Quint, from Mega Man II
, having decided he’s really annoyed at having been beaten so thoroughly (not to mention quickly) by Mega Man, is back with a vengeance...
and a few Robot Masters to boot.
(I’m only kidding; I don’t know what the plot of this game is yet.)
Essentially, someone took Rockman & Forte
for the SNES, added a new plot and new stages and enemies, and reworked it all for the WonderSwan. I believe the game was made by Bandai instead of Capcom, and it’s somewhat lacking in the quality department. Certainly it’s better than the PC
games, but the Game Boy games are better still.
Some notes on the game play:
- Continue points are after the stage mini-boss. That means if you die before defeating the mini-boss you have to start over from the beginning again.
- After you defeat a stage, the portrait of the boss on the stage select screen alters to reflect this.
- You have to flip the game system sideways at times, and play viewing the screen that way.
- When you defeat an enemy, all of its shots and what-not disappear as well.
- Your weapons aren’t refilled between stages or lives, only on continue.
- Weapons stay equipped when you die, although the subscreen always defaults you to your Buster.
- If you press jump while on a ladder, rather than just letting go of the ladder as in every other Mega Man game, your character actually jumps upward, then starts to fall.
- Your shots can actually travel between screens if you trail them fast enough (such as by sliding after them repeatedly). You can use this to hit some bosses before their health meters fill, but it doesn’t actually do any lasting damage to them.
- Different bosses have differently-sized life meters.
- Opening the subscreen changes the music.
- Choosing “Save” quits the game.
A lot of the information on this page comes courtesy of Sean, including many of the opinions of the game, since I have played only about half of it.
Portions of this review were contributed by Sean
- Play Control:
There are zero comfortable ways to hold the WonderSwan, fewer for the WonderSwan Color, and this game expects you to use two of them. That said, the controls work. Ladders are implemented a little differently, leading to difficulty grabbing them in some cases, and some caveats getting off them (you jump upward rather than releasing when you press jump while holding a ladder, and you can’t stop at the very top of the ladder without getting off). Also, a double-tap dash for Forte, ala the X series, would not be amiss.
- The graphics are detailed to the point of excessive use of dither, but they are completely static and contain almost no contrast no matter how you set the contrast dial on the game system. This makes trying to discern what’s going on and where you’re going a real eyesore.
- The character sprites look goofy but move fairly fluidly (kinda reminiscent of Mega Man 8 in that respect). The higher screen resolution is put to decent use with the humanoids, and bosses generally have a few more frames of animation than the standard stand/walk/jump/shoot. It’s the minor enemy sprites that really pull this rating down. Even the Mets and bats manage to look strange...
- A lot of the tunes are from the SNES game although the sound hardware isn’t as good here.
- Sound Effects:
- Most of the effects sound like high-pitched beeps. Even just not interrupting the music—and each other—would be an improvement. They added additional sounds to activities which don’t play sounds in most other games (such as climbing ladders)...which just makes it even more noticeable that the sounds keep overriding each other.
- Plot: N/A
- It’s not fair for me to rate the game’s plot until I actually translate it.
- Difficulty: (hard)
- You do have saved games and continues and other things helping you out, but even so, this game is generally more difficult than it’s worth. Add to that an absolutely wicked learning curve and this spells a pretty high difficulty rating, even after factoring in pushover late-game bosses and ridiculously effective weapons and items. At least you can buy down the difficulty via attack upgrades and damage/energy reductions once you get past the first area.
- Replay Value:
There are two characters (who play very differently), the game gets a good deal easier once you learn it the first time, and pricing more or less prohibits you from trying out all items on your first game with either character. That said, the game is short, few stages have anything non-generic, and most have some point of frustration or other.
- Pretty much everything worth mentioning was taken from the SNES game. Although the way the boss portraits change on the stage select screen is cute.
- Overall: 65%
- Generally an okay game. Better than the PC games and a little better than the Game Gear one. But even the worst Game Boy game beats this one, I think, even if the Game Boy does only have four colors.
There isn’t a strict cycle in this game (especially for Forte), so these orders are only suggestions. You may find another order easier if you can get a toehold in by beating one of the other bosses first instead.
- Konro Man (use DC or RB)
- Aircon Man (Use FS)
- Komuso Man (use BW)
- Dangan Man (use BW or DC)
- Clock Men (use BW)
- Compas Man [sic] (use DC)
- Rockman Shadow (use DC or RV)
- Aircon Man (use ?? or FB)
- Dangan Man (use FC)
- Konro Man (use FC)
- Komuso Man (use FM)
- Clock Men (use FC and double-jump)
- Compas Man [sic] (use DA)
- Rockman Shadow (use FC)
There aren’t any passwords; the game saves instead. Your current number of lives is saved with your game, but lives only go up to 8. (You’re currently using the 9th, apparently.)
Rather peculiarly, most items in this game are single-use only—even the items that are infinite-use in other games. In the shop, Rockman gets serviced by Dr. Light, while Forte gets serviced by Roll (??).
Rockman Shadow appears to be relieved to have been defeated, which saddens Rockman and irritates Forte. Forte seems to be upset that he didn’t really have a “real” challenge, and Rockman naturally is upset that R-Shadow dies.
In either case, Rock and Forte exchange words over R-Shadow’s grave before teleporting off. In the final shot, R-Shadow’s spirit flies off in a ball of light, presumably to a better place.
After the credits, R-Shadow is shown, alive, well, and sans helmet, alongside all the protagonists.