Sunday, July 20, 2008

A Retro Controller You'll Most Likely Want


Wouldn't it be totally awesome to play Rockman 9 with a classic Famicom/NES controller? You know, relieve the thrill of a small square edged controller? Datel has your fix.

Datel plans to release a collection of retro Classic Controllers for Wii, suited to play every Virtual Console game that supports the Wii remote as a controller. Speculation leads us to assume RM9 may support the Classic Controller, so it might be kind of fun to invest in these controllers.

Currently, the controllers are slated to hit Japan only. However, folks outside of Japan can easily purchase the controllers from numerous online vendors such as Play-Asia.(My personal favorite)

All four variations of the controller are slated for a September 10th release, retailing for about $15.00 USD.

Credit: GoNintendo

Saturday, July 19, 2008

RnR3 News From Dengeki Online...Lots of News


Dengeki Online has updated with new Ryuusei no Rockman 3 information, information that covers practically everything we wanted to know.

Courtesy of The Undersquare:

-Something definitely worth noting is that the top screen is now the over-world screen while the touch screen is now the "Pop-up Window" of the Hunter VG. This is now possible since the touch screen is no longer used to wave into network spaces like in the first game of the series. As usual, menus will appear on the screen when the game is paused. Also worth noting is that the War-Rock menu is now gone and has been replaced with a "Rockman" menu. Speculation may lead us to believe that Noise Change may work like Style Change in that only one can be equipped at a time and the Rockman screen will be used to determine the Noise Change used.

This is only a guess and we'll have more information as it is revealed. Also, it seems from these screenshots that Subaru's homeroom teacher, Ikuta Michinori, formerly Libra Balance, will return in this game after his notable absence from the last game.

-Larger images of Magnets and his corrupted form, Spade Magnets, have been posted. Magnets is described as a Wizard used in the Rocket room of Kodama Elementary School's science department. When he is affected by the Noisy Waves and turned into the fiendish, dual sword-wielding Spade Magnets, his combat efficiency increases greatly, putting him on the level of a Battle Wizard. It is written that Denpa Viruses will also be affected by the Noisy Waves. There are also in-game screenshots from Spade Magnet's scenario, including in-battle screens and shots that confirm that the Kizuna Ryoku System and Attack Star system will both be returning. We also get a glimpse at the War-Rock battle card that was mentioned in an earlier news post.

-We have a good look at the new battle Custom Menu, though there is no new information yet on how it functions. It seems that cards will now float around the display rather than stay arranged in aligned rows and columns. Also, despite having the possibility of different angles in battle, it seems that, based on these images, movement will still be limited to only a single row.



Head on over to Dengeki to feast your eyes on all the RnR3 goods.

Friday, July 18, 2008

'Rockman Strategy' Reappears on Ebay


The incredibly rare PC game, "Rockman Strategy" has resurfaced on ebay once again, going for a whopping $129.99 (not including shipping!) The auction comes complete with box, manual and discs.

For the uninformed, Rockman Strategy (aka "The Rockman War") is a Taiwanese PC game officially licensed by Capcom in 2001. For many years, it was believed the game was nothing more than cheap knock-off, but it was later discovered it was indeed official, licensed under the "Dreams Come True Brand."

Guess Who's Earned Themselves a 'Best Of E3 Nomination?'


According to Christian Svensson, Corporate Officer/VP of Strategic Planning & Business Development for Capcom, MegaMan 9 has been nominated for a couple of "Best of E3 2008" awards. Isn't that lovely?

Sven didn't specify who nominated the Blue Bomber, but in due time, we'll find out.

Source: MegaMan Network

Thursday, July 17, 2008

IGN To Feature Live MM9 Footage

The MegaMan 9 news just won't stop. Today, IGN's "Live Wire" will feature a live stream play through of MM9 at 3:00PM PT.

In related news, Kotaku had sometime to pester MM9 producer, Hironobu Takeshita to "justify his MegaMan 9." Worth a viewing. Oh yeah, be sure to take note of the shirt Takeshita san is wearing.

MM9 Boxart-Can't Unsee! (Now with added clarification)


Is this awesome or what? A raygun and a Buster? Win!

Time for some clarification: The boxart is a joke on Capcom USA's part. The artwork was featured on t-shirts worn by Capcom staff at their E3 booth.

I don't know about you, but I would pay good money to have that shirt.

Credit: Jeremy Parish

Wednesday, July 16, 2008

MegaMan 9 Video Walkthrough/Opening Video!

All I can say is....Beautiful!





MegaMan 9 E3 Impressions

Courtesy of GoNintendo:

When I first step foot on the E3 show floor, I wanted to do a quick walk-around. The plan was just to survey the available titles, and then drop in on something. That idea worked just fine…until I spotted Mega Man 9. The demo unit was empty, and I couldn’t help myself from taking the opportunity to jump in and check the game out.

I am was very pleased to see that the game is absolutely brutal. I don’t think that Mega Man 2 is all that challenging, but Mega Man 1 kicks my ass all the time. While Capcom may be trying to reach Mega Man 2 levels of greatness, they are definitely bringing us Mega Man 1 style difficulty. There were only two levels to check out in the demo, and in the time I had to play, I couldn’t manage to make it through either of them. Punishing is the perfect word to use. This is a big throwback to classic gaming in a great way. Until I got my hands on Mega Man 9, I had almost forgotten what old-school, NES-style abuse was like. This is the kind of stuff that will have you slamming down your Wiimote in frustration, and I wouldn’t want it any other way.

Other than that, this game plays exactly how you would expect. While it would be very hard for Capcom to screw up controls, finding the right responsiveness is crucial to the gameplay. Mega Man 9 doesn’t just mimic how the original Mega Man 9 games were, it feels like it was ripped direct from the days of the NES. Everything from Mega Man’s reaction time to jump height has been nailed. So many games come out that try to recapture classic feelings. It’s great to see a title that really could be stacked-up next to the titles that inspire it, and see that it can more than stand on its own.

Unfortunately, the show floor isn’t exactly the best place to check out the audio portions of games. I really, REALLY wanted to hear some of the music, but with the booms, bangs, and explosions of other games on the floor, I couldn’t hear one blip out of Mega Man 9. I guess that aspect of the title will just have to remain secret until Capcom releases a new trailer…or the full game.

All I know is, I’ve had my taste of Mega Man 9, and I definitely want more. This game is just what I wanted it to be…even if that means having my ass handed to me by a giant, ball-tossing elephant, over and over again.


VGChartz's Impressions:Dr. Wily wants your cash. Robots are going wild all over the world, wreaking havoc and disrespecting public property, and the infamous Dr. Albert Wily has called a primetime press conference to claim that he's not responsible – but he'll happily step in to stop the madness, for a price. Just call his toll-free number and make your pledge today.

That's how Mega Man 9 begins, and the Blue Bomber leaps into action once again to clear the good name of his creator, Dr. Light, who Wily also takes the time to blame for the current robot rampage (in-between his appeals to his watchers' wallets). The game's full 8-bit cutscene intro sequence was completely intact here at E3, which was refreshing – because the rest of the demo was, sadly, limited.

There were no bosses. There were no special weapons. There were no profile pictures placed in the classically styled eight-window stage select screen, and even then there were only two stages you could select. It was about as limited a look as you'd ever get at any game.


But yet, even having experienced only a fraction of what the full release of Mega Man 9 will present, it's still easy to report that this new old game is on the right track to recapture that retro feeling. I spent the week before E3 purposefully playing through each of the first six classic Mega Man titles from the NES, and with that context established it's easiest to classify Mega Man 9 as something of a mash-up of those 8-bit adventures.

The gameplay is firmly rooted in Mega Man's earliest adventures, Mega Man and Mega Man 2 – you can only run, jump and fire, while more advanced techniques like sliding and charging your Mega Buster aren't included. But the style of the game is more in line with the later NES editions, Mega Man 5 and Mega Man 6. The enemy designs feel more similar to those series installments, and effects like the explosions that result from a large foe's destruction are taken straight out of those last 8-bit titles.

The mish-mashed feeling gets even stronger when you consider the inclusion of collectible bolts, which are ultimately used as currency in Auto's shop – that's an element that wasn't introduced to the series until it had already left the NES, as its first appearance was in the SNES Mega Man 7. The character of Auto even makes his 8-bit debut here, looking intentionally less detailed and colorful than ever before. It makes you wonder what Bass and Treble are going to look like in NES style. (They didn't show up anywhere in this demo.) The two stages available to play in the E3 Mega Man 9 demo were Concrete Man's and Plug Man's. Concrete Man's level was a mix of a forest and a construction site, like an old-growth nature preserve that's in the middle of being leveled to make way for a parking lot. The foes you'll face there include rock-tossing birds that always seem to be annoyingly out of reach for your blaster, diamond-shaped turrets that leap out of bottomless pits to take shots at you, and the enormous ball-rolling elephants that you caught a glimpse of in the game's official trailer. The powerful pachyderms attack you in a group of three – you destroy one, and the next screen over presents another one. You destroy him, and the very next screen presents a third. It's like the giant robot dog sequence from Wood Man's stage in Mega Man 2. You know the one.

Plug Man's stage is also reminiscent of Mega Man 2, but it's Crash Man's stage that it references – though the theme of the level is primarily electrical, it's also overly populated with the Telly-spawning pipes first made popular in Crash Man's level's opening area. The slow, floating, wide-eyed foes always seems to be hovering right in the worst possible spots, making navigating over and around them especially tough. Nevermind that most of the floors in the level are either lined with instant-kill spikes or simply have no floor at all.

In the second half of Plug Man's level, the lights go out. The rooms get dark, and you're faced with some weird static-filled panels placed in the background that you're forced to run past to advance. And, when you do so, a black-colored Mega Man clone is spawned out of the static. The dark doppelganger runs quickly after you, and while it doesn't have the power to fire at you, its running and jumping is more than enough to make it a dangerous and annoying adversary. This enemy, as it turns out, is what that "mysterious Black Mega Man" was all about in the trailer and early magazine articles about the game.

Finally, it wouldn't be Mega Man without the infamous disappearing block sequence – and Plug Man's stage had that too. A pretty deviously patterned one, too, as certain blocks would intentionally mislead you into jumping to a "safe" platform, only to find that another invisible block would then appear in the very space you just tried to leap to, causing you to be blocked off, knocked back, and killed by falling into a pit. The disappearing blocks have always been a Mega Man staple, but it's already apparent that in Mega Man 9 they'll be more sinister than ever before.

It would be my absolute joy to continue to go on and on about my first experience playing Mega Man 9 here at E3, and it's amazing just how much there was to see and reflect upon in just two of the game's levels. And old-school gamers like me that grew up playing Mega Man's first adventures in the 8-bit era have probably been tracking right with my far-too-specific old game references all the way through this piece. But I'll reign in my nostalgic enthusiasm for the game now to conclude and say that Mega Man 9 is getting it right. It's a little bit off and doesn't feel quite like a perfect companion to the original NES Mega Man games, thanks to its mish-mashed approach of presenting a grab bag of different elements from each of them. But even still, after over a decade and a half since the release of the last game made in this style, it's an incredibly enjoyable and valiant return to form.

Whether you own a Wii, Xbox 360 or PlayStation 3, I'd highly recommend setting aside a couple of bucks now to be able to download it when it goes live on each system's respective digital distribution service later this year. Better that your money go to Capcom, you see, than that old double-crossing Dr. Wily.


WiiFanboy's Impressions:

While Capcom's press conference was going on elsewhere in the LA Convention Center, their meeting room harbored a poor, neglected Mega Man 9 station. Due to the unique situation, I was able to stand and play Mega Man 9 for a good 20 to 25 minutes. The demo was limited to two levels, which weren't named. Judging from the bosses' appearance in their intros (which are straight out of Mega Man 2), I played Plug Man's stage and Concrete Man's. Concrete Man looks almost exactly like Guts Man from Mega Man. Whoever they were, they had some damned hard stages.

First I should talk about the presentation. It looks just like an NES game in motion. It is exactly like a new Virtual Console game appeared out of an alternate history. The look is clean and colorful. It's the real thing. And the music comes straight out of classic Mega Man compositions. The stage intro music is the classic Mega Man 2 tune, and the rest of the music I heard was original compositions in the style of the series. The only hint of newness was found in the control explanation sheet -- the minus button will eventually go to the "Challenge List," a feature that wasn't yet revealed.

The stages remind me a lot of Mega Man 2. The Concrete Man stage starts off looking like Wood Man's stage, and then moves into a girder-based design. It's absolutely, one hundred percent classic Mega Man in design. Jumps lead into unavoidable Metool hits, birds fly by and drop exploding eggs, and enemies pop up out of chasms just as you try to jump.

Both stages relied a lot -- a lot -- on the disappearing blocks. VWOOP VWOOP VWOOP! They've been used to make false paths and deviously-placed blocks guaranteed to kill every player many, many times. These disappearing-block sections are a lot harder than before -- at least, it seems that way.

In fact, overall the difficulty seems a bit higher than the classic series. The Metools seemed to be placed especially meanly, and the enemies extra tough. Maybe it's because the Mega Man Zero team is involved. Or maybe it's because I haven't memorized the layouts. Like all good action/run-and-gun games, each successive failed run leads to a better run next time, until, eventually, triumph. Not that I managed to triumph in either of the levels I played. One level ended (for me) with a giant robotic elephant that rolled a big metal beach ball at me. I got through two of them, but the third elephant took me out. Repeatedly. The other level ended, consistently, with an extra long jump from one disappearing block to another under a low roof.

If I could, I'd spend the rest of E3 in Capcom's meeting room, trying again to meet (and lose to) a boss.



Tuesday, July 15, 2008

MEGA MAN 9 PRESS RELEASE


LOS ANGELES, CA — July 15, 2008 — At the 2008 E3 Media and Business Summit, Capcom®, a leading worldwide developer and publisher of video games, announced Mega Man 9™ for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, Nintendo WiiWare™, and PLAYSTATION® Network. The original 2D classic Mega Man returns, bringing the series back to its core with retro-action platform gameplay and NES-inspired old school graphics. Relive the Mega Man experience with maniacally themed environments, a host of power-ups, and classically inspired bosses, each with their own unique weapons and weaknesses. Mega Man is currently scheduled for a simultaneous launch on all three platforms this Fall.

Mega Man 9 is a continuation of the original Mega Man series and will feature the classic gameplay fans know and love focusing on defeating bosses and acquiring a diverse arsenal of weapons. Mega Man 9 will feature over a dozen new challenging levels, a horde of new enemies with designs directed by Keiji Inafune, the original Mega Man character designer, online leader boards and a gamerscore achievements system.
In the year 200X, as the advanced science of the era has created industrial robots that co-exist with humans. However, an evil genius, Dr. Wily, plots for world domination and creates his own robot army to take over mankind. Luckily for humanity, Dr. Light outfits one of his domestic robots “Rock” to fight Dr. Wily’s creations. Mega Man is born.

Set after the events of Mega Man 8, multiple riots have sprung up all over the world. Whilst many people suspect that this is another plot from Dr. Wily, Dr. Light is stunned to recognize that some of the robots rioting on the TV screen are his own creations. Even more stunning, Dr. Wily appears on television to proclaim that Dr. Light is the evil mastermind behind these latest catastrophic incidents and it’s up to Mega Man to clear his creator’s name!

Launching this Fall for all three major platforms, Mega Man 9 is the must- buy Mega Man for both old and new fans alike. Its retro look and feel will draw old fans back to the series while its intuitive controls and the 80’s retro style gameplay will open up the game to a broader audience.

Capcom Press Breifing: Live Blogging (Ended)


The conference is well under way! Keep refreshing the page for more details. Thanks to the aid of a "reliable source" I'm able to keep up with the conference as if I'm there!


- Capcom is currently discussing plans for a Lost Planet film adaption. It's being written by David Hater the voice of Solid Snake of MGS fame

-David Hayter is an avid fan of the LP franchise. It's their goal to convey an "environmental" message throughout film.

- Keiji Inafune comes up on stage.

-Inafune talks about LP.

-Infaune is delighted to have LP made into a movie. Concept art is shown.

-I'm currently eating a delicious cookie!

-Capcom staff is involved in the LP film.

-Possibility the conference will strictly focus on LP.

-Discussing Capcom films in general.

-Capcom plans to turn more franchises into films.

-Well, the conference is done.

-Capcom games including MM9 playable on show room floor.

-Official MM9 press release to come out tomorrow.

-And that's a wrap!

Capcom's Press Conference Just Around the Corner

Sony just wrapped up their briefing, nothing of real interest there.

Capcom's presser is just around the corner and I believe G4TV.com will be showing live footage of the conference in a few hours.

PRC will be delivering you all the information you need to know about MegaMan 9 and any other sudden surprises.

E3 08 Round 2: Nintendo Press Conference


The big N kicks off the second day of E3 this morning. What will they deliver?

I've heard a few possibilities that RM9 will actual be mentioned during the briefing, so be sure to watch the Live Stream of the event here. (Doesn't start till 9:00AM PT)

Check back at 4:30 PT for Capcom's press conference where they will unveil everything we need to know about RM9