 widescreen ratio. The larger heads on the characters allowed the development team to create visible facial expressions.[61] "The concept for these designs was 'toys'. We wanted cute designs geared towards little kids ... the kinds of characters that you'd see hanging off of keychains and such," character designer Tatsuya Yoshikawa explained. "Not only that, I made sure to tell the designers not to skimp on any of the original Mega Man details. We wanted their proportions and movements to be accurately reflected in these designs as well."[7] As the size of the remake's stages are not proportional to those of the original, the widescreen ratio also presented the developers with more space to fill.[61]
Mega Man Powered Up features two styles of gameplay: "Old Style" is comparable to the NES version aside from the updated presentation, and "New Style" uses the PSP's entire widescreen and contains storyline cutscenes with voice acting, altered stage layouts, remixed music, and three difficulty modes for each stage. This mode also adds two new Robot Masters (Oil Man and Time Man). The NES version was originally intended to have a total of eight Robot Masters, but was cut down to six due to a tight schedule.[7] Additionally, the remake lets players unlock and play through the game as the eight Robot Masters, Roll, and Protoman. The New Style stages differ in structure from that of Old Style, with some pathways only accessible to specific Robot Masters. Mega Man Powered Up also features a Challenge Mode with 100 challenges to complete, a level editor for creating custom stages, and an option to distribute fan-made levels to the PlayStation Network online service.[62][63] Mega Man Powered Up received generally positive reviews, with aggregate scores of 83% on GameRankings and 82 out of 100 on Metacritic as of May 2010.[64][65] The remake sold poorly at retail, and was later released as a paid download on the Japanese PlayStation Network digital store[7][66][67] and as a bundled with Mega Man Maverick Hunter X in Japan and North America. Capcom additionally translated Mega Man Powered Up into Chinese for release in Asia in 2008.[68]
Other media
Archie Comics
The first story arc of the Mega Man comic series adapts the original Mega Man game, though with certain artistic liberties, such as Dr. Wily's robot factory reusing the design of Mega Man 2's Wily Castle, Mega Man becoming obsessed with stopping the reprogrammed Robot Masters to the point of having an identity crisis, and Dr. Light mistaking a Sniper Joe controlled by Dr. Wily for Proto Man.
References
- 1 2 3 4 5 6 7 8 Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 6–10. ISBN 978-1-897376-79-9.
- ↑ "Capcom Annual Report 2009" (PDF). Capcom. Retrieved May 12, 2010.
- 1 2 3 The Games Machine staff (May 1990). "Mega Man". The Games Machine. Ludlow, UK: Newsfield Publications (30): 60. ISSN 0954-8092.
- 1 2 Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 94–5. ISBN 978-1-897376-79-9.
- 1 2 Palley, Steven (January 1, 2004). "Mega Man Preview". GameSpot. CBS Interactive. Retrieved May 4, 2010.
- 1 2 GPara staff (June 4, 2007). "初代『ロックマン』iアプリに完全移植されて配信開始!" (in Japanese). Gpara.com. Retrieved May 9, 2010.
- 1 2 3 4 Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. pp. 108–13. ISBN 978-1-897376-79-9.
- ↑ Roper, Chris (March 14, 2006). "Mega Man Powers Up Stores". IGN. Retrieved December 25, 2010.
- ↑ Sony staff. "Rockman Rockman(CHN Version)". Sony Computer Entertainment. Retrieved December 25, 2010.
- ↑ Rockman manual, December 17, 1987, Capcom Entertainment, Inc.
- ↑ Capcom (December 1987). Mega Man. Nintendo Entertainment System. Capcom.
Narrator: Mega Man has ended the evil domination of Dr. Wily and restored the world to peace. However, the never ending battle continues until all destructive forces are defeated. Fight, Mega Man! For everlasting peace!
- 1 2 3 4 5 6 Capcom, ed. (December 1987). Mega Man Instruction Booklet. Capcom Entertainment, Inc. pp. 4–15. NES-MN-USA.
- 1 2 3 4 5 Nintendo Power staff (November 1992). "Mega Man". Nintendo Power. No. 42. Redmond, Washington: Nintendo of America. pp. 20–5. ISSN 1041-9551.
- 1 2 3 4 5 Nutt, Christian & Speer, Justin. "The History of Mega Man". GameSpot. CBS Interactive. Retrieved April 17, 2010.
- 1 2 3 4 5 6 7 8 9 10 11 Hoffman, Chris (April 2004). "The Best Damn Mega Man Feature Period". Play. Vol. 3 no. 4. Imagine Publishing. ISSN 1747-7859.
- 1 2 3 4 5 6 Interviewee: Keiji Inafune (November 20, 2003). "Mega Man". Game Makers. Season 2. Episode 19. G4. Archived from the original on September 17, 2011.
- 1 2 3 Nintendo Power staff (October 2007). "Power Profiles: Keiji Inafune". Nintendo Power. No. 220. Nintendo of America. pp. 79–81. ISSN 1041-9551.
- 1 2 doublespy (May 10, 2007). "Mega Manniversary Inafune chat 1/4". 1UP.com. Ziff Davis. Retrieved May 11, 2010.
- 1 2 3 Elston, Brett (July 3, 2008). "Mega Man 9 - exclusive interview with the mind behind the machines". GamesRadar. Future plc. Retrieved May 8, 2010.
- 1 2 East, Thomas (December 10, 2009). "Nintendo Feature: Mega Man: An Old School Legend!". Official Nintendo Magazine. Future plc. p. 1. Archived from the original on November 3, 2014. Retrieved May 7, 2010.
- 1 2 3 Oxford, Nadia (May 10, 2007). "Mega Man Retrospective: Get Equipped with 20 Years". 1UP.com. Ziff Davis. Retrieved May 4, 2010.
- ↑ Ashcraft, Brian (October 5, 2006). "Feature: Inafune On Porn, Halo and Deadly Sacred Floats". Kotaku. Gawker Media. Archived from the original on October 13, 2012. Retrieved May 7, 2010.
- 1 2 Niizumi, Hirohiko (September 23, 2007). "TGS '07: Mega Man celebrates 20th anniversary". GameSpot. CBS Interactive. Retrieved May 4, 2010.
- 1 2 Mega Man: Official Complete Works. Udon Entertainment. January 6, 2010. p. 117. ISBN 978-1-897376-79-9.
- ↑ Hawkins, Matthew (August 31, 2011). "At Last, The Face Behind The Name TOM-PON Revealed". GameSetWatch. UBM plc. Retrieved September 17, 2011.
- 1 2 Greening, Chris. "Interview with the Mega Man 1 & 2 Sound Team: Reunited 20 Years On". Square Enix Music Online. Archived from the original on May 12, 2013. Retrieved February 19, 2011.
- ↑ Nintendo Power staff (March 1993). "What's So Hot About Capcom". Nintendo Power. No. 46. Nintendo of America. p. 94. ISSN 1041-9551.
- ↑ Game Players staff (March 1993). "Super Mega Man ― So What's the Deal?". Game Players. Imagine Media (26): 20. ISSN 1091-1685.
- 1 2 Smith, Geoffrey Douglas (1998). "Mega Man - Review". Allgame. All Media Guide. Archived from the original on November 14, 2014. Retrieved May 5, 2015.
- ↑ Famitsu staff (December 25, 1987). クロスレビュー [Cross Review]. Weekly Famitsu (in Japanese). No. 39. Enterbrain. p. 19.
- 1 2 3 Lucas, Thomas M. (August 18, 2008). "Mega Man Review - Wii Review". IGN. Retrieved May 8, 2010.
- ↑ Nintendo Power staff (November 1992). "Now Playing". Nintendo Power. No. 42. Nintendo of America. p. 107. ISSN 1041-9551.
- 1 2 3 Casamassina, Matt. "30. Mega Man - Top 100 NES Games". IGN. Retrieved April 20, 2010.
- ↑ Parish, Jeremy (May 10, 2007). "The Mega Man Series Roundup". 1UP.com. Ziff Davis. Retrieved April 10, 2010.
- 1 2 Bailey, Kat (September 8, 2008). "Top 5 Overlooked Prequels". 1UP.com. Ziff Davis. Retrieved May 6, 2010.
- ↑ Andy (June 1992). "Life, the Universe and Nintendo Games". Total!. Future plc. ISSN 0964-9352.
- ↑ Nintendo Power staff (September 1997). "Nintendo Power's 100 Best Nintendo Games of All Time". Nintendo Power. No. 100. Nintendo of America. p. 97. ISSN 1041-9551.
- ↑ Nintendo Power staff (February 2006). "NP Top 200". Nintendo Power. No. 200. Nintendo of America. pp. 58–66. ISSN 1041-9551.
- ↑ 1UP Staff. "The Top 25 NES Games". 1UP.com. Ziff Davis. Retrieved March 17, 2010.
- ↑ Wee, Lim Choon (October 18, 1990). "Rockman goes to the rescue". New Straits Times. New Straits Times Press. p. 15. Retrieved May 4, 2010.
- ↑ Elston, Brett (June 30, 2008). "The ultimate Mega Man retrospective". GamesRadar. Future plc. Retrieved April 17, 2010.
- 1 2 3 4 Thomas, Lucas M. (February 16, 2010). "The 10 Steps to Mega Man 10". IGN. Retrieved April 11, 2010.
- ↑ Bowen, Kevin (January 12, 2003). "Top Ten Worst Covers". GameSpy. IGN. Retrieved May 22, 2010.
- ↑ Koehler, Chris (April 24, 2008). "And the Worst Game Box Art Gaffe Ever Is…". Wired. Condé Nast Publications. Retrieved May 6, 2010.
- ↑ Mai, Peter (December 29, 2009). "Horrible Video Game Boxart: So Bad That It's Awesome". OC Weekly. Village Voice Media. Retrieved May 6, 2010.
- ↑ Spencer (September 3, 2010). "There Are Three Mega Men In Mega Man Universe". Siliconera. Retrieved January 25, 2011.
- ↑ Pereira, Chris (January 17, 2012). "Pac-Man, Mega Man Teased for Street Fighter X Tekken on Vita". 1UP.com. Ziff Davis. Retrieved March 10, 2012.
- ↑ Inafune, Keiji (1997). "Rockman 10th Anniversary Celebration Plans". CFC Style Fan-Book (in Japanese). Capcom. 3: 24.
- ↑ GamePro staff (September 1991). "Game Boy ProView: Mega Man". GamePro. No. 26. Infotainment World, Inc. p. 68. ISSN 1042-8658.
- ↑ Nutt, Christian (August 4, 2008). "He Is 8-Bit: Capcom's Hironobu Takeshita Speaks". Gamasutra. UBM plc. Retrieved May 7, 2010.
- ↑ GamesRadar staff (October 8, 2010). "Gaming's most important evolutions". GamesRadar. Future plc. Retrieved January 9, 2011.
- ↑ Navarro, Alex (June 21, 2004). "Mega Man Anniversary Collection Review for PlayStation 2". GameSpot. CBS Interactive. Archived from the original on July 1, 2004. Retrieved June 20, 2015.
- ↑ Navarro, Alex (March 14, 2005). "Mega Man Anniversary Collection Review for Xbox". GameSpot. CBS Interactive. Archived from the original on March 21, 2005. Retrieved June 20, 2015.
- ↑ Inside-Games staff (April 4, 2008). カプコン、『ロックマン』『ロックマン2』を携帯3キャリア向けに完全移植+α (in Japanese). Inside-Games. Retrieved May 9, 2010.
- ↑ Spencer (June 22, 2007). "Worldwide Virtual Console Outlook: Mega Man the Dolphin edition". Siliconera. Retrieved May 5, 2010.
- ↑ Fletcher, JC (July 29, 2008). "VC Tuesday: Rock!". Joystiq. AOL. Retrieved August 27, 2009.
- ↑ Spencer (June 22, 2009). "Mega Man Lands On PSN Game Archives Next Month". Siliconera. Retrieved May 5, 2010.
- ↑ Spencer (January 18, 2011). "Import Mega Man Game Now On The US PlayStation Network". Siliconera. Retrieved January 25, 2011.
- ↑ Theobald, Phil (September 17, 2005). "Mega Man on PSP -- Keiji Inafune and Tatsuya Kitabayashi Interview". GameSpy. IGN. Archived from the original on March 29, 2012. Retrieved May 8, 2010.
- 1 2 McGarvey, Sterling (February 24, 2006). "Tetsuya Kitabayashi Discusses the Mega-Makeover (PSP)". GameSpy. IGN. Archived from the original on March 29, 2012. Retrieved March 22, 2011.
- ↑ Navarro, Alex (March 13, 2006). "Mega Man Powered Up Review for PSP". GameSpot. CBS Interactive. Archived from the original on April 23, 2006. Retrieved June 20, 2015.
- ↑ Castro, Juan (March 14, 2006). "Mega Man Powered Up - PlayStation Portable Review". IGN. Retrieved May 8, 2010.
- ↑ "Mega Man Powered Up for PSP". GameRankings. CBS Interactive. Retrieved May 8, 2010.
- ↑ "Mega Man Powered Up (psp) reviews". Metacritic. CBS Interactive. Retrieved May 8, 2010.
- ↑ Parish, Jeremy (May 31, 2007). "Mega Manniversary: Mega Morrow". 1UP.com. Ziff Davis. Retrieved May 9, 2010.
- ↑ Famitsu staff (December 15, 2009). "『ロックマン』シリーズ4作品がPlayStation Storeで配信決定". Famitsu (in Japanese). Enterbrain. Retrieved May 31, 2010.
- ↑ Spencer (April 23, 2008). "Mega Man powers up… learns Chinese?". Siliconera. Retrieved May 31, 2010.
External links
- Official website (Japanese)