At the 2011 Wonder Festival, Kotobukiya exhibited a poster announcing their next Rockman project. Taking a break from the classic series, Kotobukiya looks to tackle the Zero series next with a model based off of none other than the red crusader himself: Zero!
A poster advertising the figure was spotted at this weekend's Wonder Festival taking place in Japan (pictured). Rockman Unity mascot Ucchy-san made this knowledge public via a lone tweet. Unfortunately, thanks to the angle of this photo, we cannot determine the figure's release date. There seems to be no indication of pricing, but I imagine that announcement is forthcoming.
If the past is any indication, images of the standard grey work-in-progress model should be surfacing in the very near future... that and other details.
I'll be keeping you posted!
Saturday, February 5, 2011
There's Something Familiar About This Lego Game (Update)
I wouldn't declare this a rip-off, per se, however, the similarities between Mega Man Battle Network and a new browser-based Lego game are quite striking...
Above, screens from Lego's Ninjago Spinjitzu Smash!. Not only is the game visually reminiscent of Battle Network's battle system, but it plays similarly, too.
Your character is limited to movement on a 3x3 grid, unable to cross over to you opponent's side. When the card gauge is full, you're prompted to select from a series of Spinjitzu battle cards -- special attacks used to deal damage to your opponent. Further, you're also given the ability to throw kunai with the space bar, the equivalent of the Mega Buster. Battles are won when your opponent's HP depletes to zero, a number indicated just below their feet.
Words can only describe so much. You have to experience the game yourself: click here to play Ninjago Spinjitzu Smash. A directory of Spinjitzu cards can be found here, which, as you'll soon discover, contain abilities comparable to MMBN's own Battle Cards.
Pretty much everything right down to the battle mechanics are "inspired" by Mega Man Battle Network. For the uninitiated, here's a few Battle Network screens for the sake of comparison:
Whoever designed the game was most certainly a fan of MMBN.
UPDATE: In an interesting turn of events, actual Battle Network graphic assets were discovered inside the game's source data...
Um, wow. Talk about unsettling.
Source: Ninjago Spinjitzu Smash! (Thanks, MaxRock)
Above, screens from Lego's Ninjago Spinjitzu Smash!. Not only is the game visually reminiscent of Battle Network's battle system, but it plays similarly, too.
Your character is limited to movement on a 3x3 grid, unable to cross over to you opponent's side. When the card gauge is full, you're prompted to select from a series of Spinjitzu battle cards -- special attacks used to deal damage to your opponent. Further, you're also given the ability to throw kunai with the space bar, the equivalent of the Mega Buster. Battles are won when your opponent's HP depletes to zero, a number indicated just below their feet.
Words can only describe so much. You have to experience the game yourself: click here to play Ninjago Spinjitzu Smash. A directory of Spinjitzu cards can be found here, which, as you'll soon discover, contain abilities comparable to MMBN's own Battle Cards.
Pretty much everything right down to the battle mechanics are "inspired" by Mega Man Battle Network. For the uninitiated, here's a few Battle Network screens for the sake of comparison:
Whoever designed the game was most certainly a fan of MMBN.
UPDATE: In an interesting turn of events, actual Battle Network graphic assets were discovered inside the game's source data...
Um, wow. Talk about unsettling.
Source: Ninjago Spinjitzu Smash! (Thanks, MaxRock)
Friday, February 4, 2011
Mega Man Olympics: Final Stage
Almost let the day slip by without posting this. So, yes, this is it: the final round in the Mega Man Olympics. After weeks of challenges, we've finally arrived at the climactic eighth round. In the final challenge, jgonzo and Ucchy-san must chug three frosty E-Tank beverages...
What a finish! Oh, this was fun. I'm going to miss this. Congrats to both gentlemen for a well fought contest. If you want to catch up on the previous rounds, hit up this link right here.
What a finish! Oh, this was fun. I'm going to miss this. Congrats to both gentlemen for a well fought contest. If you want to catch up on the previous rounds, hit up this link right here.
Ian Flynn Talks Archie's Mega Man
Newsarama had some time to sit down and chat with Mega Man comic writer Ian Flynn, recently. The interview reveals a few new details about the on-going comic's plot, characters, aspirations and a whole lot more.I've pulled out a small portion of interest below, but for the full read, you'll have to hop on over to Newsarama.
-----------
Nrama: Ian, there have been a lot of Mega Man games over the years. How does the new comic tie into that continuity? And does it have anything to do with existing Japanese manga that featured the characters?
Ian Flynn: Mega Man will be looking strictly at the classic series for now. We’ll be telling the stories of Rock, A.K.A. Mega Man, in his never-ending battle with Dr. Wily. We’re hoping to be as faithful to the classic series as possible and including the events from more than just the main Mega Man 1-10 games. Since Hitoshi Ariga’s Mega Man Megamix does similar, I’m sure there will be a few overlapping plot points in some of the arcs, but the two series aren’t connected in any way, aside from being about the Blue Bomber.
Ian has a whole lot more to say about the comic. Read the discussion in full at Newsarama!
Archie's Mega Man hits newsstands everywhere May 4th. Get your subscriptions here!
Thursday, February 3, 2011
Legends 3 Community Event 5: Town Easter Egg
Now THIS is the event I personally have been waiting for. If you loved kicking the can in Legends 1 or punting that duck in Legends 2, this new event is for you!
Dubbed the Town Easter Egg event, it's your job to come up with some kind of funny, goofy gimmick Mega Man Volnutt can indulge in during his travels to Teomo City. For example:
Capcom's looking for those kinds of ideas. This is a very open-ended event, so you're pretty much free to think up of anything... but it has to be somewhat rational. Now, if you'll excuse me, I have some pondering to do.
Hop on over to the Devroom for complete rules and guidelines
Dubbed the Town Easter Egg event, it's your job to come up with some kind of funny, goofy gimmick Mega Man Volnutt can indulge in during his travels to Teomo City. For example:
- Based on a dialogue selection you make, a certain junkshop owner will consistently refer to Mega Man as “Hippopotamus” throughout the game!
- After recovering the stolen money from a bank robbery, you can just pocket it! But Mega Man will turn completely black!
- If you kick Roll, it affects what she writes about in her diary!
Capcom's looking for those kinds of ideas. This is a very open-ended event, so you're pretty much free to think up of anything... but it has to be somewhat rational. Now, if you'll excuse me, I have some pondering to do.
Hop on over to the Devroom for complete rules and guidelines
Tune In To GTTV Tonight To Win Kotobukiya Models
This week's episode of GameTrailers TV is apparently giving viewers a chance at winning all three Mega Man Kotobukiya model kits. I spotted this little tidbit of interest over at the official Kotobukiya FaceBook:"Catch GT.TV on SPIKE this Thursday night for your chance to win our Mega Man, Roll & Proto Man model kits!"
GTTV airs tonight on Spike TV at 1AM PST.
It remains to be seen just what exactly is required of the audience to win, so we're pretty much being asked to tune in and check it out. Also, since this is being sponsored by KotoUS, it's safe to assume their giving away the English version kits, which feature Mega Man branding.
Might be wise to keep an eye out on KotoUS's FaceBook for more details.
E-Capcom Touts Retro Rockman Straps
Up for preorder at E-Capcom, a set of new 8-bit-styled Rockman straps. These little trinkets, officially named Rockman Dot Strap Collection Vol 1, will release on May 31st.Nine straps in total comprise volume 1, consisting of the characters you see here. Apparently, the remaining two are being shrouded in intentional mystery. What's more, E-Capcom is selling the straps in sets of eight, so you won't recieve the complete collection with just one order. Indeed, it sounds like Capcom's using the good ol' trading figure tactic once again.
If you've got the means to do so, you can preorder a set directly through E-Capcom. A box of eight runs for 3,598 yen (roughly $44.00 USD).
Credit: Game Swag (Thanks, Heidi!)
Wednesday, February 2, 2011
Kotobukiya Blues Video Review
My good pal Protoman has posted a rather insightful video review for the newly released Blues model from Kotobukiya, covering largely everything you'd ever want to know the model. The video also doubles a nice, extensive retrospective of past Proto Man/Blues figures, comparing the current model to toys long ago. How does it stack up against the classics? Watch and find out.
Speaking of Kotobukiya Blues, don't forget to enter The Mega Man Network's Valentine's Day Blues contest! All you gotta do is design a Valentine's Day card worthy of melting staffer Tabby's heart, and you could win a free Kotobukiya Blues model kit. Hit up the link for the full details!
Thanks, Protoman
Mega Man Universe Is Alive, Undergoing Changes
In response to fleeting concerns regarding the status of Mega Man Universe, Capcom's Christian 'Sven' Svensson stepped in to field a question that's been on the minds of many: "is Mega Man Universe dead?"
After four months of silence, we finally have ourselves a small, albeit reassuring update:
What kind of changes? Sven could not specify, leaving us only to speculate. However, if we look at the criticism the title has received thus far, it's not hard to imagine just what these changes could entail.
Controls and mechanics is the big one. This has been a common complaint coming from those who played an early build of the game at the Tokyo Game Show, Comic Con or Capcom's New York event this past fall. Controls have been cited as being unresponsive, stiff, and generally inaccurate when attempting to perform precision-based jumps (1Up, Joystiq). These issues are apparently magnified when playing as the custom characters, namely Metto Man who jumps a tad higher than the rest.
On the other end of the spectrum, there's criticism regarding the game's art direction. This is an issue that many, many fans have been vocal about. According to the general consensus, the art style strays too far from the series traditional anime/manga influenced aesthetic.
Universe's graphics themselves have been met with an equal amount of criticism, often being cited as bland, dull and generally uninspired. Sure, the game is intentionally paying tribute to the 8-bit look and feel of the classic NES games, but I think we can all agree that there's something missing. I don't know what it is for sure, but when I look at Universe I get this sense of "emptiness."
Finally, there's this issue which may or may not have affected the game's current development: a Wii version. It feels a little strange that Universe, a homage to the NES Mega Man titles, isn't appearing on a Nintendo home console. However, its absence is justifiable: WiiWare file size constraints. It's possible Capcom is taking extra time to secure a Wii version, crunching or modifying the game to meet that 40 to 50MB standard. After all, Capcom has previously expressed interest in a Wii version.
While we're all entitled to our opinions, it goes without saying there are issues and concerns shared by many. Thankfully, it appears Capcom is taking these concerns into consideration. This long period of silence from Universe is likely attributed to the game's extended development period. Extra time and effort will no doubt pay off in the form of a higher quality product.
Hopefully, we'll be hearing (and maybe seeing) from Mega Man Universe sooner rather than later.
Source: Ask Capcom
After four months of silence, we finally have ourselves a small, albeit reassuring update:
"Unfortunately, I have no new news to share on the project. It's not dead though... and it's changed a lot."
What kind of changes? Sven could not specify, leaving us only to speculate. However, if we look at the criticism the title has received thus far, it's not hard to imagine just what these changes could entail.
Controls and mechanics is the big one. This has been a common complaint coming from those who played an early build of the game at the Tokyo Game Show, Comic Con or Capcom's New York event this past fall. Controls have been cited as being unresponsive, stiff, and generally inaccurate when attempting to perform precision-based jumps (1Up, Joystiq). These issues are apparently magnified when playing as the custom characters, namely Metto Man who jumps a tad higher than the rest.
On the other end of the spectrum, there's criticism regarding the game's art direction. This is an issue that many, many fans have been vocal about. According to the general consensus, the art style strays too far from the series traditional anime/manga influenced aesthetic.
Universe's graphics themselves have been met with an equal amount of criticism, often being cited as bland, dull and generally uninspired. Sure, the game is intentionally paying tribute to the 8-bit look and feel of the classic NES games, but I think we can all agree that there's something missing. I don't know what it is for sure, but when I look at Universe I get this sense of "emptiness."
Finally, there's this issue which may or may not have affected the game's current development: a Wii version. It feels a little strange that Universe, a homage to the NES Mega Man titles, isn't appearing on a Nintendo home console. However, its absence is justifiable: WiiWare file size constraints. It's possible Capcom is taking extra time to secure a Wii version, crunching or modifying the game to meet that 40 to 50MB standard. After all, Capcom has previously expressed interest in a Wii version.
While we're all entitled to our opinions, it goes without saying there are issues and concerns shared by many. Thankfully, it appears Capcom is taking these concerns into consideration. This long period of silence from Universe is likely attributed to the game's extended development period. Extra time and effort will no doubt pay off in the form of a higher quality product.
Hopefully, we'll be hearing (and maybe seeing) from Mega Man Universe sooner rather than later.
Source: Ask Capcom
Watch Rockman Diver In Action
Footage of the newly released mobile phone game Rockman Diver has surfaced online courtesy of megacocorock. While the game may sound simple in theory, it actually looks quite challenging. Also, it's worth noting that Splash Woman is apparently a playable character! Check it out below.
The further you dive without death, the higher your score. Additional points are earned from successfully snatching a Yashichi.
I wouldn't mind having this on our shores, but for 315 Yen ($3.80)? Eh, I don't think so. $0.99 seems a bit more reasonable, if you ask me.
I wouldn't mind having this on our shores, but for 315 Yen ($3.80)? Eh, I don't think so. $0.99 seems a bit more reasonable, if you ask me.
Vintage Rockman Puzzle Unearthed
Thought this was pretty neat, considering I (and many of you) are pretty big fans of vintage Rockman goods...
Currently up for bidding on good ol' Yahoo Auctions Japan, a sealed Rockman jigsaw puzzle set from 1991. '91 marked the beginning of the blue boy's merchandising career (coinciding with Rockman 4), so it's possible we're looking at one of the very first pieces of official Rockman merch. in the franchise's twenty three-year history... Unopened, no less.
When completed, the 300-piece puzzle forms a rather snazzy image of Rockman posing with Eddie and Rush while Dr. Wily looms in the background. The puzzle measures in at 260x380mm or roughly 10x15 inches.
Pricing isn't too bad... at least without import and proxy fees. Currently, it's going for 3,000 Yen ($36.80 USD). That price will go up depending upon your location and proxy bidding service of choice (Rinkya and the like).
If you've got the means to do so and would like to add this item to your collection, you can bid on it right here.
Currently up for bidding on good ol' Yahoo Auctions Japan, a sealed Rockman jigsaw puzzle set from 1991. '91 marked the beginning of the blue boy's merchandising career (coinciding with Rockman 4), so it's possible we're looking at one of the very first pieces of official Rockman merch. in the franchise's twenty three-year history... Unopened, no less.
When completed, the 300-piece puzzle forms a rather snazzy image of Rockman posing with Eddie and Rush while Dr. Wily looms in the background. The puzzle measures in at 260x380mm or roughly 10x15 inches.
Pricing isn't too bad... at least without import and proxy fees. Currently, it's going for 3,000 Yen ($36.80 USD). That price will go up depending upon your location and proxy bidding service of choice (Rinkya and the like).
If you've got the means to do so and would like to add this item to your collection, you can bid on it right here.
Tuesday, February 1, 2011
A Most Peculiar Bubble Man Glitch
Nearly 22 years after its release, people are still finding glitches in Mega Man 2. Case in point, this "sudden death" game breaking glitch. The glitch is activated when Mega Man and Bubble Man die simulanteously. In the following video example, a stray Buster shot takes out Bubble Man, while Mega Man meets his demise by the spiked ceiling. What happense after that? Find out below...
Upon re-spawn, you're pretty much invulnerable. The source of the video, BubblemanNsider, speculates the following:
"When a robot master's life is 0, invincibility is activated on the player, unlike in Mega Man (1) where you could die by a leftover projectile, but since invincibility was activated, it won't turn off until you get to the "get weapon" screen or start another stage. I'm not sure if this can be done on other versions of Mega Man 2, this is the NES version."
The glitch is present in both the legitimate NES cartridge and emulation. Doubtful this trick works with other Robot Masters (Bubble Man is the only one with one-hit-kill obstacles in his room), but it's worth investigating.
Thanks, @RockmanPR
Upon re-spawn, you're pretty much invulnerable. The source of the video, BubblemanNsider, speculates the following:
"When a robot master's life is 0, invincibility is activated on the player, unlike in Mega Man (1) where you could die by a leftover projectile, but since invincibility was activated, it won't turn off until you get to the "get weapon" screen or start another stage. I'm not sure if this can be done on other versions of Mega Man 2, this is the NES version."
The glitch is present in both the legitimate NES cartridge and emulation. Doubtful this trick works with other Robot Masters (Bubble Man is the only one with one-hit-kill obstacles in his room), but it's worth investigating.
Thanks, @RockmanPR
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