8-Bit Junkyard

Film
Rediscovering video games of the past

MEGA MAN 6
(Capcom/Nintendo, 1994)

The sixth entry in any series is a tough sell. Anything popular enough to make it to a sixth iteration often struggles between being beholden to a clearly successful formula and the desire to do something different. For every “Rubber Soul” there’s an “On Her Majesty’s Secret Service.” And then there’s Mega Man — 1989’s massively popular “Mega Man 2” is considered by many to be one of the best video games of all time. Yet, by 1994, “Mega Man 6” forced developer Capcom to temporarily disown the franchise.

First, some history. Released with minimal fanfare in December 1987, Capcom’s “Mega Man” (“Rock Man” in his native Japan) was a modest, side-scrolling hit that was legitimately challenging while offering players the groundbreaking option of non-linear gameplay. “Mega Man” created the template that all the sequels followed: six Robot Masters (eight in subsequent games) must be defeated. Upon their defeat, Mega Man gains access to their specialized weapon. Needle Man bequeaths a needle cannon, Wood Man bequeaths a leaf shield, etc. The weapons help you vanquish the big boss and eternal thorn in Mega Man’s metal side, Dr. Wily. Wash. Rinse. Repeat.

Each entry in the series introduced eight new robots for Mega Man to defeat. Many of the robots were inspired by contest winners in Japan, who competed for the chance to have their concepts included in the franchise. Lead artist and designer Keiji Inafune would take these ideas, as well as his own original designs, to create the new bosses. Alongside the sharp graphics and imaginative villains and weapons, the Mega Man series was known for incredibly catchy soundtracks. Each Robot Master’s lair was marked with a different theme and many of these compositions are ranked among the best video game music across all platforms.

But with any successful franchise, there’s a constant effort to outdo what came before. The series soon fleshed out Mega Man’s backstory and robot family tree. The third and fourth entries introduced the mysterious Proto Man. Was he a villain? A hero? Mega Man’s secret older brother? (Spoiler alert: all three!) Other additions included a robot sister; Rush, the robot dog; and Beat, a robot bird who showed up in “Mega Man 5.” As the series progressed, the Robot Masters also saw a decline in quality, beginning with Toad Man and Dust Man in “Mega Man 4.”

After the lukewarm critical and financial reception for “Mega Man 5,” Capcom decided to focus its attention on the upcoming Super Nintendo system. Nintendo, still desperate to wring a few more hits out of the Nintendo Entertainment System during the console’s twilight, fast-tracked adapting Japan’s version of “Rock Man 6: The Greatest Battle Ever!!” into “Mega Man 6,” making it the first Mega Man to be released without the Capcom name. Nintendo also opened the robot design competition to North American gamers for the first time through Nintendo Power magazine. The new Robot Masters included such stinkers as Flame Man (a pale copy of Heat Man and Fire Man) and Plant Man, who “is very sensitive and can get depressed easily.” And the less said about Tomahawk Man, the better. It was not “the greatest battle ever!!” The music, always the saving grace of each Mega Man installment, was derivative and unmemorable.

Even the most ardent fans may have missed out on “Mega Man 6.” They were likely saving their money for “Mega Man X,” the Super Nintendo reboot released a mere nine months after the sad NES finale of the franchise. They never even had the chance to find out the true identity of the title’s mysterious villain Mr. X. (Spoiler: It was Dr. Wily!) They should consider themselves lucky.

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