

Earlier on I mentioned some of the frustration and difficulty that Mega Man brings compared to those titles, SFXMM is easier.

Since we’re on the topic of problems, let me address the gameplay ones. Others experienced performance slow-downs or had their display modes stuck at 16-bit instead of automatically reverting back to 32-bit when the program closed. Some players report issues with the Xbox 360 controller such as binding errors and deadzones. Unfortunately, my smooth experience with SFXMM isn’t shared by all. Besides, the rumble feature didn’t exists in the original NES controller anyway. There’s no vibration of course but the chance of using a more natural input method feels much better. Thankfully the game supports controllers and my DualShock 3 (via MotionInJoy) performed admirably. While a keyboard is fine for the most part, it ultimately feels very strange. The keys are rebindable by hitting F2 – this will generate a text file in the same folder as the program, so don’t go deleting it by accident. Even so, Zhong Hui does a great job of nailing the movement mechanics, and it feels true with what I remember playing years ago.Īs this is a PC exclusive, native input will be via keyboard. SFXMM is clearly choosing to emulate the classic Mega Man titles so don’t expect to see fancy new moves like the Dash and Wall Kick. It’s good to know that the controls are tight in your quest to run, jump and slide. Combined with the pseudo-8-bit graphics, it’s hard to not get swallowed in a wave of nostalgia. The sound effects are equally impressive at setting a believable ‘90s vibe. The chiptune soundtrack is an original set, composed by San Francisco-based Luke Esquivel, known as “A_Rival”, and comprising elements from both featured franchises. It’s a neat addition to give it that Street Fighter touch.Ī strong aesthetic isn’t the only thing it boasts. You’ll quickly identify the signature moves they pull off during battle, as well as their respective special attacks when a charge bar fills up. Seeing the World Warriors reduced into Mega Man sprites with accompanying 8-bit squeaks is adorable too. On the other hand, Dhalsim’s stage has you navigating through a maze with Indian design-influences and teleporting genies (or what I think are genies anyway). Each SF character gets an appropriately themed level so you’ll be running through the Brazilian jungle and fighting off electric eels to face Blanka, for example. The bosses themselves are fantastic and are easily the highlights of this regrettably short game. Defeat any one and you’ll learn their ability, be it Chun-Li’s Lightning Kick or Ryu’s Hadouken. Mega Man has to face off against eight Street Fighter characters: Chun-Li, Crimson Viper, Dhalsim, Blanka, Rose, Rolento, Urien and Ryu.

In that regard, SFXMM is very loyal to the rock-paper-scissors concept. Of course it’s entirely possible to run through most titles with just his default Mega Buster but that’s not my goal here. It’s frustratingly cruel in a way, but also immensely satisfying when I return and crush the pesky one I’ve had trouble with. Other times not as much, like MM9’s Tornado Man beating Magma Man. Sometimes they’re quite obvious: Ice Man defeats Fire Man.

Turns out I should have defeated someone else first because each boss has a weakness to another’s special ability. After all I get so close – the boss only has a quarter-bar of life left! For a moment I believe it, thinking my failure’s due to my incompetence. The level teases me along, as if saying, “ C’mon you got this,” as I embarrassingly die from a mistimed jump or to an enemy lusting after my shiny robot innards. If there’s one thing unique about the series, it’s how Mega Man’s level selection is always a trial-and-error puzzle in itself.
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Street Fighter X Mega Man released for free on Capcom Unity’s site yesterday afternoon, and when the download eventually finished I promptly gave it a (charged) shot. Lucky for us then that Singaporean fan, Seow Zong Hui, aka “Sonic”, showed up with his game. After selling 29 million copies from a catalogue of 129 titles, Capcom seemed at risk of showing up empty-handed for Mega Man’s 25th Anniversary (no, Xover doesn’t exist to me.). The following year Mega Man Universe and Mega Man Legends 3 got cancelled, leaving nothing in development for the iconic Blue Bomber. In 2010 the series’ co-creator, Keiji Inafune, resigned from Capcom. Mega Man fans have had it rough these past two years.
