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Mega Man IV | |
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Developer(s) | Minakuchi Engineering |
Publisher(s) | Capcom |
Producer(s) | Tokuro Fujiwara |
Artist(s) | Keiji Inafune |
Composer(s) | Kouji Murata[1] |
Series | Mega Man |
Platform(s) | Game Boy |
Release |
|
Genre(s) | |
Mode(s) | Single-player |
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Mega Man IV[a] is an action-platform video game by Capcom for the NintendoGame Boy. It is the fourth installment in the handheld version of the Mega Man series. The game continues the quest of the protagonist Mega Man in the struggle with his long-time nemesis Dr. Wily, who sends out a disruptive radio signal to cause a rampage, citywide destruction from dormant robots. Mega Man IV features the traditional actionplatforming gameplay of the prior games while introducing one new feature, the ability to purchase items with power-ups found throughout each stage. As with previous Game Boy releases, the game incorporates gameplay elements and bosses from two sequential Nintendo Entertainment System (NES) games: Mega Man 4 and Mega Man 5. The game has received a warm critical reception. In 2013, Mega Man IV was made available on the Virtual Console of Japan's Nintendo eShop for the Nintendo 3DS. It was later released in the North American and PAL region eShops the following year.[5]
Plot[edit]
The plot of the game once again involves the protagonist Mega Man trying to thwart the world domination plans of the infamous Dr. Wily. On a seemingly peaceful day in a large city, Wily appears in the sky in his flying saucer and sends out a radio transmission that causes all the robots at the annual Robot Master Exposition to go on a rampage.[3] He then sends eight new rebuilt robots of his own to different parts of the city to lead the destruction.[6] Having resisted this reprogramming signal, Mega Man responds by defeating all four of these previous foes in battle and chases Wily to a large tank. Inside the tank, the hero encounters Ballade, yet another robot specially designed to kill him. Mega Man defeats this new enemy, pursues the remaining enemies in the city, and returns to the tank. There, he has a victorious rematch with Ballade, only to see Wily quickly retreat to his space station. Dr. Light fits Mega Man's companion Rush with a space flight ability, allowing the hero to lead a one-man assault on Wily's new stronghold.[7] Mega Man beats Wily, but is unable to blast his way out of the exploding space station. At the last moment, Ballade arrives and self-destructs in repentance, creating a hole through which Mega Man can safely escape.[8]
Gameplay[edit]
At its core, the gameplay is still the same as the previous 3 Mega Man Game Boy games. The player takes on the role of Mega Man as he traverses a series of two sets of selectable action/platforming stages in any order desired. The player's initial weapon, the 'Mega Buster', can fire both small shots and much larger and more powerful, charged blasts. Each stage is populated with various types of enemy robots and a single Robot Master exclusive boss. Beating the Robot Master will earn the player its special 'Master Weapon' for use throughout the rest of the game.[6][9] Clearing 2 of the Robot stages also gives the player access to abilities from Mega Man's dog Rush, who can transform into a springboard for reaching high platforms or a jet for crossing large distances. Also, the game's first four Robot stages each house a letter ('B-E-A-T') that spell out the name of the bird Beat. Collecting all 4 letters endows the player the ability to summon upon Beat to assist by attacking enemies.[6][9] On the other hand, the game's latter four Robot stages each house letters that spell ('W-I-L-Y') which would be imperative to collect in entering to the first part of Dr. Wily's fortress. The stages also contain hidden passages where the character Proto Man leaves the player items, often giving 'Super Tanks' that refill all weapons energy and health energy.
Mega Man IV carries on the Game Boy line's tradition of recycling elements from two consecutive Mega Man NES releases, most prominently with its bosses. The first four Robot Masters (Toad Man, Bright Man, Pharaoh Man, and Ring Man) are originally from Mega Man 4 and the latter four (Crystal Man, Napalm Man, Stone Man, and Charge Man) are from Mega Man 5.[9]Mega Man IV also introduces a shop feature to the series. In addition to various restorative items like health, weapon power, extra lives, energy tanks that can be stored for later use, the player can pick up 'Power Chips (P-Chips)' dropped by enemies or in designated spots in the stages. Dr. Light's lab can also be visited from the stage select screen, wherein the player can purchase various items using the P-Chips collected.[6] One such item is the newly introduced 'Auto Charger' (or 'Energy Balancer', which was originally conceived for Mega Man 5 but removed), which automatically takes weapon energy capsules and restores it in the weapon with the least amount of energy left, provided that there is no refillable special weapon selected.[9]
Also, for the first time in the Mega Man Game Boy series, the Robot Master re-match sequence (where Mega Man must fight all 8 Robot Masters again in a teleportation hatch in Dr. Wily's castle) is implemented, as opposed to the previous three Mega Man Game Boy titles, where Mega Man fought Wily straight on after going through the castle.
Development[edit]
Using features from two previous NES titles, as well as some new elements, series artist Keiji Inafune was happy with the flow from Mega Man III to Mega Man IV.[3] Inafune was also satisfied with how the Mega Man Killers Enker, Punk, and Ballade turned out. The artist had fun thinking up new ideas for Ballade's second form, which included the horns on his head turning up, larger bombs, and shades covering his eyes.[3]
Reception and legacy[edit]
Reception | ||||||||||||||||||
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Mega Man IV has been well-received critically. Major gaming magazines Nintendo Power and Game Players have called the graphics and gameplay 'exceptional' and 'terrific', although the former was disappointed by its few surprises.[11][14]Electronic Gaming Monthly described Mega Man IV as one of the best Game Boy games to date, due to its near flawless recreation of the action and technique of the home console games and graphics which push the Game Boy hardware 'to its limits and then some' (though they did complain of screen blurring). They also praised the music and the extremely long, challenging levels.[12]
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Mega Man IV was re-released on April 13, 2001 for the Nintendo Power cartridge service in Japan alongside its four Game Boy counterparts.[15] The 5 games that comprise this subseries were to be released on a Game Boy Advance compilation in 2004, but was cancelled.[16] The boss Ballade would later appear as part of a downloadable content stage for Mega Man 10 in 2010.[17] On July 18, 2013, it was confirmed that Mega Man IV is planned for release on the 3DS Virtual Console[18] which came out in October 23, 2013 in Japan and on May 15, 2014 in North America.[19]
References[edit]
- ^Known in Japan as Rockman World 4 (Japanese: ロックマンワールド4, Hepburn: Rokkuman Wārudo Fō)
- ^'これまでの仕事 / Works' (in Japanese). Murata, Kouji. Archived from the original on September 2, 2011. Retrieved August 18, 2011.
- ^'Game Boy (original) Games'(PDF). Nintendo. Archived from the original(PDF) on June 15, 2011. Retrieved September 24, 2011.
- ^ abcdMega Man: Official Complete Works. Udon Entertainment. January 6, 2010. p. 68. ISBN978-1-897376-79-9.
- ^Overton, Wil (April 1995). 'Viva Le Mega Man'. Super Play. Future Publishing (30): 30–1. ISSN0966-6192.
- ^'Archived copy'. Archived from the original on 2017-08-09. Retrieved 2014-07-03.CS1 maint: archived copy as title (link)
- ^ abcdCapcom, ed. (December 1993). Mega Man IV Instruction Booklet. Santa Clara, CA: Capcom Entertainment, Inc. pp. 5–19. DMG-W4-USA.
- ^Capcom (December 1993). Mega Man IV. Game Boy. Capcom.
Dr. Light: Listen up Mega Man! Wily has escaped to his secret space ship. While I modify Rush for use in outer space, you better make as many items as possible. Good luck, Mega Man!
- ^Capcom (December 1993). Mega Man IV. Game Boy. Capcom.
Mega Man: Stop Ballade!! You're badly injured! Ballade: I know Mega Man. After our battle, I realized that I was wrong. This is all I can do for you now. Good bye..
- ^ abcd'Mega Man IV'. Nintendo Power. No. 55. Redmond, Washington: Nintendo of America. December 1993. pp. 70–5. ISSN1041-9551.
- ^'Mega Man IV Reviews'. Gamerankings.
- ^ ab'Now Playing: Mega Man IV'. Nintendo Power. No. 55. Redmond, Washington: Nintendo of America. December 1993. pp. 106–7. ISSN1041-9551.
- ^ ab'Review Crew: Mega Man IV'. Electronic Gaming Monthly. No. 53. Ziff Davis. December 1993. ISSN1058-918X.
- ^Famitsu staff (1993). クロスレビュー [Cross Review]. Famitsu (in Japanese). Tokuma Shoten. Archived from the original on March 24, 2019. Retrieved March 24, 2019.
- ^ ab'Reviews: Mega Man IV'. Game Players. Imagine Media (38). March 1994. ISSN1091-1685.
- ^ゲームボーイ用のアクション系ソフト:4 (in Japanese). Nintendo. Archived from the original on February 3, 2003. Retrieved June 3, 2010.
- ^IGN staff (February 4, 2004). 'Mega Man Mania Change'. IGN. Archived from the original on June 13, 2011. Retrieved June 1, 2010.
- ^Moriarty, Colin (April 28, 2010). 'Mega Man 10's Second Wave DLC'. IGN. Archived from the original on May 3, 2010. Retrieved June 4, 2010.
- ^'Classic Game Boy Mega Man Titles Coming To 3DS Virtual Console'. Archived from the original on 2013-07-21. Retrieved 2013-07-20.
- ^http://www.nintendo.com/eshop/mega-mayArchived 2014-05-02 at the Wayback Machine Nintendo
External links[edit]
- Official Rockman website(in Japanese)
Rockman EXE 4.5 Real Operation | |
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Developer(s) | Capcom Production Studio 2 |
Publisher(s) | Capcom |
Composer(s) | Toshihiko Horiyama Akari Kaida |
Series | Mega Man Battle Network |
Platform(s) | Game Boy Advance |
Release |
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Genre(s) | |
Mode(s) | Single-player, multiplayer |
Rockman EXE 4.5 Real Operation (ロックマンエグゼ4.5 リアルオペレーション) is a title in the Mega Man Battle Network sub-series of Mega Manvideo games. The game was released only in Japan on August 6, 2004, and is not part of the main Mega Man Battle Network storyline.
Gameplay[edit]
In Real Operation, the Game Boy Advance itself acts as a PET, allowing the player to control various NetNavis from previous games in the series. The game could also be used with the Battle Chip Gate, a Game Boy accessory that allowed players to use real-life toy Battle Chips for use in the game, a feature that would be carried over to later games in the series. Users of Real Operation can also play multiplayer games against Battle Network 4 users and other Real Operation users. Due to the Battle Chip gate being an important part of much of the gameplay, the game was not released out of Japan for that very reason, due to the accessories, like the e-reader not being very popular in the US.
Real Operation is also compatible with the Nintendo e-Reader, which allows for the unlocking of certain Navis, some of which are required to complete the game. Navis also give unique features and mini-games to the player, such as NumberMan who will help the player study math problems, and each Navi has different personality traits to alter the playing experience as they speak and interact with you. The game also features a real-time system and on certain days of the week, tournaments will be held in-game that the player can compete in, or you can set reminders on calendars that your Navi will keep track of. Darkloid versions of Navis that appeared in Mega Man Battle Network 4 (such as TopMan) also appear in cyberspace for the player to battle against.
During the course of the game, you do not actually manually control the NetNavis in battle like you do in the other Battle Network games. Instead, they move on their own, and you provide the Battle Chips for them either by selecting them during battle (in the same fashion as older Battle Network games) or by manually slotting them into the Battle Chip Gate. You can also alter their evasion strategies to guide them closer or farther from the enemies to set up attacks. This is to simulate an actual PET experience with the player as the NetOperator, and as such, no human characters appear in the game.
As a subsidiary2002Started 24 hours a day, 365 days a year service supportTook over operations from former HITACHI001fSEIKIStarted operation as part of the MORI001fSEIKI GroupAcquired OHSAS18001 certification2003. Dmg mori seiki aktiengesellschaft gildemeister.
While the game was not released in the US, hacking in Battle Network 5: Double Team DS shows that the game can in fact, be run exactly the same way as 4.5, using the same windows and such, though the player is stuck using only Megaman and whatever chips they start with.
Navis[edit]
Initially, the player can only choose from MegaMan, Roll, GutsMan, and NumberMan as their Navi companion. However, by slotting-in the corresponding NetNavi battle chip into the Battle Chip Gate, more Navis will be unlocked for the player to use. Each Navi has unique battling styles, personalities, and mini-games to interact with. There are a total of 21 Navis for the player to use, including all 12 Soul Unison Navis from Mega Man Battle Network 4. StarMan is the only Navi who did not previously appear in a title released on the Game Boy Advance. (His only prior appearance was the GameCube-exclusive Mega Man Network Transmission.)
The playable Navis include MegaMan (Rockman in Japan), Roll, GutsMan, NumberMan, FireMan, WoodMan, WindMan, SearchMan, AquaMan (also known as SpoutMan), ThunderMan, MetalMan, JunkMan, ProtoMan (Blues in Japan), StarMan, NapalmMan, IceMan, ElecMan, PlantMan, KnightMan, ShadowMan, and Bass (Forte in Japan).
The particular Navis Capcom chose to make playable offer slight evidence that Real Operation was used as a testing ground for making Navis other than MegaMan playable in future Mega Man Battle Network titles, such as the appearance of NapalmMan, KnightMan, ShadowMan (who were all playable in the fifth game), Aqua, and Elec Man (playable in EXE6)
Music[edit]
As a homage to the original Mega Man series, each Navi has a musical theme, and most of them are rearrangements of the themes used for their Robot Master counterparts in the original games. For example, IceMan's theme is a remixed version of his stage theme from the very first Mega Man game released on the NES. These themes play on the PET menu interface for each Navi, and some Navis have additional remixes of the same themes used for mini-games unique to them. Furthermore, Navis like Roll (who did not have themes from the original games) or ThunderMan (who was created specifically for the Battle Network series) receive new themes for this game. Finally, MegaMan's theme is instead a rearrangement of the title theme used for the first three Battle Network games, used in the original Mega Man games; ProtoMan's is his trademark 'whistle' theme first introduced in Mega Man 3; and Bass's is the theme introduced in Mega Man 7 when he battles with Mega Man for the first time.
Release[edit]
Rockman EXE 4.5 Real Operation sold approximately 14,693 copies during its first few days on sale in Japan. The game remained on the Famitsu top 30 chart for three weeks.[2][3][4] Sales topped out at 75,809 copies by the end of the year.[5]
The game was re-released for the Wii UVirtual console in 2016.[6]
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Reception[edit]
Famitsu magazine gave it a score of 33 out of 40.[7]
References[edit]
- ^IGN staff (August 11, 2004). 'Now Playing in Japan'. IGN. Retrieved February 27, 2012.
- ^Famitsu staff (August 27, 2004). '集計期間:2004年8月9日~2004年8月15日'. Famitsu. Enterbrain. Retrieved March 9, 2012.
- ^Famitsu staff (September 10, 2004). '集計期間:2004年8月23日~2004年8月29日'. Famitsu. Enterbrain. Retrieved March 9, 2012.
- ^Famitsu staff (September 17, 2004). '集計期間:2004年8月30日~2004年9月5日'. Famitsu. Enterbrain. Retrieved March 9, 2012.
- ^'2004年テレビゲームソフト売り上げTOP500' [2004 Video Game Software Sales Top 500] (in Japanese). Geimin.net. Retrieved March 9, 2012.
- ^'『ロックマン エグゼ 4.5 リアルオペレーション』がWii Uバーチャルコンソールに登場、本日配信開始! - ファミ通.com'. ファミ通.com (in Japanese). Retrieved 2018-07-26.
- ^'ロックマンエグゼ4.5 リアルオペレーション [GBA] / ファミ通.com'. www.famitsu.com. Retrieved 2018-07-26.
External links[edit]
- Official Rockman EXE website(in Japanese)