The Strange Mega Man Game That Was Disowned | Super Adventure Rockman

The Strange Mega Man Game That Was Disowned | Super Adventure Rockman


– [JAMES] There have been video games that have been poorly received by critics. There have been games that have seemed to go against everything the series they are apart of are known for. And, there are weird obscure games that have only ever seen release in Japan. The game we’re looking at today fits into all 3 of these categories. Some would argue that it perhaps fits them too well. This is Super Adventure Rockman, a game in the Mega Man series that was released exclusively in Japan for the Sony PlayStation 1 and Sega Saturn in 1998. Most Mega Man fans have likely never heard of this game. But, those who have probably only know it for 1 reason: former Mega Man series head Keiji Inafune, a man who had been involved with every game in this series since its inception in the 1980s and 2010, was so disgusted by this title that he publicly disowned it and issued an apology for its supposed poor quality. But, is Super Adventure Rockman the worst thing to ever happen to Mega Man? Or, is this game just simply misunderstood? Well, that’s what we’re looking at today on Stuff We Play, home of everything weird and retro. Today’s video: The Strange Mega Man Game That Was Disowned! But, before we go on, I’d like to tell you about today’s sponsor: ZenPlus! So, ZenPlus is part of a website that’s sponsored me before, ZenMarket! As someone who’s retrogaming tendencies often lead to him looking for Japanese-exclusive games and consoles, I know that, often, the cheapest way to get ahold of these gaming items is to import them directly from Japan. Unfortunately, though, most Japanese stores will not ship to North America. However, if you shop using the ZenPlus section of ZenMarket, you’ll be able to shop from many Japanese stores with no additional fees, and, from my experiences, have even more savings! ZenPlus contains a variety of shops within it, including a plushie shop, a Japanese snack shop, a dedicated SNK shop, and even Marron Games, a retro game store that has both an incredible selection and consistently low prices. No joke, of 57 pages of items on this shop, when sorted from lowest price to highest, 48 of them contained games priced at under $10 USD! But most importantly for a lot of you, if you shop over on ZenPlus between now and 3 December 2019, you’ll be able to take part in the ZenPlus Black Friday sale! There, many stores will offer free domestic shipping and prices cut up to 96% off on some items! If you want to check out the sale, then either go to zenmarket.jp or follow the link in the description below to not only see the sale itself but to also see some of my personal favourite Japanese Mega Man stuff that’s available on ZenPlus! Remember though: you only have until 3 December 2019 to check out the ZenPlus Black Friday sale! So, check it out while you still can using either the link in the description or in the pinned comment. And now, let’s dive in and find out why Super Adventure Rockman even exists! (Musical Transition) [JAMES] Like with many games the story of Super Adventure Rockman’s development can be traced back to the release of another game. In this case, that’s Mega Man 8… I mean, Rockman 8. Disclaimer: In Japan, Mega Man is known as Rockman. This is due to his non-Super Fighting Robot form being known as just Rock. That goes along with his sister robot’s name, Roll. See? Rock and Roll! It’s a music pun! It’s just like how, in Japan, Mega Man’s brother, Proto Man, is known as Blues! Anyways, for the sake of consistency, I’ll be using the westernized names for this video as those are the names I’ve been using since I was a kid. So, Mega Man 8 was released in Japan on 17 December 1996 for the Sony PlayStation 1. An enhanced version of Mega Man 8 with additional features such as some extra boss fights would come the following month for the Sega Saturn. Mega Man 8, however, also marked a departure for the series. Up to this point, every single mainline Classic Mega Man game had originally been releaed exclusively on Nintendo consoles. However, due to Mega Man 8 having elements such as animated cutscenes and Nintendo opting for their Nintendo 64 console to use cartridges instead of CDs like their competition, those in charge at developer Capcom opted to make Mega Man 8 for Nintendo’s 2 main rival platforms. However, Mega Man series head Keiji Inafune saw this as something that could potentially alienate a lot of Mega Man fans, particularly those who were dedicated to using Nintendo consoles. As such, he went off to lead development on a new Mega Man platformer for the Super Nintendo console, titled Rockman & Forte. This game would feature graphics that were very similar to Mega Man 8 and would even feature the return of 2 Robot Master bosses from that title. It would see release in 1998. Though Inafune was now being held up by development of this new Mega Man game, some at Capcom seemed to want a new Classic title for the PlayStation, despite Mega Man 8 being new at this time. It seemed that some at Capcom wanted a game that could potentially do something new and unique. From what little info I can gather, this planning all took place some time in mid-to-late 1996. Before we go on, I’d just like to go over the Mega Man games that had either been recently released or were in the works at this time. This includes Mega Man spinoffs. Between 1996 and 1998, the Mega Man series saw the release of not only Mega Man 8 and Rockman & Forte, but also Mega Man X3 for the PS1, Saturn, and PC, Mega Man X4, Mega Man Legends, Mega Man 2: The Power Fighters in arcades, and the kart racing spinoff Mega Man: Battle & Chase for the PS1. That’s 7 different games across the span of 3 years. It’s clear that Capcom was putting a lot of resources into the Mega Man series, and that, of course, was on top of resources being put into other Capcom series such as Resident Evil. Somewhere in all of this seeming chaos, Capcom management got into contact with those at another development studio, Kouyousha Ltd. This was a studio started in April 1996 by Hiroshi Nakamura, shortly after he departed development studio Data East. They would later become known for their 2D and 3D animation work, with some of their best-known contributions to gaming being graphical work done for Grandia and the (early) Pokémon Mystery Dungeon games. Super Adventure Rockman would be a game that would heavily rely on full motion video (FMV) sequences). This was a style of game that had been very popular in the early nineties. It seemed that some at Capcom had wanted a Mega Man game like this for some time and, according to Inafune in a later interview, it seems to be an idea that was thought up within Capcom and then outsourced to Kouyousha Ltd. The game would see development throughout 1997, with most of the work seeming to be put into the animated cutscenes. The game would play out like a visual Choose Your Own Adventure story. Certain paths could be taken throughout the game depending on choices made at key intervals. Just to occasionally shake things up, there would sometimes be a quick time event sequence or a first-person view battle. As far as alternate paths go, the would be 1 true ending to the game with a variety of “Game Over” scenes that, themselves, would be considered “Bad Endings”. Sometime late into development, issues arose at Kouyousha Ltd. As a result, Capcom themselves had to step in to finish the game. This included bringing on Inafune as producer. He apparently hated the game that he saw, but it also seemed to be too close to completion to restart development from scratch. Super Adventure Rockman itself would span 3 whole CDs and would ultimately see release on 25 June 1998 for the PlayStation 1. A Sega Saturn release would follow soon afterwards. For the sake of this video, we’re looking at the PS1 version, as the Saturn version, like most Saturn games, is just really expensive. Super Adventure Rockman, despite many Mega Man fans seeing it as just a poor-quality oddity, and eventually being disowned by Inafune, actually got pretty decent reviews shortly after release. Reviewers for Japanese publication Famitsu gave both the PS1 and Saturn versions of SAR a score of 27/40. That’s a score of about 68%. So, not great but seemingly not as terrible as Inafune thought? Anyways, let’s dive into the game itself and find out for ourselves! Just a heads up, though: I don’t own a Japanese PS1. As the PS3 is region free (for PS3 games) and is also compatible with PS1 games, I figured I could just play and record SAR by using my standard North American PS3… (PS3 Error) [JAMES] But, I was wrong. For the sake of this video, I used the ePSXe emulator which, awesomely, allowed me to play and record the game on a PC while still using my original discs! So with that, let’s pop in disc 1 and get started! (Musical Transition) [JAMES] Already, we’re off on a good note! We’re presented with a really cool looking anime intro that really seems to set the mood well for the game ahead! What’s really awesome here is that there’s actually a different intro sequence for each disc of SAR, with each intro featuring scenes from their respective disc’s chapter of the story. What’s also pretty interesting here is that the intro music here is the same as in the Japanese version of Mega Man 8. This song is called “Electrical Communication” and, in the late 1990s in Japan, it was essentially the theme of Classic Mega Man. Created by the musical group GANASIA, it’s energetic and in your face and it really puts you in the mood for saving the world! That is to say, it’s everything that a Mega Man theme song should be and it’s a shame that it never made its way into any western Mega Man releases. What’s odd here is how compressed it sounds in SAR compared to the Mega Man 8 version. I’ve found that this is actually an issue with most of the music in Super Adventure Rockman. When trying to listen to the game’s soundtrack through the use of a CD player, I found out that all of the music here, except for the piece used in all of the 1st-person view battle sequences, is just compressed parts of the cutscenes and can not be listened to as separate tracks. I’m not exactly sure as to why this is the case and, I know this may seem nitpicky to some, but it did catch me off guard on the first time I booted up Super Adventure Rockman. Here, let’s take a look at the SAR disc 1 and Mega Man 8 opening sequences side by side. (Musical Comparison) [JAMES] However, even if the audio quality isn’t as clear as in Mega Man 8, let me just say it now: the animation style here is better than the one used in the Mega Man 8 cutscenes. That style looked like a weird cross between the Classic Mega Man concept art and the art of the American Ruby Spears Mega Man cartoon. The SAR style, though, really and truly looks like the Japanese Mega Man boxart being brought to life. I really love how all of the characters look here, especially the Robot Masters! Mega Man himself looks great, and he’s really expressive! I only have a couple of major gripes here. First, some backgrounds are very obviously re-used on occasion. I also feel like I had to watch this magical girl-esque battle transformation sequence more times than I’d have cared to. But besides that, I adore this! It honestly looks like everything I’d want when I hear the words “Mega Man anime”. Oh, also, for some reason only the opening and credits sequences on each disc are presented in full screen. Yeah, all of the rest of the cutscenes in SAR are presented in this static boxed window. I have a feeling that this was just done to conserve disc space though, which, as it was the late nineties, totally makes sense. So, what’s the story of this Choose Your Own Mega Man Anime Adventure? Well, here’s the best I can piece together through a mix of context clues, Mega Man wiki searches, and the only guide available in English for this game on GameFAQs. The game here is split into 3 episodes, with there being 1 contained on each disc. There’s Episode 1: Temple of the Moon, there’s Episode 2: To The Death! The Wily Numbers, and Episode 3: The Final Battle. The story begins with us learning that it is the year 20XX and a bunch of mysterious ruins have seemingly randomly risen from the earth in the middle of the Amazon Rainforest. The United Nations responds to this by sending in an international team of scientists to study the ruins. They name this area “The Lanfront Ruins”, with the large, ominous-looking pyramid at its centre being named “The Temple of the Moon”. What’s perhaps most odd about these ruins is that any machinery that’s brought near them begins to short circuit. This is due to a strange electromagnetic field that surrounds the entire area. The scientists, though, ultimately conclude that the ominous ruins that literally rose from the earth are just remnants of the acient Mayan civilization. They leave soon afterwards. Side note: the ancient Mayan civilization was based in what’s now parts of Mexico and Central America, not the Amazon Rainforest. Oh well, I guess I’m just going to have to dock this robot anime adventure game some points for historical accuracy. Anyways, both Dr. Light – the creator of Mega Man – and series big bad Dr. Wily realize that a mysterious set of ruins that just rose from the ground and have the ability to make machines short circuit is potentially dangerous, especially so in a world that’s heavily reliant on robots. Thus, Dr. Wily, on Dr. Light’s suggestion, goes to explore the ruins, and he ends up discovering an ancient alien supercomputer by the name of Ra Moon. Being that Dr. Wily isn’t the sharpest tool in the shed, his first action after encountering this evil black orb of potentially limitless knowledge is to plug his laptop into it. Ra Moon, after running a virus scan after seeing all the totally safe for work stuff on the mad doctor’s laptop, finds the design files for the Robot Masters from Mega Man 2 and 3. It then proceeds to revive all of them. Then, through the use of gentle persuassion, Dr. Wily is convinced to use these revived robots to try to conquer the world and to also use the wealth of knowledge provided by Ra Moon to begin developing a new, highly advanced killing machine named Ra Thor. Several weeks then pass following Dr. Wily’s discovery of Ra Moon, but all seems fine in the world as a whole. But then, one day, an electromagnetic wave strikes the earth, carrying effects that plague some robots like a computer virus. This ends up affecting Mega Man’s sister, Roll, who suddenly collapses one day while working at Dr. Light’s lab. Her chips nearly fried and her mind requiring an extensive system restore, Dr. Light places her into a coma-like state and hooks her up to an odd diagnostics machine. He effectively puts her on what seems to be the robot equivalent of life support. Dr. Wily soon makes a broadcast to the United Nations, stating that all the nations of the world must completely surrender to him or, in 2 weeks time, he will use the power of Ra Moon to shut down all machinery worldwide and force civilization back to the stone age. Not wanting to surrender to the madman, the UN actually assembles a military group and sends them out to hunt down and confront Dr. Wily in the Amazon. Meanwhile, Dr. Light upgrades Mega Man, the Robot Masters from Mega Man 1, and I’m assuming Proto Man as well, and sends them all off to the Amazon, hoping that they can stop Dr. Wily and save the world from Ra Moon. The playable portion of the adventure itself actually begins with Mega Man arriving in the Amazon. He goes there along with his dog and bird companions, Rush and Beat. In disc 1, you will potentially fight Robot Masters Metal Man, Bubble Man, Heat Man, Flash Man, Quick Man, and Shadow Man. However, there’s various alternate paths that you can take as well. These can range from being small, such as having Beat search out a health-restoring E-Tank, or large, such as choosing between fighting Bubble Man or Heat Man, with Proto Man taking on the other off screen. Perhaps the coolest part of disc 1 is the fight with Quick Man, or rather, how said fight can be completely averted! You’re actually given the option to try to talk down Quick Man, and doing so will actually lead to him admitting that he has a lot of respect for Mega Man and the 2 of them not fighting! I really love this and it honestly makes it hit so much harder when, shortly afterwards, Quick Man sacrifices himself to save Mega Man from being killed by the crazed ninja robot Shadow Man. Episode 1 ends shortly after the Shadow Man fight, with us watching the death of Quick Man. And yes I know that they’re robots and usually, in situations like this, you can argue that they can just be rebuilt. But, in this case, the story actually presents a possible scenario where perhaps Ra Moon could prevent that from ever being possible! And that’s honestly kind of dark for a series like this but it also makes this death hit just that much harder. Speaking of dark subject matter, episode 2 begins with the UN squadron arriving in the Amazon, only for their helicopters to be hit by electromagnetic waves from Ra Moon. This ends up killing them all instantly. Seriously, that’s confirmed! There are no survivors. Wow that got dark. However, as cool and dark as the disc 2 opening is, most of the next 2 episodes consist of just you fighting Robot Masters. Yeah, there’s a bit of banter here and there and there’s a cool gag done with Hard Man in episode 3 that pays homage to his fight strategy in Mega Man 3, but you don’t get to choose between fights or get to try to talk down Robot Masters anymore. Those are things that outright stop after disc 1 and it’s kind of a shame, especially since the entire game can be beaten in under 2 hours. The only other major optional path deviation comes at the beginning of disc 2 where you have the option to obtain Proto Man’s shield. I did not actually know that this was a thing and that’s a shame because having it will make the final boss fights an absolute cakewalk. It literally reduces the damage you take from enemies by more than half, allowing you to get through most battles just by spamming the shoot button… even though that already works most of the time anyways, but we’ll get there in a bit. The game is really pretty linear after disc 1. I mean, you can still choose between going left or right at certain spots in the story and that may lead to you discovering E-Tanks or Database Cards, with the latter being info cards that can be viewed during battles that provide info on enemies. Between the beginning of disc 2 and halfway through disc 3, though, it just feels like a standard Mega Man adventure, albeit one depicted in anime form. Honestly, that perhaps would be less disappointing if episode 1 and the start of episode 2 hadn’t set a really (comparatively) high bar. It feels like stuff was being rushed towards the end especially as I really noticed backgrounds being reused towards the end of the game. Anyways, we eventually learn that roughly 20,000 years ago Ra Moon was travelling through space, looking for suitable planets to conquer. It eventually crashed on Earth and, through some very 2001: A Space Odyssey-esque shenanigans, gave humanity access to tools and advanced knowledge but also taught them about violence. War broke out amongst the ancient humans and many began to worship Ra Moon, with the Temple of the Moon being built in its honour. Ra Moon planned to have humanity eventually wipe itself out and then rule the Earth through the use of an army of machines, all based off of its own technology. However, humanity’s violence soon grew to a point that was too much even for Ra Moon and it decided to put its plans on hold, going into a long and deep hibernation. Fast forward to most of the way through Mega Man’s adventure, and he makes it inside The Temple of the Moon itself, doing battle against Spark Man from Mega Man 3. However, the battle takes a toll on Mega Man’s systems and he passes out shortly afterwards. When he soon comes to, he finds himself inside of the Temple’s central chamber, being looked over by Dr. Wily, Ra Moon, and Ra Thor. As a show of power, Ra Moon revives all of the previously defeated Robot Masters again. Dr. Wily then prepares to use Ra Thor, his ultimate creation, to finish off Mega Man once and for all. But then, instead of attacking Mega Man, Ra Thor turns and attacks Dr. Wily’s Robot Masters, before then turning on and nearly killing the mad doctor himself. Stunned, Dr. Wily yells in anger at Ra Moon. The supercomputer then reveals that it was just using Dr. Wily for its own gains, and that it was also just using Dr. Wily’s “imperfect robot designs” to stall for time while it powered up both itself and Ra Thor. As far as Ra Moon is concerned, Dr. Wily was just a disposable as the rest of humanity. Ra Thor then engages in battle with Mega Man, but is promptly defeated. Ra Moon then decides – in true fashion as the true big bad of the story – that it will just have to take on Mega Man itself. It lambasts Dr. Wily’s robot designs once more before transitioning into its own battle-ready form, The New Yellow Devil. Huh, so it followed up mocking Dr. Wily’s robot designs by taking the form of 1 of Dr. Wily’s robot designs. Yeah, whatever, I’ll roll with it. Ra Moon engages Mega Man in battle and almost seems to be able to finish off the Blue Bomber. But then, at the last minute, right as it’s about to blast Mega Man down, all of the Robot Masters jump in front of the blast, sacrificing themselves so that Mega Man can keep fighting. Feeling energized and inspired, Mega Man then takes on The New Yellow Devil, and after an intense battle, emerges victorious. Ra Moon is defeated and the world is no longer in danger and Mega Man celebrates on a nearby cliffside with Proto Man and the Mega Man 1 Robot Masters while Dr. Wily escapes in the background, vowing to come back in countless future Mega Man sequels. That, of course, is assuming that you get the good ending. Most of the time, if you lose a battle against a Robot Master then you’ll just be quickly rescued by Proto Man or 1 of the Mega Man 1 Robot Masters and then be thrust back into the battle. However, it is possible to get a “Game Over” here, especially so as the GameFAQs guide I used has a couple of choices mixed up in episode 2. Anyways, there are multiple different “Game Over” endings, with the bad endings available to you depending on the part of the story you’re in. There are 2 particularly notable bad endings. So, 1 of these comes in episode 2, where Mega Man just gives up, succumbing to a feeling of hopelessness. Then, we get to watch on in pain as he and Dr. Light watch Roll suffer an agonizing death. The other bad ending of note comes if you lose against Ra Moon in the final battle (though you can immediately restart the fight if gotten) where you listen to the supercomputer cackle like a madman and watch as the world slowly turns dull, with all life being wiped out. While this type of darkness wouldn’t be out of place in the likes of the Mega Man X series, it really is a change of pace for the Classic series and, as odd as this sounds, I kind of like it. I really do like a ton of what this story presents, even if I only understand the basic gist of what’s going on. It’s just really neat watching all of these characters interact with one another in a world directly based off of the Classic Mega Man games. There’s also none of the changes such as odd buffness or backstory changes that appeared in the likes of the American Ruby Spears cartoon. It mostly feels like you’re just watching an actual anime adaptation of the games! I just wish that disc 2 and 3 were more like disc 1. Honestly, my favourite parts of the story are the bits when I can watch characters interact with each other. The Quick Man sequence alone is one of the most unique things I’ve ever seen in a Mega Man game! I really do wish that there were more segments where fighting could be avoided like that! Isn’t part of Mega Man’s personality supposed to be that he considers fighting an absolute last resort? Of course, there are a few other issues with this story as well. For example, why are only the Robot Masters from Mega Man 1, 2, and 3 present here? The presence of Beat the Bird makes it obvious that this game takes place at least some time after Mega Man 4, as Beat themselves was not introduced until Mega Man 5. I don’t know when this game even takes place (besides the vague year “20XX”). I mean, to be fair, if you ask Keiji Inafune when this game takes place in the Mega Man timeline, he’d probably just say “nowhere” as he doesn’t even consider it canon. But, let’s pretend for a moment that it is considered canon! Beat’s presence makes it clear that this takes place sometime post-Mega Man 4. But also, Auto, the series’ staple shopkeeper character, is absent here. As Auto wasn’t introduced until Mega Man 7 and as Dr. Wily was in prison between the events of Mega Man 6 and Mega Man 7, my best guess is that this story takes place at some time between Mega Man 5 and Mega Man 6. Though, honestly, it’d be nice if the game could just outright tell me when it takes place, even if this was just in, like, a Database Card or something! But, even with those gripes, I really do like this story overall. I’ve always been a fan of Choose Your Own Adventure-style stories and, though this story here is simple, it’s still a fun watch! Also, if you just want to see a certain part of the story, the game actually lets you start from any disc at any time. The only perk you have for completing the discs in order is that you can carry over weapons obtained in 1 episode to the next. If this game consisted of nothing but the Choose Your Own Adventure-style gameplay then I could perhaps recommend this game to diehard Mega Man fans. But, there exists one other component of this game, one that makes me rank it as by far one of the worst games in the entire series! This component, of course, is the battle sequences. Instead of being shown a cool, actiony fight sequence when you encounter a Robot Master, you instead shift into these 1st person battle sequences. And, to be fair, the do have some components of the classic Mega Man formula in them. Bosses all have patterns that you need to recognize and defeating each boss will give you a weapon to use against future bosses. Each boss is also weak against the weapon of another, and you’ll know if you’re using a boss’ weakness if the weapon causes them to be stunned for a second. However, these are by far the clunkiest 1st person segments that I’ve ever had the displeasure of playing in any video game ever. Despite being in a 1st person view you can’t move around at all. Instead, you have to use the D-Pad or the left joystick just to move around a targeting reticle to blast enemies. This may seem simple in theory but the reticle moves at an oddly slow speed and the hit detection is spotty at best. It honestly feels like something that was meant to be used with a lightgun, like in Lethal Enforcers or something, but then at the last minute was quickly change to be controller-based because… I don’t know, because Capcom thought that’d give it more mass appeal or something? I don’t know. It’s just so incredibly janky and it doesn’t help that these bosses have massive amounts of health! Sure, if you manage to get the Proto Shield you’ll just tank damage, and sure you’ll be given a bunch of health and item restores throughout the game anyways, but that just means that a lot of these fights will just end up being downright boring and if there’s anything worse than bad gameplay it’s boring gameplay. But then you get to Ra Thor, and if you’re as unlucky as I am, then you’ll somehow end up without the Proto Shield and with only 1 life restore. This boss battle sucked. It felt like pure luck and it took me 5 tries just to beat this guy! And even then, that was just because I decided to try spamming special weapons as much as humanly possible! Perhaps the cherry on top of that is that if you get a “Game Over” and get sent back to your last save spot, you can’t skip cutscenes! On occassion, you may have to re-watch what seems like over 10 minutes worth of cutscene with no way to skip it! It’s also really fun how much of a pain Ra Thor is, and that’s because Ra Moon in its New Yellow Devil form actually isn’t too bad. I mean, sure, the final boss hits like a truck but it moves so incredibly slowly and, like with every other boss in the game, you can actually destroy its projectiles by shooting at them. This guy was beefy enough and had so much health, though, that I actually had to pause the game a few times due to feeling my thumb get sore from button mashing. I have no idea why anyone thought that these battle scenes were any god. They’re terrible and I hate them. Surprisingly, though, that’s not why Inafune disowned this game. No, Inafune instead disowned Super Adventure Rockman due to both hating the FMV style and due to feeling that its story was way too dark. He would say, and I quote, in an interview published in the Mega Man Official Complete Works book: “To be honest, I feel I owe the players an pology for this one… There was a phase when the company [Capcom] was basically selling Mega Man to the lowest bidder, and I really feel like this title is the worst of the worst… The ultimate unspoken rule about making games geared towards children is that you simply can not kill anyone, but here you have military helicopters falling out of the sky and people dying in droves. If it had been up to me, I would have at least made it so that they all “got away safely” via parachutes or something. Then, as if that isn’t bad enough, Roll dies… and to top it all off, the whole world was destroyed! I was like, ‘Did they really have to go that far?'” This Inafune interview cemented Super Adventure Rockman as the black sheep of the series. It was hated by the then-head of the series, it couldn’t even be properly completed by the company who was originally developing it, and Capcom would ultimately decide to not release it outside of Japan. There has only been 1 occasion since that anything officially Mega Man-related seems to have referenced this game. This occurred during the incredible Archie Mega Man comic – may it rest in peace. This adaptation was called “Blackout: The Curse of Ra Moon”. This version of the story is mostly faithful to the game, except it is here set between the events of Mega Man 2 and Mega Man 3. It’s stuff like this that really makes me miss the Mega Man comic, especially as this arc was later followed up by an adaptation of the Game Boy version of Mega Man 5! As for Super Adventure Rockman itself, I can totally understand why Capcom would never localize this game. Inafune’s opinion of it, though, probably had nothing to do with that. After all, Mega Man X6 would later be released in 2001, and that was a game that Inafune never wanted to exist. Instead, I think this just came down to logistics. Outside of battles, Super Adventure Rockman is a fully voice-acted animated interactive movie, and, as a result, it would require a complete Englsih dub to be viable for release in North America. Nowadays, I think it would be really cool to see Capcom take this game, add in some new animated fight sequences where the 1st person battles were, clean up the existing footage, and release a dub of it on Netflix. It could be the anime equivalent to the likes of Bandersnatch! But honestly, I don’t think that will ever happen. Besides, I’m really glad that Capcom USA didn’t try to release a dub of this back in the nineties. As Mega Man 8 had shown, good voice acting just wasn’t something Capcom USA was interested in investing in back then. [MEGA MAN] (Screams Annoyingly) [JAMES] So, with all of its flaws in mind, could I recommend Super Adventure Rockman, even to the most diehard Mega Man fans? Absolutely not. Even though the story is really cool and even though I really enjoy the Choose Your Own Adventure-style elements, the 1st person gameplay sections are so awful that I really don’t think that anyone could get a lot of enjoyment out of this title. With that said, though I wouldn’t recommend playing Super Adventure Rockman, I think that, if you’re a big Mega Man fan, then you should perhaps consider looking up a video walkthrough and watching this game. After all, the majority of this game is just an interactive movie! Y’know, it’ll be like you’re watching a Mega Man anime movie… a Mega Man anime movie that you’ll need a GameFAQs walkthrough to understand… y’know, maybe you’re just better off reading the comic adaptation! So with that, I’d like to once again thank ZenPlus for sponsoring today’s video! The ZenPlus Black Friday sale is going on until 3 December 2019, so make sure to go click the link in the description or in the pinned comment to not only check out the sale but to also see some of my favourite weird and retro Mega Man items from Japan! ZenPlus is part of ZenMarket, and everything on there can be shipped worldwide! So go ahead! Click the link, and check out the ZenPlus Black Friday sale while you still can! And of course, I’d also like to end off this video by giving a huge Thank You to some of my Patrons! That’s Justin Chipman, The Golden Bolt, Dylan Olah, and Robert and Abby Hornibrook! Seriously, y’all are awesome and the support is really appreciated! But you know what? I also really appreacite you! That’s right, you watching this right now! That’s because you’re awesome and I really do hope that you enjoyed this video. So, with that, are there any weird Mega Man things or weird import games in general that you’d want me to check out? Let me know down in the comment section below and, while you’re at it, why don’t you subscribe to Stuff We Play for more great content like this! So with that, thank you very much for watching, stay classy, and I’ll see you… next time!

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About the Author: Oren Garnes

14 Comments

  1. Check out today's sponsor, ZenPlus, and see some of my favourite Mega Man stuff that's available there! Link: http://bit.ly/BlackFridaySWP

  2. Is it the worst thing to happen to Megaman quality-wise? No, of course not. The PC games prove that Dr. Wiley shouldn't outsource his production. But it's putting the best possible face on a lot of really bad ideas, which is arguably even worse. Most of the actual gameplay fails to improve on simply watching the whole thing on Youtube.

    And the story can't save it either. It's "mature content" isn't at all earned. Each of the deaths presented here are by the numbers death tropes, only notable because of who's involved, and the emotional connection you already have with the characters. And the writer isn't even skilled enough to contrast the innocence of the art with the darker path the story pursues. Or explore what any of it means. It's just "By the way, this is Megaman X style now, because I'm an adult."

    Few would care if this was just some junior high student's first fanfiction.

  3. Funny detail about New yellow devil if you look closely on the backgrounds outside of the temple of the moon you actually can see him as part of the walls as a decoratio

  4. I'm legitimately curious to see what's the difference (if any) between the ps1 version and the Saturn version.

  5. This was great, James! It's so very bizarre but I fully understand why Inafune and Capcom kinda push it to the side of all the Mega Man lore. To the far, far, far side… and I agree, the Archie comic was fantastic! Such a shame that they canceled it.

  6. Can't disown something that you didn't start in the first place. While Inafune is the co-creator of Megaman, he wasn't on the team when Super Adventure Rockman started development.

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