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    • Obscure/Forgotten Mario Games pt.4- Finale

      2 years ago


      Origionally posted November 8, 2015 on Skirmish Frogs.

      Welcome to the fourth part of my Obscure/Forgotten Mario Games series. It's been 3 years since my last Obscure/Forgotten Mario Games blog. In this part I’ll be looking at the last 13 Mario games. If you haven't seen any of the previous parts... Part 1 | Part 2 | Part 3


      MARIO's Brewery- Commodore 64, 1983

      Mario’s Brewery may hold the “honor” (although this game is certainly not deserving of any kind of honor) of being the first fan-made Mario game. Created back in 1983 by Jeremy Thorne, this game is a Donkey Kong clone released on the Commodore 64 only in Europe. The game is poorly made all-round. Like in Donkey Kong, the game has you controlling Mario as he jumps over barrels, except rather than having to save your sweetheart from a mad gorilla; you’re…trying to reach the drink at the top of the building. Or at least you would be if the game was more completed since when you manage to get to the top, you not only pass through the drink, but the strange thing throwing barrels at you.

      Is it worth playing? No! The game is in such a state, that it’s basically unplayable. If you’re looking for a weird Nintendo knock-off game, may I suggest Frank Bruno’s Boxing, another Europe exclusive game for the Commodore 64 as well as the ZX Spectrum and Amstrad.

      Mario no Super picross- Super famicom (SNES), 1995

      Super Picross is the first sequel to Mario’s Picross on the Game Boy developed by Jupiter, the same company who would make all the games in the Mario Picross series, Japan exclusive Club Nintendo Picross games, and the Picross e games on the 3DS. In Picross you must use a chisel and hammer on a grid to uncover a picture. In order to uncover the picture, clues in the form of numbers are shown on the sides of the grid, showing how many squares go in a row or column. Unfortunately due to Mario’s Picross’ low sales in North America, Mario no Super Picross stayed Japan exclusive. It wasn’t until 2007 and 2013 when it saw a release in Europe and Australia on the Wii and Wii U Virtual Console.

      This game has two types of Picross puzzles: First, the Mario puzzles which play like normal Picross; you’re given a time limit to complete the puzzle with each wrong square chiseled resulting in time lost. Second, the Wario puzzles. These puzzles remove the time limit; however, the player isn’t told if they’ve made a mistake or given any hints.

      Is it worth playing? If you’re a fan of puzzle games, then yes. I recently played the original Mario’s Picross on the 3DS and enjoyed it; having basically an expanded version of the game on a large screen and in color sounds great. It’s also very cheap.

      Photos with mario?- 3DS, 2014

      This is a free app for your 3DS/2DS/New 3DS that allows you to take pictures with Mario characters using special AR (augmented reality) cards from certain $10 eShop fund cards. The app allows you to grab characters and place them wherever you want, then take a picture that can be posted on a social media site. You’re also given options to delay the picture for 3, 5, and 10 seconds; or if you like living on the edge, for a random amount (any of the previous three) of seconds. Effects can also be added to the screen like bubbles or snow to make your picture from the system’s 0.3 megapixel camera look rad. If you place more than one AR card in the frame, the characters will interact with one another and you can “interact” with them by talking into the 3DS’ microphone.

      Photos with Mario has six compatible AR cards, but only three have been released in North America: Goomba, Mario, and Peach. As mentioned, these cards are from certain $10 eShop fund cards that’ll also have a QR code to take you to the Photos with Mario app page in the eShop.

      Is it worth playing? Maybe. The game is free and if you don’t want to purchase an eShop card, I’m sure you can find images of the AR cards online and use those. However, being the 3DS camera, the image quality won’t be very good but it’d be in 3D though if you care about that.

      An example.

      Vs. Dr. Mario?- Arcade, 1990

      This is essentially the same game as NES Dr. Mario except it removes the slow speed option and changes around the amount of points you get for eliminating viruses. There is also another version of Dr. Mario only released in Japan called Dr. Mario BS version for the Satellaview. It’s the Dr. Mario half of the Tetris & Dr. Mario remake on the SNES since that was never brought to Japan.

      Is it worth playing? No! Considering how similar this is to the NES version, you might as well play that or the many other versions floating around on various Nintendo consoles.

      Jaguar Mishin Sashi Senyou Softi Mario Family?- GBC, 2001

      Let’s just call it Mario Family.

      Remember the Mario sewing game for the Famicom I covered in part 3? Mario Family is more or less a sequel to that. Developed by Natsume, this game lets the player choose one of 32 patterns to send to either a JN-100 or JN-2000 sewing machine via link cable that came with the machines and having the pattern copied onto fabric. Patterns can be changed slightly by changing their color.

      There was going to be a Kirby Family game released that’d work the same way as Mario Family, but it was cancelled. I assume it was because of poor sales or cost.

      Is it worth playing? No! It’s a unique idea and sort of cool to see that this existed, but I’d imagine it’d be costly to obtain everything needed to “play” the game and I don’t know how well it actually works.

      AAA Super Mario Games- iOS, 2010

      It was difficult to find info about these unofficial Mario games, but it basically sounds they’re art tool programs just with a Mario theme. The first one being a paint program; nothing much to say about that. The second tool is a sound creator that allows you to change the tempo of Mario themed sounds. Lastly, the third tool is similar to the sound one; you’re given 30+ sound clips from classic Mario games and 7 animated background to play around with.

      Are they worth playing? No! You’d be better off playing Mario Paint, Super Mario Maker, or the Mario Artist games if you want to play around with a Mario themed creative game. Speaking of Mario Artist

      Mario Artist Games-? N64DD, 2000

      Oh N64DD, you had so much creative potential but thanks to numerous delays, you basically go flushed down the virtual toilet.

      Their exist four Mario Artist games released exclusively for the 64DD: Paint Studio, Polygon Studio, Talent Studio, and the Communication Kit. These games are basically development tools that allowed players to create characters and environments, and then allow them to share their creations with other players via Randnet, the N64DD’s online service. Think of it like a much beefier version of the Wii U’s Super Mario Maker. Unfortunately, due to the short life span of the 64DD only about half of the Mario Artist games Nintendo wanted to create ended up getting released. These cancelled games were: Game Maker, Graphical Message Maker, Sound Maker, and Video Jockey Maker. You could import media through the N64 Capture Cartridge like pictures of yourself and place them on a 3D model for example. Outside of the creative tools offered in these games, Mario Artist had micro-games to let players take a break like how Mario Paint had the flyswatter game. These various micro-games used your creations you made in some way or another. These micro-games would later be brought to Wario Ware: MegaMicrogame$ on the GBA.

      Are these games worth playing? Maybe. They look like fun, but getting these games along with a N64DD can get costly since the add-on was only released in Japan and only around 15,000 exist. The Radnet internet service and Mario Artist Communication Kit disk have been defunct for over a decade, so a portion of these games is no longer playable.

      If you’d like to see all of these games in action, I recommend checking out Hard4Games look at not only Mario Artist, but the other N64DD games like the F-Zero X Expansion Kit.

      NES Open Tournament Golf?- NES, 1991

      NES Open is the second game in the Mario Golf series, if you count the NES launch title game simply called Golf which technically does star Mario. Japan did receive five Mario Golf games on the Famicom Disk System. The Game Boy version of Golf released in 1989 was basically a port of the 1985 NES Golf game.

      The game features three different Golf courses: US, Japan, and UK, each with eighteen holes to play through. NES Open also has four game modes:

      ·         Stroke Play- Go up through the ranks by playing well through a golf course of your choice.

      ·         Match Play- Face off with an opponent through eighteen holes and whoever has the lowest sore wins. Win against Luigi and you can face four new characters: Steve, Mark, Tony, and Billy, each with varying ranks. Match Play is also 2-player if you have a friend willing to play an old golf game.

      ·         Tournament- Basically either stroke play or match play, but depending on your rank and score, you’ll earn prize money.

      ·         Clubhouse- The options menu. You can look at player stats, prize money, and clear save data to name a few things found here. Also you can register your name or do some training.

      Is it worth playing? Maybe. Really depends on if you like golf games. If so, then this is basically the best gold game on the NES. A bonus little piece of trivia about this game is that Satoru Iwata was the lead programmer for this game.

      Super Mario Bros./SMB Mushroom World?- Pinball, 1992

      These two pinball machines were licensed by Nintendo and created by Gottlieb. The first machine, simply called Super Mario Bros., was released in April of 1992 with the object of the game to become Super Mario by spelling out “SUPER” and destroying the seven castles to rescue Princess Peach. You can then enter your name and save your score. Not too many of these pinball machines were created; only around 4200 exist.

      Super Mario Bros. Mushroom World is based on Super Mario Bros. 3 and was released just two months after the previous Super Mario Bros. pinball machine in June 1992. The objective is similar to the previous pinball game except now you need to progress through eight worlds, defeating the Koopalings and Bowser, on your way to rescue the Princess. The Tannooki and Frog Suit power-ups are also in this game but no Hammer Suit unfortunately. Even less of these pinball machines exist with only 519 being made.

      Are they worth playing? No! Unless you manage to obtain one of these machines for a good price or just out in the open to play, I wouldn’t worry about them.

      Mario Teaches Typing 2- PC, 1996-1997

      If you’ve ever watched Youtube Poops involving Mario, you may have seen videos that have a weird disembodied Mario head constantly talking; this is the game where that came from. Mario Teaches Typing 2 included a color-coded key board, an on screen keyboard, lesson plans you can customize, and additional levels to type your way through. Comparing the game to the first Mario Teaches Typing which was released in 1992, this game is more colorful and more importantly, sounds much nicer.

      Is it worth playing? No! If you’re reading this, then I’m sure you don’t need to play this game since you can probably type fine, but I’d imagine it’d be good for a child learning how to type.

      Mario's Time Machine Deluxe- PC, 1996

      A re-release of the beloved 1993 Mario game, Mario’s Time Machine. In this re-release Mario joins Marty McFly and Doc Brown as they try to stop Biff and Bowser from changing the past.

      Nah, that’d actually make this game a more interesting and pleasant experience to play. In actuality, all this deluxe versions adds is voice acting and a library reference file making the experience slightly less painful.

      Is it worth playing? No! Not unless you want to know what Bowser’s mother looks and sounds like, ‘cuz you know, you’ve been dying to know that.

      New Super Mario Bros. Wii- Coin World- Arcade, 2011

      This multiplayer arcade game developed by Capcom is slot machine based. The game has various events that are from NSMB Wii. If you win the events and slot machines, you’re given the opportunity to collect a key. Collecting five keys grants you access to the Bowser event. Winning this will win you the jackpot.

      Is it worth playing? Maybe. Coin World was only released in Japan, so if you’re heading there and see the game, go give it a try I guess.

      Super Mario World- Arcade, 1993


      This arcade game was developed and published by Fabtek Inc. and only released in the USA. Little else outside of what the game is, is known. In this game you…shoot hoops into holes or its skeeball just with Super Mario World artwork. It’s a little hard to tell which since there is little information about the game other than two flyers advertising the game to arcades saying how “it’s destined to make BIG MONEY.” Either way, depending on how many points you get, will determine how many tickets you get like your typical hoops or skeeball machine.

      Are they worth playing? No! There really isn’t anything separating this game from other skeeball/hoops arcade games other than the Super Mario World artwork.


      Thus concludes, the fourth and likely final part of my Obscure/Forgotten Mario Games series. Combining all of the games from the other parts, that makes 50 games. Thank you for reading and as usual, feel free to leave a comment.

    • Review a Great Game Day 2015- Mega Man IV

      2 years ago


      Past 1MoreCastle Review a Great Game and Review a Bad Game Days I’ve reviewed Mega Man games that appeared on Nintendo’s Game Boy; Mega Man V, which has become tied with today’s Mega Man game as my favorite game in the Classic series and Mega Man III, which couldn’t be any farther from my favorite Mega Man Classic game if it tried. Both of these games were developed by Minakuchi Engineering and released by Capcom. Mega Man IV was also developed by the same company since Capcom was more impressed with how Minakuchi handled Mega Man than Mega Man II’s developer, Biox. I’m happy with Capcom’s decision since, even though I hate Mega Man III, it had a more coherent level design that Mega Man II. I even think Minakuchi Engineering understood how to make a Mega Man game more than Capcom themselves did, especially when it came to later Mega Man games.

      Anyway, before getting into the review, perhaps I should provide my history with Mega Man IV. I didn’t end up playing the Game Boy Mega Man games until later, after I had picked up Mega Mans 1-10 with Mega Man: Wily’s Revenge and Mega Man II being my introduction to the Blue Bomber’s monochromatic adventures. While I thought both games were okay, it wasn’t until my third go at the portable line with Mega Man IV (or for me, Rockman World 4) where I really started to love GB Mega Man.


      Like any Mega Man game in the Classic series and to a slightly lesser extent, the X series, the story is basically unimportant. Dr. Wily is being a turd, go stop him and his Robot Masters and save the world; rinse and repeat sixteen or so times. The story in the Game Boy games are slightly more involved than just Dr. Wily making eight new Robot Masters to take over the world but nothing groundbreaking.

      Dr. Light was attending the World Robot Exposition, where scientists from all over the world gathered to present their newest robots. Unbeknownst to the others, Dr. Wily also attended the function and released a special electrical pulse into the crowd. All of the robots present went out of control, and proceeded to scatter into different regions. Mega Man, who was able to retain his sense of self due to his Conscience of Justice circuitry, immediately headed out to make things right.



      Mega Man IV starts off with and intro showing the latter half of the story where the robots are scattering across the city and causing destruction. You can tell from this intro that Minakuchi actually cared about making a new Mega Man game with new custom sprites, artwork, and music. The overall presentation of the game, minus the color, looked better than what Capcom was doing on the NES with later Mega Man games. However, visuals aren’t everything in a video game; gameplay is the most important part. Minakuchi Engineering took the well-known Mega Man formula from Mega Man 5 and expanded upon it. P-Chips and a shop system in the form of Dr. Light’s lab was added where you can spend chips dropped by defeated enemies on various items like E-Tanks, 1 ups, and an Energy Balancer to name a few. Also each Robot Master stage has a letter hidden somewhere, typically in plain sight, which spells out one of two words: BEAT or WILY. Collecting B, E, A, and T gives you Beat the bird who functions the same way as in Mega Man 5 and 6. Getting all the letters to spell Wily opens up the second half of Wily’s Station. While getting the Beat letters is optional, getting the Wily letters is mandatory, but as mentioned, they’re almost always in plain sight and easy to get.

      Mega Man controls just as great as he does in the NES Mega Man games after Mega Man 2; I had no trouble moving around, jumping, or sliding. Speaking of sliding, the sliding mechanic that’s been around since Mega Man 3 is still present and unchanged; however the Mega Buster has been changed slightly. When you fire a fully charged buster shot there is a bit of push back. It’s nothing horrible; Mega just nudges back a few pixels and shouldn’t result in any accidental deaths unless you’re a pixel close to falling into a pit. I don’t recall losing a life due to this push back, so I don’t mind this change and don’t view it as a negative.

      Like Mega Man 7, 8, and the previous Game Boy games, you’re open to four Robot Masters at a time rather than all eight. The Robot Masters you fight are: Ring Man, Toad Man, Pharaoh Man, Bright Man, from Mega Man 4 and Charge Man, Crystal Man, Napalm Man, and Stone Man from Mega Man 5. They behave the same as they did in their respective games and will give you the same weapons once defeated. Ring Man, Toad Man and Charge Man’s weapons received an upgrade in this game though. Ring Man’s Ring Boomerang can now grab items that are either out of reach or behind a wall. Toad Man’s Rain Flush can now douse fires which would normally be one-hit kills to Mega. Charge Man’s Charge Kick can now destroy certain blocks letting Mega Man get into rooms that usually contain goodies like large P-Chips.

      Unlike the Robot Masters, the stages they are found in have been redesigned and you can see everything on screen unlike games like Sonic 2 and Mega Man on the Game Gear where there are so many leaps of faith, hoping you don’t jump into an enemy or pit of spikes. Some stages even have split paths you can take to get to the boss. The Wily stages are also unique to this game.

      The game also has new bosses. Mega Man IV has you fighting the third Mega Man Killer: Ballade, new Wily stage bosses, and Dr. Wily’s giant Wily Golem. A handful of new enemies appear in this game as well that aren’t reused from Mega Man 4 or 5.


      Overall, Mega Man IV provides a great challenge for new players and returning players. Enemies 99% of the time are placed in areas where they’re easy to see. The only exception are the Mizzile which jet out of pits when you get close and can lead to unfair deaths for first time players. Luckily, Mizziles only appear in two stages and even then, there are very few of them.


      Most of, if not all of the bosses can be taken out with the Mega Buster with a little practice. If you’re having trouble with a boss you can try various weapons you’ve gotten from Robot Masters since most bosses have a secondary weakness. Also Dr. Light’s lab has items you can buy using P-Chips you’ve collected which can help you.

      Progress through levels is smooth with very few long latter climbing sections unlike Elec Man and Crash Man’s stages. Stages have at the most, two mini-bosses to fight before the main boss, something I’m glad they did since Ring Man’s stage in MM4 had way to many mini-bosses. Unlike Mega Man III and Mega Man 9, Mega Man IV doesn’t overdo it on the spikes; the challenge comes from well-placed enemies, platforming challenges, and learning boss patterns.


      As mentioned earlier, Minakuchi Engineering did an excellent job with the game’s intro sequence. They also redesigned the stage select screen, showing not only the Robot Master but an image of their stage underneath. Many parts of the background or platforms are animated. For example, Bright Man’s stage has many flashing lights and Crystal Man’s stage has large gears spinning in the background. Mega Man IV has a few cutscenes which, like the intro, use newly drawn sprites which look excellent for the Game Boy. The game runs smoothly although there are areas with slowdown that have too many enemies on screen. Graphical flicker is kept to a minimum though.



      Like most of the enemies and bosses, most of the music is from Mega Man 4 and 5. The music still sounds great and I even prefer the Game Boy MM4 music used in this game to the NES versions since it doesn’t have a tinny sound to it. Mega Man IV’s original tracks sound great but can get repetitive if you’ve been listening to them for a while. The game has four boss themes and two stage select themes whereas most other Mega Man games have two boss themes and one stage select theme.

      Bright Man's stage (left) and Crystal Man's stage (right)

      Vs. Ballade (left) and Wily Stages (right)


      I find myself going back to this game or Mega Man V the most when I’m in the mood to play Mega Man. Splitting the Robot Masters into two groups does cut your freedom of picking what order you want to tackle the stages, but compared to other video games, you’re still being given many options for the order you want to complete the stages. It’s also fun to experiment with the multiple weaknesses Robot Masters have.


      To put it simply, I love this game. Minakuchi Engineering managed to add new elements to the growing stale Mega Man formula with the inclusion of a shop system; which would reappear in future entries in the Classic series. Pile that on with near perfect level design, excellent presentation, and a great soundtrack and you have one of, if not the best Mega Man game in the Classic series. While it may look and play like any other Mega Man game…and it does, I can feel the effort put into this game; the developers gave it all with Mega Man IV. They wanted to make sure players had a great time playing this game. Mega Man IV is tied with its successor, Mega Man V as my favorite game in the Classic line up and both games rank on my Top 20 games.

      You can find this game for around $30 on eBay (I’d go with the Japanese version if you’re looking for a physical copy as it’s a bit cheaper) or, as of recently, you can find Mega Man IV on the 3DS eShop for just $3. I can’t recommend this game enough.

      I give Mega Man IV a 9.5/10 (Excellent). Any issues I have with this game are negligible.

      9s represent excellence. Any issues they may have are minor or easily forgiven for what is a fantastic experience.

      Thank you for reading my review. Feel free to leave a comment. Also be sure to checkout the other reviews on Review A Great Game Day's website.

    • 7 New Virtual Boy Games

      3 years ago


      We hear about homebrew games coming out for various older consoles like the Vectrex, Atari 2600, NES, and even for more recent consoles like the Dreamcast, but over the last seven months new games for the Virtual Boy have been in the works for a coding competition called “Virtual Fall.” Created by Planet Virtual Boy back in late August/early September, the coding competition lets fans of the console create new games for it. Fast forward to early March, with the competition coming to a close, seven homebrew games have been created, with voting for Planet VB members ending on the 17th of this month. Today, I’ll be showcasing these seven games along with an eighth game that had to be scrapped.



      By: VirtualChris

      The first game uses the Virtual Boy’s stereoscopic 3D capabilities to give a unique spin on crossword puzzles when playing them on the red screen, by having not only an across and down column, but a 3D column too.



      By: HorvatM & RunnerPack

      This is a remake of Death Race on the ZX Spectrum released back in 1983, which includes not only higher resolution graphics but stereoscopic 3D as well.



      Game Boy Emulator

      From one Gunpei Yokoi console to another, bring the entire Game Boy library to the Virtual Boy with full sound emulation, multi-ROM support, the option for 3D environments, and compatibility with most Game Boy games.



      By: DogP

      Remember that app game everyone went nuts over until a few weeks ago after it was taken down? Well, here's a clone of the once popular and addictive Flappy Bird now staring an actual Cheep Cheep from the Super Mario Bros. games.



      By: thunderstruck

      A first-person shooter demo in the style of Yoshi’s Safari on the SNES, but now Mario is equipped with a gun rather than a Super Scope. The demo offers three difficulty modes: Easy, Normal, and Hard.



      Wireframe Library

      By: Greg Stevens

      This isn’t a game, but rather a highly optimized toolset for Virtual Boy programmers who are using the system’s framebuffers to create wireframe graphics. It also comes with a demo program mimicking Starfox in wireframe.



      Zpace Racers

      By: DanB

      The final game is inspired by the unreleased Zero Racers for the same console. Zpace Racers is a futuristic racing game that not only uses wireframes, but actual filled polygons. The use of the filled polygons was never used in any official Virtual Boy game and was done using the Yeti 3D engine.


      An eighth game was in the works, but do to limitations of the affine graphics of the Virtual Boy, the project wasn’t able to be finished.


      F-Zero: Maximum Velocity

      By Guy Perfect

      This GBA game was being ported to the Virtual Boy with GBA graphics being modified for the Virtual Boy. Graphical animations from levels in the game were kept intact. However, due to the limitations of affine graphics, the port was scrapped. Still though, tons of credit to Guy Perfect for all the effort he put into trying to port the game to the Virtual Boy. You can see the entire story of the development of the game here as well as a download link of a demo of the last build of the game.


      That wraps up the showcase. It amazes me that people still make games for this console considering how 99% of the gaming community hates the Virtual Boy. Say what you want about the console, but I applauded anyone who takes time out of their lives to create not only a game on a retro console, but a game for a console that’s known for not being the easiest to program for.

      You can find a zipfile containing the seven entries available for download from the Planet Virtual Boy homepage under the March 4 “Virtual Fall” Coding Competition announcement. You can also find Virtual Boy emulators on their site too.


      Thank you for reading.

    • Fan-Made Mega Man Games part 3

      3 years ago


      Part 1

      Part 2

      Mega Man VR: Heart of the Machine!!

      A new company called Vektor Graphics has developed a new AI upgrade for robots that allow them to not only be able to think and feel, but now become self-aware. While the world is busy installing this revolutionary technology into all new robots, Dr. Light remains suspicious and refuses to install the AI tech.

      Not too long after the upgrades were installed, robots began to revolt. Wishing to no longer be the tools of man, they worked with the humans to become equals. However, just as these potential rights were in reach, machines across the world started attacking! Robots, once peaceful and kind-hearted, now seek to shed the blood of their old masters.

      Could this be Dr. Wily’s doing? Vektor Graphics? Dr. Light sends Mega Man to search for the robots that have been upgraded by VR, and learn the truth about this war.

      This upcoming fan game is being developed by Team Perihelion and is based off the 8-bit styles of the ninth and tenth Mega Man entries. Currently, only Mega Man is playable, but more playable characters are expected in the future. The game features eight new Robot Masters, nine castle stages split between two castles, and most interestingly, a built-in level editor. In this level editor you can design your own Robot Master levels, as well as an easy to use system for creating stage objects.


      Mega Man: Rock Force

      It has been a long while after Wily, Bass, and Treble attacked and the world has gone back to focusing on normal matters. Mega Man, being worried about this long stretch of peace, recruits eight willing Robot Masters: Cut Man, Nitro Man, Tornado Man, Dive Man, Elec Man, Knight Man, Bomb Man, and Fire Man and trains them. If Wily or any other evil should appear, his team, now called the Rock Force, would be there to stop it.

      To aid Mega Man’s coaching, Dr. Light created Justice Man, an assistant for the blue bomber. Matching Mega Man physically and being programmed with a similar sense of justice, Mega Man grew to call Justice Man brother and the two became inseparable over the course of Rock Force’s development.

      This is a finished fan game by GoldWaterDLS and takes place after Mega Man 10 and Mega Man Unlimited, a different fan game. In Mega Man: Rock Force you’ll be facing new original Robot Masters: Crypt Man, Pulse Man, Virus Man, Fuse Man, Photon Man, Shock Man, Circuit Man, and Charade Man. Why these robots appeared to break the long lasting peace the planet was enjoying is up for the player to find out.


      Mega Man RPG Prototype

      The story is not yet finalized and may change as development continues.

      It has been several years since the events of Mega Man 10, and no one has heard from Dr. Wily since. Dr. Light and Dr. Cossack, looking towards the future, agree to work on a Robot database, which would compile all the robot data throughout the world into a single, detailed system so people could reference it in the future. Robots would be able to upload themselves into this database, and hone their skills against the data, which would lead Robotkind to a stronger, smarter future.

      After months of working on the database project, Light and Cossack prepare to unveil a prototype of it to the public to demonstrate its features. Little did they know that there were two surprises waiting for them there at the demonstration, the first of which was Dr. Wily who was hiding in the audience, watching the unveiling. The second surprise would prove to be far more devastating. The public unveiling seemed to be going fine at first, but in the middle of the test run, a pair of curious alien robots appeared! They used a mysterious power to digitize robots and humans all over the world into the prototype! The alien robots proclaimed that humanity would have to fight one another to the top and defeat them in order to reclaim their freedom. Thus began the mad scramble for humanity to raise their own digital robot armies and lead them into combat against one another.

      If the story sounds somewhat similar to Pokemon, it’s because the game was partly inspired by the Pokemon games, along with other 8-bit RPGs and even play-by-post forum games. Created by Adrian Marceu, Mega Man RPG Prototype was mainly inspired by two other Mega Man RPGs simply called Mega Man RPG and Mega Man RPG 2, which Adrian had played before. Currently, this ongoing fan game project will have you fight your way through thirty-three different Robot Masters in a turn-based battle system. Mega Man RPG Prototype’s goal is to create a progress-saving, no download, no-install, cross platform, browser based RPG that combines the collection and battle mechanics of the Pokemon series with the memorable robots and special weapons of the Mega Man Classic series.

      Typically the game updates monthly and you’ll need an account to play the full game. A demo version is available if you choose not to make an account. In this demo version you control Mega Man, Proto Man, and Bass as you fight various Robot Masters, just not as many as in the full game.

      As mentioned, the game plays like Pokemon, but with Mega Man elements and characters. Rather than playing as a trainer, you pick who you want to be: Dr. Light, Dr. Cossack, or Dr. Wily. Each one has their own set of unlockable robots and you are able to connect save files to share information between them. Robot Masters have different “Core Types” like how Pokemon has different types. For example, instead of a Bulbasaur, a Grass-Poison type learning Vine Whip, a Grass type move, you’d have Crash Man, an Explode Core Type robot be able to learn Hyper Bomb, an Explode type move, by defeating Bomb Man and equipping it. Duel type moves also exits that are compatible with two different robot Core Types.


      Mega Man: Project Zero

      Taking place after Mega Man Unlimited, the story involves Dr. Wily attacking outside the city, however, rather than causing chaos in the city, Wily is battling against Bass. Trying to keep peace, Mega Man tries to intervene but Dr. Wily captures Bass and escapes, but not before mentioning his new super robot project, Project Zero.

      This game was released back in July 2011 on the YoYo Games website by Zigma using Game Maker 7. Like with many games from the Classic series, Project Zero features 8-bit graphics, but also has returning Robot Masters and remixes of music from Mega Man 1 to Mega Man 9. The game also acts as a bridge between the Classic and X series.


      MegaMari: Marisa's Ambition

      The story involves Patchouli Knowledge devising a plan to stop Marisa and Alice from constantly borrowing books from her library without returning them.

      This game was completed back in 2006 by Twilight Frontier and stars Marisa Kirisame and Alice Margatroid from the Touhou Project game series. The game plays similarly to Mega Man 2 but with danmaku (pattern based bullet-hell).


      Street Fighter X Mega Man

      I won’t go into great detail about this game since it’s very well-known already. Thought I’d mention it though since it’s still technically a fan game even if Capcom picked it up and gave it support. It was created by Seow Zong Hui and was released on December 17, 2012 for Mega Man’s 25th Anniversary. Since its release, SFXMM received an updated version that includes a password feature, improved controller support, a new character, along with other minor tweaks.

      Rather than fighting eight Robot Masters, you’ll be fighting eight Street Fighter characters.


      Update about Mega Man Eternal

      I showcased this game in the first fan made Mega Man blog, but I thought I’d provide some news about Entertainmentwf’s upcoming game. The game is expected to be released sometime in December and Entertainmentwf has made a website where you can learn more about his Mega Man Eternal.


      Information about these games was from megaman.wikia.com


      Thank you for reading and feel free to leave a comment.


    • My Thoughts on Sonic CD

      3 years ago


      Although not a series I really grew up with, the Sonic games that I’ve played so far have been an enjoyable experience…for the most part. With my birthday being a few weeks ago and being a new owner of a Sega CD (thanks again Retrofire7  ^_^) I received what most people hale as the best 2D Sonic game, Sonic CD. Now in the past, games I’ve played that have been super highly praised have failed to meet their high expectations by me like with Super Mario RPG and Earthbound. Did Sonic CD meet these high expectations? Well not really, but it certainly didn't fall into the overrated category for me like the two games mentioned just a bit ago. This review will be a bit different from what I typically do since I’m not including a section going over the game’s story or development. Rather, I’m just going to share my thoughts on this game after playing through it.

      Starting off, I was a little confused when starting the game since I didn’t know that I had to configure a save file. Having played disc consoles like the PS1 and GameCube I was used to this that being done automatically and not having to go to a RAM menu. However, after that, I was ready to play the game and after 2 days of playing the game on and off, getting all of the Time Stones (which was a first for me since I could never get all seven Chaos Emeralds in any Sonic game before) I was left with mixed feelings about the game.


      Starting with the positives, I really loved the game’s soundtrack, even if I’m supposed to love the Japan/PAL soundtrack, I have little issue with the North American version. The JPN/PAL version seems to be more goofy while the North American version is more atmospheric. Both versions of the game have the same past themes.


      Collision Chaos~Present (USA) (left) and Quartz Quadrant~Good Future (JPN/PAL) (right)


      Wacky Workbench~Present (USA) (left) and Stardust Speedway~Past (right)


      Tidal Tempest~Bad Future (USA) (left) and Metallic Madness~Bad Future (right)

      The game’s controls were still great like the Genesis games and I like the inclusion of the Super Peelout even if you have to wait a second or two for it to charge up. The game’s controls shifted from great to subpar during the special stages; later on that though. While on the topic of special stages, these things have been my least favorite part of any Sonic game that includes them. My hatred of special stages comes from the fact that since in order to get the “good” ending, I have to playthrough something completely different from the main game, then do it again six more times. In this instance though I actually enjoyed the special stages since I liked the idea and actually felt in control of what I was doing, even if the controls were less than perfect. Also unlike other Sonic games, CD gives the player two ways to get the good ending, which is a nice idea on paper, but getting the good ending through special stages is still the easiest and most straight forward way. Specials stages are still accessed like they were in Sonic 1 by having at least 50 rings when going past the end level signpost and jumping through the giant ring.

      I also like the fact that the game saves your progress after each zone and the addition of a time attack mode, which is my favorite part of the game since it doesn’t use the game’s main gimmick of time travel. Sonic CD’s lower difficulty also made it more enjoyable for me since I’m not the best Sonic player.

      Graphically, Sonic CD also looks a bit better than what the Genesis can do with more parallax scrolling and more vibrant colors. Special stages use a pseudo Mode 7 graphical style and are certainly the most unique looking special stages of the older Sonic games.

      Stardust Speedway- Past

      Special Stage


      I really like the idea of time travel in Sonic CD, but how it was executed made it less enjoyable to me. Going to the future or more importantly, to the past is done when you pass through a sign post labeled with the version of the stage you want to go through, then going at top speed for about five seconds without running into an enemy or wall. The problem is that these stages aren’t designed like the Genesis stages where you’re blazing through the level to the end. Here, the stages are designed more for exploration which means they aren’t designed for speed. So unless you really know the exact level design, it can be really hard to get to the past. If I have to memorize every zone to get to the past levels, then your game has design issues.

      Once you get to the past version of a level, you’ll be looking for robot generator machines in the first two levels of each zone that are hidden somewhere in the level and destroy them. Here the exploration level design works, but getting to the past makes it more difficult than it should be, making the special stage option far easier in my opinion.

      Getting back to the special stages, the controls during these sections could have been better. They aren’t the worst controls I’ve dealt with, but I wasn’t expecting them to be so sloppy. It can be difficult at times to determine where UFOs are when you’re close to them since sometimes it feels like you should’ve destroyed them after jumping at them but you end up jumping to late. Still though, these special stages were considerably easier for me than the ones in Sonic 2 or Sonic 3&K since I only had a hard time getting the seventh time stone.

      While graphically nicer looking than the Genesis titles, the game has a nasty habit of placing enemies with the same color as the environment, making them blend in. A green Badnik will be moving along green grass making them almost invisible while you’re blasting through the level in sections were you’re able to.

      A lack of color contrast in Sonic CD. Badnik in Sonic CD (right) & Badnik in Sonic 1 (left)

      The level design also gets annoying at times thanks to the overabundance of springs and bumpers, especially in Collision Chaos and Wacky Workbench. The race with Metal Sonic before the last zone is cool but like the time travel concept, didn’t feel like it was executed very well with tons spikes in your way and extreme rubber banding AI.

      Battles with Dr. Robotnik/Eggman while unique, are pathetic with most battles only taking 1-4 hits until they’re over. I did enjoy the Robotnik battle in Quartz Quadrant that involved running on a conveyor belt to wear down the machine Robotnik is in until it’s destroyed.


      I can see what the designers were going for in this game with the time travel and level exploration but how they wanted you to time travel was counterintuitive to how they designed the levels. Boss battles and special stages while unique also felt badly executed. That seems to sum up Sonic CD: Great ideas, not executed very well.

      As much negative things I had to say about Sonic CD, I still enjoyed the game more than Sonic the Hedgehog 3 & Knuckles. Both versions of Sonic CD’s music are awesome and the graphics are an improvement over the Genesis games. The lower difficulty was welcome to me and I really enjoyed going back and playing through the Time Attack mode. While Sonic the Hedgehog 2 is still my favorite of the 2D Sonic games, I’d place Sonic CD above Sonic 3 & Knuckles, but below Sonic the Hedgehog 1.

      I think the game is deserving of a 6/10 (Above Average) using Screwattack’s rating system.

      6’s have good ideas, but may not be executed the best. Can be enjoyable in certain circumstances or by fans, but may feel shallow to most.
      Thank you for reading my thoughts of Sonic CD after playing it. Feel free to leave a comment.


    • Review A Great Game Day 2014- Dragon Quest Heroes: Rocket Slime

      3 years ago


      The Dragon Quest series has been one of my favorite game series since my older sister received Dragon Warrior III for the Game Boy Color for her birthday over twelve years ago.  In 2007, I was looking around at a local Target and found a particular game that interested me along with its cover art drawn by one of my favorite artists, Akira Toriyama. At this time I did not have a DS, but that holiday season, I received a DS lite along with said game that caught my interest, Dragon Quest Heroes: Rocket Slime. Seven years later, I go back and play this game at least once a year, still enjoying it each time.

      The Slime spinoff series plays somewhat similarly to overhead Zelda games with you playing as the only slime to not be taken away by a mafia group of Platypuses called the Plob. Rocket Slime is the second game in this side series with the first game (Slime Morimori  Dragon Quest: Sh?geki no Shippo Dan, GBA 2003) never being released outside of Japan and as of now, the third game (Slime Morimori Dragon Quest 3: Taikaizoku to Shippo Dan, 3DS 2011) still has yet to be localized. During the game you’ll be rescuing the one-hundred other slimy citizens of Boingburg as well as collecting various items for tank battles, a new feature added to this game. Items you collect can also be used to make even better items to be used as weapons for your tank through alchemy.

      Like my Sonic CD review, I'll be looking at parts of Rocket Slime I likeed and then parts of the game I thought brought it down.


      The tank battles are the game’s biggest focus and my favorite part of this game where you and an opponent try to blast each other away by getting the enemy’s tank HP to zero, then infiltrating it to destroy the tank’s heart. The game offers a large variety of items you can use for tank battles which range from offensive items like pomegranates and legendary swords to support and defensive items like herbs to restore tank HP and shields to block enemy fire so the best ammo isn’t wasted. Later in the game you gain the ability to have a crew of up to three other slimes or monsters with you during tank battles. Some strategy is needed as you prepare your tank for battles since only thirty items can be equipped and configuring a crew to your liking since each available crew member has different abilities like loading cannons, healing, and infiltrating to name a few. Victory during a tank battle will reward you with a new item or alchemy recipe along with slime. You can always go back and re-fight previously won tank battles as many times as you want to get an item again.


      Adventure gameplay (left) where you explore various areas of Slimenia and gameplay during tank battles (right)

      A side quest of the game is the Tank Masters arena where you must win tank battles to go up the ranks to become champion, winning various useful items for your tank’s artillery. Also during the Tank Masters, you can pick which tank you want to use during the battle rather than being forced to use the Schleiman Tank like in regular battles. New tanks you encounter during your journey and Tank Masters can be unlocked and used too.

      Other side gameplay content includes a surfing mini-game where you must collect as many coins as you can in the time limit. A DS downloadable version of this mini-game is also available for multiplayer. Also you can paint whatever you want in the Boingburg Castle on a canvas using the DS touch screen. If you have friends who also own a copy of Rocket Slime, you can battle each other in tanks battles with up to four people. I’m unsure if the multiplayer will be affected when Nintendo Wi-Fi is shut down in May, but since it seems to be local multiplayer only, it should still be playable after Wi-Fi closes.

      The game’s script is full of cute humorous names and puns, with some slimes adding slime related words to their dialogue like: “It’s goood to see you.” The platypus members of the Plob have mafia/New York/Italian accent to their lines. If you like cheesy dialogue injected with puns, you’ll most likely enjoy the game’s humor.

      Rocket Slime’s music was composed by Koichi Sugiyama, the same composer for the main Dragon Quest games and it’s just as excellent as music in them. The game recycles some music from the first game, which I didn’t mind too much since the music was still enjoyable to listen too, and sounds even better thanks to the Nintendo DS’s superior sound capabilities.


      Slival's theme (left) and Mt. Krakatroda (right)


      Tank battle (left) and Flying Clawtress (right)

      Compared to Slime Morimori, Rocket Slime looks more detailed but not by much; mainly just more colors. Thankfully, the game does not use the 3D polygon capabilities of the DS, since most games that use it tend to look unpleasant. Rather, Rocket Slime uses nicely drawn and animated 2D sprites. Since the game came out a short time after Dragon Quest VIII, some references to it are in Rocket Slime and so is the leader of the Monster Arena in VIII, who is the head of the Tank Masters just in slime form with how he delivers his dialogue still kept intact.

      The game controls excellently. I have no issue moving my little slime around levels and tanks. Unlike Link, your Slime has no sword but he can stretch himself out and roll into enemies to hurt them. You can also use this to fling items up in the air to pick it up, then throw it at and enemy or bring to town. Also unlike Link, your slime can jump and also hover in the air for a period of time by pressing the jump button again while in air.

      The game offers loads of replayability with the side quests and collecting to create the best possible tank. I’ve spent about twenty hours playing the game and still haven’t collected everything or completed the Tank Masters challenge.


      Dragon Quest Heroes: Rocket Slime isn’t the most challenging game out there. I found it to be a bit easier than Morimori, but I’m not sure how it compares to the third entry since I haven’t played it. The final boss is challenging enough and later tanks battles will test your ability to equip useful items, but the adventure part of the game is easy with stage bosses going down pretty quickly. The main game, if you don’t spend time collecting and making new items, is pretty short and could be beaten in a day or two of you have the time.


      If you’re looking for a Nintendo DS hidden gem or a Zelda-esque game with tanks, Dragon Quest Heroes: Rocket Slime would be an excellent pickup. It’s cute and charming style, a great soundtrack from my favorite video game composer, and fun tank battles all combined with a bit of strategy and collectathoning make Rocket Slime a must have game to me. While it may not be the longest adventure RPG game out there, its unique gameplay addition of tank battles and the ability to find and create new and more powerful tank items makes up for it. The extra content like multiplayer and Tank Masters also keep the game going after beating the main adventure.

      Dragon Quest Heroes: Rocket Slime scores a 9/10 (Excellent).

      9s represent excellence. Any issues they may have are minor or are easily forgiven for what is a fantastic experience.

      While I’d love to have the third Slime Morimori game localized, I won’t keep my hopes up for it happening since this game did not sell super well in North America. With the 3DS being region locked, I can’t even play an imported copy unless I get an imported 3DS.

      Thank you for reading and as always, feel free to leave a comment.


      You can check out the other games people have review for Review A Great Game Day here.

  • About Me

    I'm the youngest in my family and I'm very quiet out in public, but when I'm around friends and family my fun personality shows. When I'm bored I tend to doodle or play video games. I grew up playing the SNES, Nintendo 64, Game Boy, GBA, and Playstation 1 and 2. Although the Nintendo 64 is my favorite of the bunch.

    My favorite game franchises include: Mega Man, Mega Man X, Mario, Dragon Quest, Kingdom Hearts, Sonic, Pokemon, Banjo-Kazooie, and Kirby.

    Wii U: MegaSilverX1




    My Game Collection: http://vgcollect.com/MegaSilverX1

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