My wallet for burning for this game, and so last Sunday, I won a bid of 25.50 plus 2.75 shipping to own another piece of Mega Man gaming. Sure...I could have just fronted that money and owned a GCN, PS2, or X-Box version with all 8 Mega Man games on the disc! However, I wanted the prototype, and baby, I got it.
The game plays just like the other six available for the NES, but there are some distinctions. The graphics are 16-bit, compared with the 8-bit graphics, of course, and there is more definition in the background. However, there are flaws.
First off, Mega Man 7, why in the hell is none of your music, with the exception of the first 20 seconds of Turbo Man stage, memorable? Ixzion said it best: the 20 seconds of Turbo Man sounds just like any music you would hear in a Mega Man game, but the rest is garbage. I mean, I've heard of ambient music to help you progress through a game without being bored. Mega Man 7's music sounds like the background tunes you hear in a 70's or 80's porn flick! Shame on you, Mega Man.
Another riff I had was that the dialogue at the beginning of the game constitutes like 5 minutes of your time. Sure, 5 minutes doesn't sound like a lot of time, but the text drags on and on (you cannot speed it up), and you simply want to walk these effing platforms and destroy anything that comes in your way. You know how Mega Man X starts? You press start, and BOOM! You're walking and encounter your first enemy, X Buster charged, let that son of a ***** go, and the enemy is toast. Shame on you, Mega Man.
Controls are okay, though. The bosses' patterns are pretty predictable, and the Rush Adapter is back...but you have to look for the damn letters. The password system is tolerable, with certain characters occupying each number from 1-8, unlike the Mega Man X series. So, was the purchase worth it? Well, considering the next cheapest on the ebay market is 40-45 bucks, yes, this purchase was worth it. It's a nice edition to my collection of Mega Man X games for the SNES. Oh, by the way, I don't give a rat's ass about Mega Man Soccer. Let someone else collect it.
*breathes*
The game plays just like the other six available for the NES, but there are some distinctions. The graphics are 16-bit, compared with the 8-bit graphics, of course, and there is more definition in the background. However, there are flaws.
First off, Mega Man 7, why in the hell is none of your music, with the exception of the first 20 seconds of Turbo Man stage, memorable? Ixzion said it best: the 20 seconds of Turbo Man sounds just like any music you would hear in a Mega Man game, but the rest is garbage. I mean, I've heard of ambient music to help you progress through a game without being bored. Mega Man 7's music sounds like the background tunes you hear in a 70's or 80's porn flick! Shame on you, Mega Man.
Another riff I had was that the dialogue at the beginning of the game constitutes like 5 minutes of your time. Sure, 5 minutes doesn't sound like a lot of time, but the text drags on and on (you cannot speed it up), and you simply want to walk these effing platforms and destroy anything that comes in your way. You know how Mega Man X starts? You press start, and BOOM! You're walking and encounter your first enemy, X Buster charged, let that son of a ***** go, and the enemy is toast. Shame on you, Mega Man.
Controls are okay, though. The bosses' patterns are pretty predictable, and the Rush Adapter is back...but you have to look for the damn letters. The password system is tolerable, with certain characters occupying each number from 1-8, unlike the Mega Man X series. So, was the purchase worth it? Well, considering the next cheapest on the ebay market is 40-45 bucks, yes, this purchase was worth it. It's a nice edition to my collection of Mega Man X games for the SNES. Oh, by the way, I don't give a rat's ass about Mega Man Soccer. Let someone else collect it.
*breathes*














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