I never thought I would catch myself saying this, but I kind of want a Wii now. I’ve heard good things about Tales of Symphonia; honestly it sounds like a game that was tailor made for me.
I haven’t heard much about Mega Man 9 besides what James Rolfe (the Angry Video Game Nerd) has said, but I’m a classic Mega Man fan, so I’m definitely interested in that.
Besides those two titles, I’m rather intrigued by the selection of virtual console titles. If you haven’t figured it out already, I’m a classic gamer so it’s really hard to pass up.
With all that said, a Wii is not in my budget right now. I could be wrong, but I have a feeling it may not be long before the launch of a new line of next-gen consoles. I’m also rather interested in a PS3 and an Xbox 360 so it’s a little hard to gauge what I should do right now.
Saiyuuki World 2 Tenjoukai No Majin (aka Whomp ‘Em) is basically a game in the style of Mega Man. It was developed and published by Jaleco on December 7, 1990 in Japan and March 1991 in North America.
There are 6 main stages in Majin, each containing a boss from whom you gain abilities when you beat them. Of course, certain abilities are more effective against certain bosses, but some abilities aren’t made for attacking at all. The main difference from Mega Man is that Goku (the character you control, not to be confused with the protagonist from Dragon Ball) doesn’t have a projectile weapon. Instead, he has a Nyoibo (aka power pole).
The game is comprised of 8 levels in total and 7 bosses. The first stage is merely an introduction, and the final stage – as you would expect – leads to the last boss. It almost feels as though they went deliberately out of their way to make this game difficult because in-game content is sparse.
I remember playing this game as a kid, and even though I was able to reach the final stage, I was never able to finish it. One of the reasons for this is that frankly it’s a very difficult game. The stages are relatively short, but the bosses get more difficult as you go. It appears that the bosses gain more health as you gain more health, and they can steal your Kintans (basically the equivalent of an energy tank) as well. You can only hold up to 3 Kintans at any given time, so you have to keep an eye on your health.
You start with 4 health bars (hearts) in-game, and you can gain up to 12 by collecting gourds (now there’s a word I never thought I would use). Collecting gourds (aka Hyoutan) can prove very time-consuming, but you’ll want to get at least 10 hearts by the end of the game (if you intend to finish it). It takes 99 gourds to get your final heart, but I never made it that far.
Even if you make it to the final stage, you’re probably all out of Kintans (which doesn’t bid well for you), and to add insult to injury, you can drop back to the base level from the second level of the stage. Fortunately, you can keep killing enemies in the stage and wait for them to drop Kintans. To beat this stage, you have to take advantage of all the abilities you’ve gained, including the Kintoun (flying cloud you can ride on aka Flying Nimbus).
After you beat the initial 6 bosses, you gain an additional ability which is basically a dragon shot. This is the only weapon that seems to be effective against the final boss (a disgruntled Buddha?). The only catch is that this ability eats away at your health, so you have to be careful. The disgruntled Buddha starts by summoning a few minions before he starts attacking you. As long as you have 3 Kintans, close to full health (at least 10 hearts), and take advantage of your dragon shot, you should be able to beat him.
The controls are simple and well thought out. Goku is able to pull off a surprising variety of moves, but it doesn’t take a rocket scientist to figure it out.
Sound & Music
The music is quirky, creepy, and fairly repetitive. A lot of it has Oriental undertones to it, which seems to work for the game. The music has a way of sticking in your brain after you’ve spent a lot of time collecting gourds in a particular level, but that isn’t necessarily a good thing.
All in all it was a pretty fun game. It’s definitely not up there with Mega Man or Super Mario Bros. in my mind, but it still provided some entertainment. If you’re up for a challenge, then you might want to try it out.
Here’s a little gameplay footage:
Unless you’ve been living under a rock, you already know that Mega Man is the notoriously difficult 1987 game published by Capcom for the Nintendo console. This game set the tone for the 5 sequels that followed on the NES platform, with subtle differences.
Mega Man featured 6 Robot Masters, as compared to the 8 that became the standard in subsequent Mega Mans. The game also had a score counter, which was dropped for the sequels. The look and feel of the game was different, but only in subtle ways. For example, the look of the items (dropped by enemies) was different than those that appeared in Mega Man 2 onward. Enemies also dropped point-based items in the original Mega Man, but these were removed – naturally – when the score counter was axed.
The Guts Man stage, Ice Man stage, and Fire Man stage were among the hardest levels in the game, each for different reasons. The Guts Man stage had instant-death platforms, the Ice Man stage had disappearing platforms, and the Fire Man stage had traps and enemies that were nearly impossible to avoid. Among them, the Guts Man stage is considered the most difficult, and I would have to agree. By contrast, the Cut Man and Elec Man stages were probably the easiest in the game.
The most challenging Robot Master, in my opinion, was Fire Man. His attacks were near impossible to avoid, and although he was vulnerable to Ice Slasher, the weapon wasn’t so effective that you could knock him out with 3 hits (unlike some Robot Masters).
The Fortress Bosses were also tremendously challenging. The “Yellow Devil” (aka Rock Monster), in particular, was a tough battle. The monster would split into numerous hazardous pieces, fly to one side of the screen, and materialize in its complete form on the other side of the screen. Your only opportunity to get any damage in is while the Yellow Devil is in complete form. The boss will split into pieces again, this time flying to the other side of the screen, and these pieces are to be avoided if you’re to evade damage. Fortunately, the flying fragments don’t come at random, so it’s possible to memorize the pattern. The other fortress battles are also challenging, but in most cases it’s just a matter of learning a particular pattern to avoid damage. It should be noted that you will encounter all of the Robot Masters a second time, before the final encounter with Wily Machine. It’s a good idea to remember the weakness of each Master.
There’s nothing fancy or flashy about Mega Man’s gameplay. A to jump, and B to shoot. The game was nevertheless extremely challenging, with many traps and enemies along the way. Check points are few and far between, so you must persevere.
Mega Man doesn’t have the most impressive graphics in the classic series, but Capcom always had a way with 8-bit graphics that other companies didn’t seem to have. In this game, the backgrounds are extremely primitive, but the foregrounds are adequate enough to convey the “feel” of each stage.
Sound & Music
I always find Mega Man music to be well-orchestrated and stimulating. Mega Man does not have the best music in the series, but the Elec Man stage theme is fairly memorable. The Fortress Boss music just grinds on the nerves.
Mega Man is a classic. Many NES games are known to be extremely challenging, and among them Mega Man ranks high. As with any other game, it’s a matter of practice and perseverance, and it’s not impossible to beat. I found the game to be very entertaining, if frustrating at times. Give it a try!