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Mega man 11 boss theme7/30/2023 And the first Wily fortress theme is succulently dark and foreboding. And the ending theme in this game is tied with MM5's for my favorite in the entire series. Don't get me wrong: I love that warbling digitized cat. However, the music does border on a little too goofy or chipper at times (Auto's theme and Spring Man's stage, pardon the pun, spring to mind), and I think the instrument set is partially to blame-if it weren't for the sheer difficulty of the battle, it might be tough to take Wily at all seriously with a digitized cat warbling out the final boss theme, for example. Though many of the tunes may not be as catchy as the melodies of yore, the soundtrack employs a variety of styles and maintains an upbeat core throughout even the most serious tracks. +1 Music: Bravo for continuity-like MM2, the intro theme here is an adaptation of the ending theme from the previous game. The graphics themselves aren't really the problem it's the break from tradition, plus the expectations set by MMX of what an SNES Mega Man game should look like, that have caused MM7 so much grief. People complain about the comparatively oversized graphics, but, like the later Game Boy games especially, MM7 recalibrates the gameplay to better align with what's reasonable for this graphical style. +2 Graphics: Credit where credit is due: character designs are full of detail, backgrounds are complex and varied, animation is clean and plentiful, and stuff blows up real good. Plot and character development abound, setting a new standard for the storytelling capabilities of the series. Light's lab in ruins, Mega Man swears vengeance and almost breaks the First Rule of Robotics, which raises some interesting questions and seems to tie in slightly to the introduction to MMX. We meet Bass and Treble, get to know them as friends (or at least friendly rivals), and are betrayed by them. It's a direct continuation of MM6 that reveals Wily's clever contingency plan and features a city under siege, a prison break, a museum break-in, and plenty of appearances by Proto Man. Mega Man: Dr.+2 Story: Without question, this is my favorite story in the series. ![]() Wily & Right no Rock Board ( Prototype).The Have "Su" Bee's name had its spelling corrected. ![]() The platform with a second Scworm generator was removed, replaced with a large background. The platform at the top of this screen was lengthened to keep the player from jumping on top. In the Japanese and American versions Mega Man would reach the end of the tunnel and stop moving but remain in his sliding animation, which looked rather silly. One block was removed from this sliding tunnel. The EU version mostly takes after the USA version, but alters the licensing text to say "Licensed To Nintendo".ĭespite being released four years later, the Chinese release simply uses the USA ROM untouched from its original release, despite the presence of the updated European release. However this also included bumping the copyright date, and updating the copyright info to include Capcom USA. (Source: Original TCRF research) Regional Differences Title Screen JapanĪs usual, the title screen was modified for the USA release. They were probably used in a stage select like the one in Mega Man: Dr. The early graphics actually use the background palette. He just stays still in the final version.Įarly versions of the Robot Masters appear in the ROM. A different diagonal sprite is used for said missiles in Mega Man 3, but not here for whatever reason.Īn unused intro animation for Quint. The Copipis that hatch from the egg have only one frame of animation in the Wood Man set.Ī diagonal sprite for the missiles Giant Springers shoot. The Pipi egg is a dinky 8×8 sprite in the Wood Man sprite set. These enemies appear in Wood Man's stage in the NES game but not in the Game Boy version, so their art was never updated. The hilarious-looking early Pipi is part of Wood Man's sprite set. This appears in the Air Man stage's object set, possibly being an early version of the Petit Goblin. This 16×16 sprite seems more accurate to the NES version than the final sprite, which uses two 8×8 tiles that are flipped vertically and horizontally for each frame. This appears after the font used in the credits, so that's probably where it was meant to be used.Īn early, single-framed version of the Metal Blade can be found in Metal Man's sprite set. ![]() The Earth graphic is slightly larger than it appears in-game - 16 pixels are cut off from the bottom.Īn unused shaded font. Luckily, it was replaced with a much better sprite. Unused graphics not related to the actual levels.Ī poorly-made early walking frame for Crash Man. (Source: Original TCRF research) Other Unused Graphics
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