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Rockman and Forte: Challenger From the Future is a Japanese only release for the hand held Wonderswan system. Since the Wonderswan saw limited release in the US, it's not surprising the states never saw a release of this game. Bandai has a pretty close relationship with the Mega Man series, releasing toys, cartoons, and mangas, so it's not surprising that Capcom would let them make a game for their little hand-held.
I should come out and say that this game isn't as good as your standard Mega Man games, but it's no where near as offensively bad as Mega Man PC. In fact, it's kinda fun. It could be better, but hey, it's better than Battle and Chase and that was developed by Capcom.
Story
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Mega Man Shadow claims to be Quint from Mega Man II, who was sent back to the past by Dr. Wily years ago. He has come back for revenge on Mega Man after brooding for so long, and has brought an army with him.
By the way, this is the first instance in the games entire series where Quint is said
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Anyway, Mega Man and Bass decide to unite temporarily to deal with a common enemy. After they finally defeat Mega Man Shadow, he reveals the truth. Mega Man Shadow was created when Dr. Wily went into the future. He first experimented with the future technology and created Mega Man Shadow, but discarded him once he found the real Mega Man, which he reprogrammed into Quint.
Mega Man Shadow wanted to prove to his creator that he wasn't useless, and that he could take down Mega Man. But he failed, regrets his purpose, dies, everyone goes home, game over. He's seen without his helmet in the final picture, so we can assume Dr. Light repaired him and reprogrammed him, but then again Bass is there looking buddy-buddy too, and that just doesn't make a lick of sense.
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Aesthetics
Well, just look at these screenshots. The art style is decidedly different, but not too bad. The in-game stuff on the other hand? Well frankly it's a bit ugly. I couldn't tell you what the power of the Wonderswan is, since it had a very limited released in the US, but Wikipedia says the Wonderswan Color didn't come out until a year after this game.
The Game Boy Advanced wouldn't be out for a couple of years, and the Game Boy Color was only
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The stages don't look much different from each other, and some stages have land mines that are really hard to distinguish from the rest of the level. There's only a handful of enemies, and most of them look terrible, like the 3D cube that shoots at you, what the hell? It's not a great looking game.
Sound
Ok, but not very memorable. There's a few remixed soundtracks from Mega Man and Bass thrown on here, but degraded quality to meet the limitations of the system. The other sound effects are little blips and boops you associate with lower end systems. You won't be blown away.
Design
The game comes off of
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And the weapons, boy are they over powered! Imagine if in Mega Man 2, every weapon slot was the Metal Blade, and that it one-shotted each enemy. Now imagine that your Buster was so underpowered, everything would take upwards of 5 to 6 shots to kill. Now you have an idea of what the weapons are like in this game.
To their credit, even if the weapons weren't so devastatingly better than the buster, all of them would have more situational and utility usage than many previous Mega Man titles
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Bass get's a lot of unfair advantages over Mega Man this time though. The levels seem much more suited to double jumping, and the bosses invincibility time is so short after getting damaged, that rapid fire does a significant amount of damage. Mega Man's game is a lot tougher.
Dr. Light's lab returns with a variety of items exclusive to Mega Man and Bass, but unfortunately most of the items are useless. Rush Coil, for example, is a one time use item for 100 bolts. This wouldn't be as bad if there were just more bolts in the game, but unless you end up dying a whole lot, you likely won't get more than abut 500 bolts per play through, and most items costs around 300. Really, the only item worth buying is the armor, which lessens the damage you take and lasts the whole game. Interesting note, is that Reggae and Tango make an appearance in this game as well in the item shop.
Speaking of dying a lot, the first stage is really the only troublesome one. After that, it's pretty smooth sailing. The bosses aren't tough, and all of them are weak to just about every weapon. Doppler Attack is so devastatingly broken, it'll take out the final boss in seconds. Once you get your first weapon, no matter what it is, throw your buster away and it's a cake walk.
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Playability
One thing that sticks out is that sliding and dashing is a bit weird to get used to. Mega Man and Bass both only go such a small distance, and there are many sections that require you to slide under spikes. It takes
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Extras
- Boss Order: I find the easiest boss to start with is Konro Man. He has a mini boss in his stage that is annoying, but you can beat him by standing all the way to the right of the arena during the fight. After Konro Man, it's really whatever you want because once you have a weapon, everything will die.
- Weapon energy never refills in this game unless you game over. If you don't care about going through the game without dying, take a few dives to refill your energy.
- Doppler Attack is devastating, and will kill just about anything in seconds. It also can be used to go through walls to get to other areas faster. Be careful not to turn it off in a wall though or it'll be instant death.
This game isn't bad, but it's not great. It does have some creativity in it that can't be ignored, and for a licensed game, it's definitely at a higher mark than previous attempts. I can actually recommend giving this one a shot, unlike every other licensed game so far.
Playthroughs
N/A
It is a good game for a megaman licensed one, specially because Bass is playable again.
ReplyDeleteThe manual for Mega Man 2 on Gameboy comes out and says that Quint is Mega Man from the future. Wily went into the future and reprogrammed him because Wily couldn't think of a better use for a time Machine.
ReplyDelete