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Platform:
Super Nintendo Entertainment System
Genre: Action
# of Players: 1
ESRB Rating: Kids - Adults
US Release: March 1995
Developer: Capcom
Publisher: Capcom
Review by: Meteo Xavier
Mega Man 7 is what happens
when executive heads don't use protection. I'd like to capitalize on
that joke somehow, but the only thing I can think of is a picture of
some CEO with a condom covering his head. I wonder if my editor will
stick one in for me somewhere.
Anyways, the conception of Mega Man 7 is a baffling conception—with
tentacles and vaginal fireworks and shit. It's totally confusing from
an analytical perspective. Mega Man already made a successful
transition to the SNES with Mega Man X; why did we have to have this?
Why did he have to do it again? Released RIGHT between X2 and X3,
timing is something this game had not a pitiful piss jar of. If
there's a phrase Keiji Inafune has never heard before, it's some
variation of "TOO MUCH OF A GOOD THING."1
....I think I used the word analytical in my
Arcana review....
But who are we to criticize Dr. Inafune? Are we going to tell a man
who academically (and by now, numerically) owns 40% of platform gaming
history, eclipsed only by Shigeru Miyamoto himself, that he can't do
what he wants to his game series? It's 2007 now2, and Mega Man 7's
timing doesn't amount to bratwurst today. It's no Mega Man 2, but Mega
Man 7 is one of the classic series' highlights, and I intend to prove
it.
Let's see...where to start, where to start...well, let's start
by saying that squeezing 7 in with all the Xs was not as bad of an
idea as it initially appeared to be. If you were going to try to
reinvent the wheel for God knows what purpose, you at least need to
make it look like the modern models (i.e., round). A lot of X's design
rubbed off on 7, and now we get a (short) introduction stage, the ability
to alter levels with weapons (burning trees with fire, freezing lava,
powering machines with electricity, etc.), minibosses, dialogue, and
something resembling a plot! YIPPIE! A lot of these work almost
seamlessly within the regular Mega Man structure. Although they're not
original in any way (cue John Fogerty's "The Old Man Down The Road"),
they do, from a technical point of view at least, breathe some
desperately needed life into a series that needed some sparkle two or
three
games ago. There is also a SHOP feature, which is not new but badly
needed, as well.
...I'm sure I've seen that word before; why does it bother me....?
Another welcome addition, one that literally sent one acquaintance
of mine down the path of prostitution3, was the fact that Capcom didn't use
the same damn sprites they've had for 10 years up to this point!
That's
right! New graphics! And boy were they bouncy...and colorful! Mega
Man never looked so damn...cute. What was not a new feature in any
way was the soundtrack, which stayed true to Mega Man's roots in the
synthesizer as opposed to Mega Man X's guitar (and took like 20 people
to compose, for some reason). The soundtrack, relying not on old
squares and saw waves but SNES-grade instruments, just made the game
that much cuter. Every track bubbles and creams with upbeat,
modulation heavy polys and pops, pianos and strings, squares and
basses, and even the saddest, angriest song (which no one can identify)
has a half smile on one side of its face. Personally, I think 7 has
the best Mega Man soundtrack, but I stand alone in that decision.
But while everything looks like it's upgraded nicely to fit in with
the X series, they don't all work out as well as you would think.
There is a subtle "two steps forward and one step back"
consistency
present and accounted for in virtually all of these features. For one,
the brand new graphics are way too big. This is a small quivel, but it
does seem pretty bothersome. A lot of X's features are present, except
the one you'd want the most: WALL JUMPING. And trust me, you will look
quite the fool as you try to hug the wall because you're trained to do
that from all the X games.

You get to alter the environment with your
weapons nicely, but the levels themselves (and the new roster of
bosses who occupy them) are nothing to scream about, save for one
unexpected trip back to Super Ghouls 'n Ghosts. This Mega Man relies
largely on mashing old tricks and items together—you'll walk down
Memory Lane off the corner of Redundant Boulevard as you step on time
bombs, go through rehashes of Air Man and Bubbleman's stages from Mega
Man 2 as well as an elevator, jump carefully in the water stage so as not to hit
the spikes...the only thing this game is missing is a Quick Man-style
dash to avoid energy beams and...oh, wait, it's got that too. Wily's castle has some good stuff waiting for you as always, but they've made
it a lot easier. You can leave and start back at ANY point in the
castle, and you only get one. One castle.
Analytical...analytical...anal.... Dammit, my whole afternoon
is getting eatin' up in this....
If there's one thing 7 can stand shoulder to shoulder with X in, it's the
plethora of secrets contained within the game. Good lord God. You get
a really cool new Rush adaptor that lets Rush dig or search out hidden
items or pathways. It's not 100% effective, but having him dig up a
power-up right when you need it makes it worth it. You can find 4 RUSH
letter icons, which let you have a much more useful RUSH JET armor.
Beats hanging around somewhere (literally) and can save you from
falling four times. You can win Proto Man's shield and change the music
in Shade Man's stage to something more...appropriate?
There's also a pretty silly secret street-fighting minigame. It's
silly.
All in all, Mega Man 7 is almost more of a damn-good retrospective
tribute to the Mega Mans of old than a game in its own right (the
museum level gives it away). It's not original, but who goes into Mega
Man looking for originality? It's the same shit as before, and it's still
pretty good. I hereby crown this game KING!!!!!!! of the Mega Mans!
Let's hear it for Mega Man 7!
....
Where'd everybody go?

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SNES:
Mega Man 7
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Fun
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Novelty
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Audio
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Visuals
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Controls
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Replay Value
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| 8 |
6 |
10 |
8 |
6 |
8 |
-- Meteo
Xavier {02-2008}
1. OK, now let's
think up phrases Keiji has heard many times before! "Mr. Inafune, you
ARE the father!" "The TOILET, Keiji, not the SINK!" And, my personal
bet: "Who the hell are you, and why do you find my security guard so
attractive?"
2. Or 2008, depending on when this goes to print.
3. Oh, she was going that path anyway—she just needed an excuse.
Which this game did not provide. She's a Bible school teacher now.
Whatever.
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