This week, it’s a two-hour lovefest for Mega Man

Hi! Big episode this week, in more ways than one.

One way: It’s a very lengthy episode, clocking in at nearly two dense hours of commentary and nostalgia. And it only covers nine games total, really — Mega Man 1 through 6 and the three Mega Man Legends titles. That’s like, 1/10 of the all the Mega Man games ever made.

Second way: We have a bunch of info on the newly announced Mega Man Legacy Collection, which is relevant to this topic. Capcom Unity‘s Brett Elston and Greg Moore join us not only to talk about Mega Man games, but also to detail the upcoming anthology, which is being produced by the former Digital Eclipse guys at Other Ocean. Former Retronauts contributor (and occasional cohost! Check out the Tengen episode!) Frank Cifaldi has a huge role in the anthology, and that alone means it’s likely to sit among the best, most accurate, and most loving compilation of classic games we’ve ever seen in the U.S.

You can read more about it all at USgamer. Or Capcom Unity. Or hey, just listen here.

Description for this episode:

Jeremy and Bob are joined by Capcom’s Brett Elston and Greg Moore to revisit a topic near to everyone’s heart: the Mega Man legacy. (And also the Mega Man Legacy Collection, due later this year.)

Listen or download here:

Libsyn (1:52:00 | MP3 Download) | SoundCloud | Subscribe on iTunes | RSS | Support the show on Patreon

Man. If only revisiting old Retronauts topics always resulted in announcements like this.


Filed under Retronauts

5 Responses to This week, it’s a two-hour lovefest for Mega Man

  1. Great episode.

    I guess I sort of understand why they’re going with the 1-6 series instead of just putting all of the games out (not like they don’t have the space for it). It would’ve been nice if there was something like a graphical back and forth switch, level editor, etc. Nonetheless, I’m interested in playing it and I hope they do more with classic Capcom series games.

    One thing you guys didn’t say was which one had the best soundtrack, and to me it’s always been a battle between 2 and 3 (if we’re speaking only of the 1-6 games). I probably have to go with 2 because the themes are more memorable and pronounced, but still, 3 has this ( ).

    One more thing, while reading, one of the staffers at Capcom said they literally put the Yasichi in as a sort of stand out item to make their games noticeable. It worked in my case–it was always so mysterious.

  2. Nathan Daniels

    Very entertaining episode, in spite of the fact that the only Mega Man I’ve ever played is a little bit of 3. Being “that Sega kid”, I wouldn’t give the series the credit it was due, saving the little NES love I had in my heart for games like Bionic Commando and Final Fantasy.

    Anyway, great hearing Brett and Greg on the show. I very much enjoy VGMpire and this episode came out literally the day after I posted on the VGMpire blog that I thought(respectfully) he was shortchanging his user base by not covering Capcom franchises on his show. So it was strange(but really cool!) to hear him reminiscing about Mega Man.

    I can’t remember who initially brought it up, but THANK YOU for making the analogy that the 32-bit era was to polygonal gaming what the 8-bit era was to sprite-based games. Listening to a lot of retr0-minded podcasts like I do, I’ve heard so many people disparaging polygonal gaming. There is a point to be made about how clunky and ugly the first generation of polygonal games were, and how the level of control didn’t increase commensurate with the graphics…..not to mention that polygons prematurely ended what could have been an amazing new generation of beautiful 2D sprite-based games. That being said, the texture quality and 3D model complexity of those games always reminded me of 3D representations of the 8-bit generation of games. I kind of bowed out of gaming after the DC died, so it kind of amazed me when you said there is a growing number of folks who declare nostalgia and love for that 32-bit style of graphics. I can see why, but it’s still amazing nonetheless.

  3. Ron

    Thanks a lot. That episode was like therapy. I was kind of hard on Capcom for a few years there, (who wasn’t?), but it hasn’t been on my bad side for a year or two now. (Konami has done a splendid job of channeling that frustration recently). The cheap outsourcing, “Gotta be just like the West” phase seems to be over, and it now seems to be rebuilding a new company foundation with solid Japanese design. I hope mooching off its rich legacy can help keep it afloat while it gets back to being a leader in the Japanese industry.

    This past May and the recent onslaught of classic Mega Man games on PSN and Virtual Console, the Legacy bundle, and Mega Man in Super Smash Bros, have felt like an extra special helping good will for those years of silence, cancellations, and Rockman Xover.

    I love playing Mega Man 8 and Tron Bonne on my Vita.

    One thing I’d like to mention which you guys didn’t touch on is how great Tron Bonne feels with the controls re-mapped to modern third-person shooter standards, something only capable on the Vita. Dual analog sticks and dare I say “down the iron sights” aiming for both the lock-on and beacon bomb. Plays like a dream!

    Mega Man Legends is one of my favorite games, but the controls make it tough to go back to. I understand the licensing issues, but those Vita controls would do marvels for making it and its sequel more accessible to modern gamers and old timers, like me, who have a hard time going back to before shooters had uniformity between developers.

    Plus, I also picked up on the Peace Walker feel, seeing as how I jumped straight from that into this. You guys were spot on.

  4. SOUP

    Thanks for the episode :D.

    It was great to hear guys from Capcom acknowledge that they’re aware of how many people want the Legends games re-released.

  5. Mr. P

    Well, look at that–the blocks during the Dragon fight are indeed a single color. You can see that parts of the block sprite are left transparent so that the black background can shine through and double as a shading effect.

    Dig it.