Jump to content

Kiwi's Blog

  • entries
    92
  • comments
    70
  • views
    87,996

Megaman for the GameGear


Kiwi

587 views

Megaman for the Gamegear exist. This version of Megaman isn't very good. This game is made by FreeStyle Software Limited and Published by USgold.

 

The introduction sequence and the title screen is taken from Megaman 4. It doesn't have the full introduction sequence from the original source, but it's there and to the point. Megaman wakes up in a capsule and goes off and save the world from Dr. Wily.

 

91kjm0.jpg25k35zl.png

 

After pressing start, you can pick either Normal or Hard. Hard, the enemy placement are exactly the same as the NES version. Normal difficulty has less enemies to fight against and you take less damage.

 

2d8p94g.png

 

Here you get to select 4 different stages. In the original Megaman games, you get to fight against 8 robot master(except in Megaman, where you get to fight against 6), maybe they are taking the gameboy formula where they have four more robot master after you defeat the first 4 bosses? Not quite.

 

I recommend starting in Starman's Stage.

 

op8ygn.pngancvgi.png5vnqly.png

 

All the levels in this game are almost a carbon copy from the NES version. Starman Stage for example in the screen shot below is different from the NES version. The NES version have the platforms move up and down, but in this version, the platform stay stationary, but more stars in the background to attempt to make up for it.

 

1z3p2mo.png

 

The biggest problems with the levels in this game that you're force to take a leap of faith because you can't see the platform because they are not visible on screen.

 

dwqogo.png334kt8z.png
155q52v.pngOuch

 

The Megaman games for the Gameboy were remade to fit on 160 x 144 to fix this problem.

 

You can only shoot 2 shots at a time and your range does not exceed outside the 160x144 window for dumb reason, where the enemies are active outside the screen. Normally, you'll have a difficult time with the Metall Rocket Pack man if you go backward into the level. Why isn't Megaman allowed to shoot 3 shots at a time in this version? By the way, when you get hit, your shot won't hurt the enemies til your invincibility period finishes, which is shorter in this version. So those Metall Rocket Pak dudes will huddle around you until you move from that spot and take them out from the distance.

 

149qtlu.png

 

Starman's easy if you fight him on normal. The tip is to keep shooting the hell out of him. Don't even bother charging up your shot because you lose it when you get hit. What's worse is, these bosses are 2 times faster than the NES version. I think Brightman is the most annoying boss in the game.

 

10fwcbq.png2uikoyw.png

 

Bright man stage

 

nmiaro.png

 

Here's a tip for this stage. If you want to keep both of these items, then you need to use Rush Coil to make it back over those chasms. Otherwise, you can only keep the E-tank.

 

4jrlmq.jpg

 


After you defeat the 4 robot masters, you get to enter Dr.Wily's Castle that's from Megaman 4. You get to play through 3 more stages, but they are robot master's stages. First you play through Waveman's Stage. Beat him by avoiding his water pump attack, and his shot. Second, you play through Toadman's Stage. Just shoot him like crazy and dodge his jump, and he won't do his acid-rain ability. And lastly, Quickman Stage with no Quickman. Finally, you'll face MM4 version of Dr. Wily.

 

What I hate about this game is that the weapon you receive from robot master almost damn near useless. They suck up your weapon energy like crazy. Star Crush was suppose to take 3 bars like it did in NES version, but it took 4. Napalm is so weak, which might dish out the same damage as your buster shots. However, it's good against ground enemies, where your buster shot can't hit. Stone weapon, only 2 stones are formed and it's difficult to hit enemies with this weapon, yet takes 4 bars off your weapon energy bar. Still a weak weapon like the Napalm. It's good for taking out the Metall on rocket pack in Starman's stage. Brightman is the most useful since it freezes the enemies on screen and you can destroy the enemies with your buster shoot. Waveman weapon is kinda useless, since it require you to be on the ground to fire it. And finally Toadman, which flushes the screen full of acid rain, is only use in the last stages.

 

This game needed a weapon that doesn't drain your weapon energy immediately, like Quickman weapon, Crystal man weapon, or hell the Blademan weapon from MM10. They needed an altertive shooting weapon that can reach enemies while your buster shot isn't capable of reaching and does not suck up your whole weapon energy bar.Also, something that's fun to shoot and destroy enemies quicker or feel the power of that weapon. Napalm in this game should be much more powerful and should dish damage like crazy, yet it just not good.

 

The music in this game is a mixed bag, but I like it anyway. Brightman stage music is the closest to the original NES Brightman music. Also, Toadman sounded almost alike, but added apprego track bit into it. Only music that was way off target was Quickman. Waveman music also was remixed, but sound no where identical to the NES version.

 

Quickman stage music for the Game Gear sorta proved to me that the music from Megaman II was too complicated to be reproduced on other game 8-bit systems. I'm not 100% convinced that is the case. Megaman for the Gameboy had the Megaman II bosses, but they omitted the stages for those bosses. Then Megaman 2 for the Gameboy had the stage and the MegamanII bosses, instead they made new soundtrack for those stages in the game, instead of porting the music from Megaman II and III.

 

They added more colors into the sprites in this game since the Gamegear can use 16 colors for the sprites and 16 colors for the background. The background tiles are similar as the NES version, but some tiles have been change a bit like in Waveman stage. They didn't add more colors into the tiles even though it could use all 16 colors in a 8x8 tile. Some special effect have been omitted and changed. There's no parallax scrolling in the boat section of the game in Waveman stage, which the Gamegear is capable of doing. The squid in Waveman stage is composed of sprites instead of BG graphic, which is a good trade off.

 

When the game attempt to display more than 64 sprites, it doesn't flicker, but instead something disappears like your life bar and other objects. In the Megaman games for the NES, when the game exceed 64 sprites, it load the first 64 sprites in one frame, Energy Bars, Megaman, then the sprites after that. Then it reverse the order in the alternate frame, so it would show the last sprite on the list to be loaded first then work it way back to the first sprite, which are the energy bars(Usually the first thing that flickers when there's more than 64 sprites). Therefore the player can see the enemy's location most of the time as long there isn't more than 128 sprites(which is rare) then something in the middle don't get shown.

 

I've wondered why they didn't put all 8 robot masters in this game. The game on a 4 Megabit cartridge so that should be easily be done. MM3(256KB),MM4, and MM5 for the Gameboy had all 8 bosses, an extra robot master, and a Dr.Wily stages. They should pick a good robot master from MM1-MM5, and not restricted to MM4 and MM5. There's really no excuse. I do know that the graphics are 4-bit per pixel rather than 2-bit per pixel for the NES and GB version, but still, they didn't really remix the stage graphics, except for Quickman stage. They really should remade the game instead of porting the level exactly. It shouldn't be hard to do and memory shouldn't be a problem. It part of designing a game.

 

I don't hate this game because it still a decent game. I like playing games on the Gamegear because you're able to play it at night while you can't really do that with a brick-sized Gameboy. But, the Gameboy is best to be played during the day, which I will be able to play the other Megaman games for that system. You really can't see the Gamegear screen at all at day light. The game itself is still something that you want to pop in if you have an hour or so to kill. The game is short enough that you'll have juice left over in your Gamegear battery for other game, like Crystal Warrior err I mean Sonic 1.

0 Comments


Recommended Comments

There are no comments to display.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...