Mega Man: The Power Battle was a 1995 arcade release followed by a sequel, Mega Man 2: The Power Fighters. Both are one-on-one fighting games, and they retain the series hallmark of obtaining enemy skills for tactical use. Controlling either Mega Man, Proto Man or Bass (and Duo for the sequel) imagine Mega Man minus the stage-long preamble, and that’s about the size of things.
Both games very recently appeared as plug-in entries in the recent Capcom Arcade 2nd Stadium for $4 a piece. While that nominal price tag and the assumption that the arcade games are superior might put some off of this new collection, Mega Man Battle & Fighters, but there are still valid reasons to pick it up. Originally released on the Neo Geo Pocket Colour in 2000, SNK’s wonder handheld renders the game with remarkable finesse.
Mega Man Battle & Fighters has a lot on board, combining both of Capcom’s arcade games into a single package. The structure is identical: choose from one of three characters (or four in the sequel) and work your way through a boss rush, winning specific power-ups that will help to defeat trickier adversaries further down the roster. The controls are tight, the animation excellent, the graphics colourful, and the aesthetic endearing. You speedily hop, dash and dodge around each boss’s bespoke attack repertoire, aiming to learn them down-pat. You can tap-fire freely and charge up your cannon to release a large fireball; or, in the sequel, hold up in tandem to engage your character’s special attack. The latter comes in the form of damaging uppercuts, crescent kicks, and spectacular ‘Giant Knuckle’ body slams.
Unique to the sequel, gems released from bosses either increase your health bar or weapon power, while certain capsules engage a helper. Mega Man is aided by Rush, Bass by Treble, while Duo and Proto Man get Beat. Each helper performs differently depending on whether you’re firing normally or engaging your charge shot, dashing at the enemy, or, in the case of Beat, providing shields with limited periods of invulnerability.
Taut in design and carefully assembled, Mega Man Battle & Fighters stands out from the usual fighting game fare by allowing you to pre-empt and counter specific patterns, and even land hits on bosses just off-screen. Battle order is governed by a roulette wheel, although with a little reflex you can stop the spinner and determine your preferred sequence. Pausing the action mid-fight allows you to attach any armament won from previous battles, and — as expected — some are particularly effective against specific enemies. With two full games on board and each with multiple ‘stories’ containing an enormous boss roster spanning the first seven Mega Man titles, it’s certainly not light on content, which partly makes up for it being single-player only.
You’re only given one energy bar for the entire game, with the opportunity to top it up slightly after each battle. While that might sound strict, it really isn’t. The game is engineered around learning the characteristics of each mode’s bosses and which special attacks hold an advantage. What we don’t like is the ability to continue mid-fight. It makes sense in an arcade when a coin is being inserted for extended play, but here, it’s a real skill killer. The willpower to ignore the continue option quickly becomes the greatest challenge, and failure to do so results in the game’s design principles collapsing entirely. Can you imagine being beaten halfway through a boss fight in a regular Mega Man title, only to hit continue and easily finish them off? It wouldn’t be the same game, and neither is this. That said, with resolve, one can overcome this 'continue' debacle - and in doing so be rewarded with data bonuses to fill all thirty-six slots in the database file.
Most heinous is SNK’s appalling non-attempt at localisation. All of the previous Neo Geo Pocket Selection menus and perks are there: bezels mimicking the console’s various designs, a screen filter toggle, and the ability to rewind the action. But the eShop information stating support for Japanese and English languages is a big fat lie. The game, originally never released outside of Japan, remains entirely unaltered. It wouldn’t be so frustrating if it was Street Fighter, but you’re presented with full pages of options the moment you hit start.
You need to constantly bring up the digital manual for menu walkthroughs and instructions on how to choose story modes and access your obtained weaponry. Absolutely nothing is translated, not even the boss names when they appear on the pre-fight screen. Localising this isn’t like localising an RPG: the script, at least on paper, would take a few hours at most to translate, and require no more than a few days to program into the game. Recently, certain retro compilations have gone the route of overlaying subtitle bars at the foot of the screen, and, lazy though it is, even this would have been preferable to nothing at all.
Conclusion
Mega Man Battle & Fighters is an excellent Neo Geo Pocket Color package that is fairer and more playable in some ways than the arcade originals on which it's based. For fans of the Mega Man formula, there’s lots here to learn and plenty of rewards to be gained from defeating each story’s boss lineup. Getting to grips with each character’s strengths and weaknesses mixes things up, and it’s great fun to study and overcome the attack patterns of your adversaries. Sadly, it’s hamstrung by a prominent and invasive continue option that many will struggle to ignore, and the localisation is non-existent, making it both cumbersome to get into and limited in terms of how much one can be absorbed by the experience.
Comments 31
It's regrettable that this release lacks any in-game translation what-so-ever, as fan efforts have actually accomplished this somewhat recently.
https://www.romhacking.net/translations/6570/
That said, the timing of both these releases is so close that it's incidental, and official publications would likely never take fan translations, even willingly offered for commercial use (such as Mother 3, Rockman EXE 4.5 Real Operation, etc).
Both games are a lot of fun for fans of the series, but, man, does this package leave a lot to be desired. Definitely doesn’t have the bells and whistles Capcom usually has with these types of releases and ugh that Neo Geo Pocket border around the game is just… why? Not sure who makes that artistic choices for the Neo Geo releases, but it’s obnoxious. I agree with the 7/10 assessment.
'Unlimited continues totally destroys the experience for the weak-willed'
I feel personally attacked.
My lack of fighting game skill aside, I love the aesthetic of this one, basically taking that classic Mega Man aesthetic and applying it to a fighting game. Reminds me a lot of that crossover they had with Street Fighter a while back honestly. I think I'd want to try the Power Battle games first before this one though, (which are thankfully available through Capcom Arcade Stadium 2) just to dip my toes into something like this but rest assured: if I like those, I'll most certainly be interested in this.
the lack of effort in this is crazy at least it isnt a stupid price.
@Fizza The unlimited continues should also be a "con" for any arcade game on Switch that lets you continue by inserting credits (pressing a button), not just for this one.
As soon as I saw this was available, I decided to download it.
This is probably the most "pick-up and play" of the classic Mega Man games I've played. Granted I haven't tried the arcade games, but I eventually will.
This seems like a review for a Neo Geo arcade beat em up, but it’s actually a review for a NGPC fighter.
“Destroys the experience for the weak-willed” is the most gamer thing I’ve heard lol
I'll play anything mega man related so here I go again
I don’t see how an option to make a game more playable/beatable is a con.
Capcom was clever when they made these two games. Took Boss Rush Mode out of every Mega Man games and make a game out em then tie the story of the original to Mega Man X. Easy money. Not sure why they didn't continue this trend with the X series too. A Mega Man X Power Fighters arcade game with bosses from X1-X6 would be nice and interesting if tie that to Mega Man Zero and then rinse and repeat.
@somnambulance You can remove the boarder thankfully.
@HammerGalladeBro In a lot of those games you could turn free play off. Also not sure why having unlimited continues is a bad thing, Street Fighter or every Capcom fighting games in general has had unlimited continues even on Super NES and Sega Genesis. Only Mortal Kombat and SNK games had limited credits.
I didn't realize NintendoLife had some of the most elitist and gatekeeping writers on staff.
"Unlimited continues totally destroys the experience for the weak-willed"? Whatever happened to actually having fun in a game? Who are you to determine the experience for a player? If you were the developer behind this title to begin with, maybe it would've flown, chalking it up to something like artistic vision or what have you. But that isn't the case.
"The willpower to ignore the continue option quickly becomes the greatest challenge, and failure to do so results in the game’s design principles collapsing entirely. Can you imagine being beaten halfway through a boss fight in a regular Mega Man title, only to hit continue and easily finish them off? It wouldn’t be the same game, and neither is this. That said, with resolve, one can overcome this 'continue' debacle - and in doing so be rewarded with data bonuses to fill all thirty-six slots in the database file."
And what if someone doesn't want to deal with that? Who are you to denigrate people who want an easier experience? You could've just said something like "More granular difficulty options would have been nicer."
@farrgazer Appreciate the input. It’s my review and it’s my job to critique it, and in my opinion continuing in the middle of a fight, as often as you need, effectively destroys the way the game is designed and robs it of its fun-factor. Continues after a match - as is normal in every fighting game ever - would have been fine.
@Serpenterror No problem with unlimited continues. The problem is you can use them during the bout, not after it’s concluded.
@Krambo42 Because it actually makes it less playable. Continuing mid-fight as often as necessary quickly becomes extremely dull.
@Tom-Massey Firstly, I appreciate your willingness to engage with your audience.
I don't agree with your opinion, but that's fine. Your opinion is as valid as mine.
However, there is something to be said about wording. The way you put your stance out there makes it sound very much like it's my-way-or-the-high-way, and even exclusive. It didn't sound like an opinion, but like a prescription, a given. A one-credit-clear is definitely a source of motivation and fun for some players, but for others, it's a waste of time and a source of frustration.
Maybe I'm too sensitive with wording, and maybe I should not have gone off the rocker on a review, especially given that a review is bound to differ from person to person. But even so, when you say something like "What we don’t like is the ability to continue mid-fight," that comes across as highly presumptuous. That's what YOU want, and again, if you want that, that's just fine and dandy.
But you can't possibly speak for other players, whether you know them in person or not. Already, as of my post, there is at least one reader who looks at that as a pro than a con, and a handful more who don't understand why it's a con. Even in this very small sample size, it's clear you don't speak for them all.
@farrgazer Sure, I understand. For perspective, I’m often asked to cover retro/retro-themed titles because that’s where my skill-set is, and figuring out criticism - positive and negative - is really the whole job. Sometimes, people may not feel a criticism applies to them, but I have to stay true to my personal perceptions. Try as one might, it’s not possible to write a critique of anything that will please all, so it’s better not to try lest you contradict or invalidate your own points.
For clarity: Mega Man Battle & Fighters has been honed carefully around very specific design principles. You fight a boss, win his weaponry, head to another boss and see if it has any major effect. If yes, you’ve begun a process of elimination; if no, you go back and try a different path.
Since it doesn’t work like a regular fighting game, in that there are specific patterns that are repeated so you can learn them (rather than AI going all out with random attacks) it’s entirely possible to complete the game without taking a single hit.
This process is very rewarding: Learn a pattern, learn a skill, figure out where to use that skill, repeat until victory. If continues after a defeat had been implemented, that would have been fine, allowing the player to repeat an adversary until they figured out his specific patterns.
However, by continuing say, three, four… ten times mid-match, all of the above is nullified. You don’t need to do anything except tap fire, die, hit continue, have your energy refilled, rinse and repeat until the credits. You wouldn’t even need to touch the D-Pad. The order of bosses is no longer important, the special weaponry is voided and doesn’t need to be applied, special moves have no purpose and don’t need to be put into practice, and there’s no need to attempt to learn a single pattern. In my opinion, it honestly isn’t much fun.
Now, if you feel you can enjoy playing the game this way, all power to you. But I can’t ignore the way it fundamentally strips the experience of all its nuance, and that’s why it was highlighted so vehemently in the review. Bar this, (and the non-localisation) there wasn’t much else to say.
I hope this helps to explain somewhat.
@Tom-Massey That's fair. And I do realize again that reviews will be subjective, and I can see how you aim to remain consistent.
Whether you agree with this or not, I still do not think it is right to use subjects like "we" or to imply certain players are "weak." I think there are much better ways to get your point across in that regard.
@Tom-Massey Still it's not that bad, it'll help player improve on their time attack skills.
@farrgazer Not weak players. I didn’t say that. I said the “weak-willed” would struggle to ignore it. That’s a very different thing. And at times that weak-willed moment included me. When the option is right there in your face, it really takes resolve to attempt to play the game the way it was intended.
That said, I am very much into old-school and arcade gaming disciplines, and a great advocate of the 1CC (one-credit clear). If that doesn’t sit right with you, you may not take well to my other reviews (which would be a shame!). I don’t consider credit-feeding a rewarding gaming experience generally, although I’ll concede that there are some titles where it’s entirely necessary.
If you hunger for a new Megaman experience this is a great game especially when it comes to core of the game play, there's a fair amount of content to collect, and while it's disappointing that they didn't translated the two games the game barely has any text.
@Waluigi451 He probably just means it's too easy to just fall into credit feeding and thus killing any kind of challenge that the players could have otherwise enjoyed.
And i kind of agree unlimited insta continues for arcade games kind destroy the experience.
@Serpenterror My point was more like "If it's a con to have unlimited continues in this particular game, in the opinion of the reviewer so it should be in any arcade game that gives you the option to continue by inserting a credit (or pressing a button on the Switch versions)"
I actually don't like that unlimited continues is listed as a "con".
@farrgazer The problem is that endless credit continues for a console game vs an arcade games are completely different.
That's why he meant by "weak willed"
A console game is more likely to leave you at a checkpoint from the start of the level you where you were defeated and thus not destroying your challenge, but the arcade game is just looking for your quarters meaning if you play a home conversion of an arcade (where you are likely to recieve endless credits) you are likely combat the urge to credit feed through the game and then just continue where you fell, the end result is simply that you'll just complete the game in 25-30 min and then afterwards you likely will wonder what the big deal was with that game and why it's held so high up, when in fact the whole point of most if not all arcade games is to delve into the challenge of pattern recognition and learn the game back and forth.
Some who aren't aquinted to arcade games might wonder why wouldn't you credit feed at the arcades and its simple because you'd loose a fortune, so that's one of the reasons why you had to learn the game.
@farrgazer I agree with you, calling a segment of players “weak-willed” because they don’t want to play a game as they “should” comes off as gatekeepy.
I’ve noticed that lately a lot of retro game rereleases or collections offer a lot of options on how to play and customize the experience. The Capcom Fighting Collection, for example, allows players to make each game as easy or as hard as they want. Save states do this, rewind features, etc. And I don’t think there’s anything wrong with this. If you want the challenge, it’s there. If you find the game frustrating (and a lot of these old games are) and just want to see the end or get past a certain part, you can do that.
Speaking from past experience, I would’ve loved features like this as a kid. There were some games when I was younger that I never saw past a certain level. So features like easy continues opens a game up to a wider audience and I think that’s a good thing.
I could see how others would wish they could turn it off, so they weren’t tempted to continue, but I still think, overall, it’s good that retro games are making these games more accessible.
Great review. Very disappointed in the utter lack of localizations. Very lazy of developers to continue that trend and I hope it subsides. Looking forward to playing it regardless after I play the arcade versions.
"and that’s about the size things."
@Aerona Typo, thank you! I’ll have that fixed.
@HammerGalladeBro It isn’t listed as a con because of unlimited continues; It’s listed as a con because it allows you to continue in the middle of a fight as often as you need. I think I’ve explained this a fair few times now!
@Magrane Thank you for reading, much appreciated.
@Tom-Massey You might want to add "unlimited continues in the middle of the match" to the "Cons" section for the people who just read the Pros/Cons of a review. Then again, you may not want to.
Thanks for the review, very informative for me. If they ever localize the game, I will surely add it to my collection.
@LinktotheFuture One step ahead of you there, I have already requested the amendment. I write the Pros and Cons under the assumption that people have already read the review - sadly, the more I write for NLife the more I realise that’s not often the case.
Appreciate you reading and thank you for your comments.
@completo88 I can understand that stance, and I can even empathize with it to some extent. I'll admit I might credit-feed some shmups or side-scrollers, but I will take instant fails in rhythm games if/when I can't keep up.
My issue with this article is that @Tom-Massey attempts to speak for everyone. It took some back-and-forth to clarify that he has a strongly-held opinion about credit-feeding, and I have no issue with him having such an opinion, I did and still do take issue at the usage of expressions like "what we want" or "weak-willed" given the nature of this website.
Now, if he were publishing this on a retro-focused website, or a website whose audience strongly holds 1CC to dear, then it'd be a different story. Like I said in the back-and-forth, there are some gamers who consider practicing towards 1CC to be genuinely fun, and there are other gamers who find that frustrating and a waste of time.
@Acein210 amen!
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...