One of my favorite details about MM7 is that if you use Freeze Cracker on Freeze Man, he'll do his intro pose and heal up, or if you used Thunder Bolt on Spring Man, you'll magnetized towards him and he'll smash you towards the ceiling. The devs made the game in 3 months and still have the time to add those little things. That's very commendable.
honestly the idea of robot master immunities makes sense, if there’s a weakness then there’s gotta be a strength yknow? i love small tidbits like those, they couldve easily skipped out on them but they went the extra mile for a niche situation
Megaman 7 had such a stranglehold on Newgrounds/UA-cam sprite animations that used the character. That's not a problem since this game has a pretty fantastic aesthetic for a late SNES game.
Megaman Zero ALSO had a stranglehold on Newgrounds Flash animations and don’t even get me started on Megaman 8 lol, so many characters were resprited from MM8’s Megaman sprite such as Mario, Luigi and Fox in Super Smash Flash! Also that game was based for having Mr. Incredible!
We also gotta remember that they bought in a brand new art style for this game alone, they weren't reusing sprites from other NES games, and from my knowledge, weren't using X series sprites either...Yet the game still looks amazing.
I never liked megaman 7 but when I added the megaman 8 sprite it became another favorite. Megaman bass, megaman 8 and megaman 7 rom hack are the three best classic megaman games. I hate the stupid nes graphics so lazy. Gives pixel art a bad name.
that and he's killing his robot bros to stop them, failing to kill wily and let his endless carnage continue is why the ending is so somber, the pain will never end, and this scene hits a raw emotional nerve that while he failed again reaching a bitter conclusion he won't stop trying, Wily stage 1 hits that nerve as well with the Bass Betrayel signifying that Mega is done fking around, unleashing all his power to end wily
Wily is pure evil incarnate in the entire Megaman Franchise. He just appears from classic all the way to battle network. Hes a megalomaniac@chaoticembrace925
@@chaoticembrace925 it also shows the clear difference between Rock and X. If X was in MM7 he’d kill Wily with no issue. Rock wanted to end Wily but his programming won’t allow it.
3 months for an overall well-made, quality, graphically pleasing game? Even with more advanced technology, these days, that would be impossible. MM7 really should not have been good AT ALL! Really makes you realize how making games was far more simple back then. Also, it's crazy how Mega Man was so prolific back in the late 80s & mid 2000s. But no after MM11, we've heard not even a chirp from Capcom concerning him now. Lastly, I agree with J, MM7 has my favorite graphic style of the classic era. It's aged like fine wine.
Speaking of Capcom not making a Chirp. The Capcom Super Elections votes have closed, the option was to vote for remakes of Mega Man 1 2 & 3. I would love to see remakes of those games. Especially 3.
@@kolkagaming1234 I would love a new game, not a remake. I'm sick of remake, I'm don't want to play the same games anymore. Give me something new. A remake at this point is deaf-toned.
Man, massive props to you for calling out the localization and shouting out the restoration patch. It shows you truly do care about the game as was intended by the original creators and not just the version people are attached to cuz they grew up with it. That's pretty rare to see.
If only people would have the same care about the original JP manual stories of the Genesis Sonic games instead of focusing on Sonic himself as an edgemeister.
@@CarbonRollerCaco I've noticed some of the differences in how Sonic is portrayed in Japan compared to how he is portrayed in the West. Sonic's Japanese voice actor Junichi Kanemaru gives Sonic a very upbeat and charismatic personality and comes off as very fun loving alongside the fun Engrish he speaks in some of his lines. Whereas with the current voice for Sonic in America Roger Craig Smith sounds way too deep for Sonic, and his portrayed as more smug, cocky and honestly more obnoxious. Even with the improvement to the writing the series has had, I still get this feeling like people still don't quite understand Sonic's character and what made him endearing. English Sonic and Japanese Sonic are basically completely different characters at times.
@@luis-sophus-8227 I have nothing against Roger, I just feel that his type of voice does not fit Sonic at all. The previous English voice actors for the games did well. Ryan will always hold a special place in my heart due to growing up with Sonic early on. Ryan I felt was the closest to Junichi's Sonic. Ryan had that early English video game voice acting cheese that I adore, a bit like Castlevania Symphony of the Night. Jason started off pretty rough, but you could tell he improved a lot by the time Sonic Unleashed came out. Then it feels like out of nowhere they got Roger to voice him and the whiplash I got from hearing Jason to his voice was immense. I'm not sure why they chose him. I expected them to get another VA for Sonic after that, but they kept him on all the way to today. I feel bad saying I feel like they should have replaced Roger with someone more suited to the role.
@@CarbonRollerCaco Sonic was always a delinquent "edgemaster." Besides broad characterization differences that write Sonic as more of a superhero or rebel commander hero in stuff (like in SatAM) Western takes pulled from characters like Bart Simpson or Bugs Bunny. While Sonic in the game canon and JP adaptations pulled from characters like Yusuke Urameshi (so a delinquent but in JP).
I've started to see MM7 less as a sequel to the NES games and more as a sequel to the Game Boy Mega Man games. - Everything looks and feels more compressed than one of the NES entries in terms of space. - Fighting two waves of four Robot Masters. - The shop (this was just 4 and 5 on GB, I think, but at least they offer a shopping trip whenever you game over or clear a level). - Essentially, a ninth Robot Master who was specifically designed to destroy Mega Man (a "Mega Man Killer", if you will), who is also usually named after a musical term. Either this entry is more Game Boy game-inspired, or they saw some of the developments in both those and the X games and tried them here.
I assumed some of the gameboy (Rockman World) staff were involved in this game, but I can't recall if that's correct. Definitely took very strong influence from those games, the charged shot for the rush adapter being another clear example.
There's an upcoming Mega Man fan game that's a remake of Mega Man V for gameboy but uses Mega Man 7's sprites and aesthetics (technically Mega Man's sprite looks like it from Mega Man the Power Battle, but same difference). It's called Mega Man the Rulers of Space. It's still in early development, but check it out if you're interested.
I heard somewhere that they hired an outside company for assistance supposedly (don't know for sure), but we assume the assisting company was Minakuchi Engineering the timeline somewhat adds up. Mega Man 7 was released in late march and X3 released in December of same year.
If I may defend the US ending: I think it resolves the question many kids had back in the day about why Mega Man never just shot Wily. The original can be interpreted a bit differently as Mega Man considering his options or the consequences, but in the US version it's clear that he is unable to intentionally harm any human no matter how much he may want to, due to his programming. I don't think his anger comes out of nowhere. Dr. Wily has repeatedly terrorized the world in general and his family specifically for years. He forgave and worked beside him in 3, and finally captured him by the book in 6. Only for the same patterns to repeat. The only way to stop him is to kill him. It's the most logical inference. The ending also illustrates that Mega Man has erroneously come to believe he is more free than he really is. Probably because Dr. Light treats him like a son and allows him to do so much independently. It's like when a kid spends too much time around adults they begin to act like they're an adult too, but when put in a situation where they're restricted it can cause stress or even a violent backlash. I've always interpreted Mega Man walking away from the burning castle at the end as him reflecting on the hard truth that no matter how much he has accomplished, no matter how much he is loved by Dr. Light, ultimately he's still a robot. A tool confined by his programming. Before I really dug into a lot of the ancillary lore I thought that X was an upgraded Mega Man. Dr. Light finally developed a way to safely give robots the same free will as humans and one of his final acts was to give that to his son. I know now that they're 2 different robots, but maybe Rock advocated for the idea of free will for the next metallic generation. Also, 3 months development for MM7?! We didn't need it out that fast. It was a pretty oversaturated series at the time and could have waited. Hats off to all the devs that worked on it and made something this good. Maybe they should have been transferred to curing cancer as they are clearly miracle workers.
I've always found it fascinating how fast MM7 was developed, and how good of a game it ended up being despite that. I do wish the final boss was just slightly easier, if they had slowed down the projectiles ever so slightly, I think it would've still been harder than the previous 6 games while still being a harder design like how the developers wanted, while still being fair and not requiring you to drag 4 E-Tanks into the boss. Speaking of which, why was the limit brought down from 9 to 4? Seemed needless, though I think the cap of 4 should've been in the series the entire time. I also have to big huge props to Rockman 7 FC, a fangame that translates it into the 8-bit aesthetic. Mega Man 8 has one as well, though it's a shame they cancelled the Rockman & Forte FC project and there's nothing in sight for MM11.
There is a trick to the fight. While Thunder Bolt deals no damage to Wily, if fired fast enough it will shock him make him skip shooting out 4 balls. It's for that reason I prefer fighting him with with Freeze Cracker instead of Wild Coil. Initially shoot him with Freeze Cracker then follow up with Thunder Bolt to only need to jump over ground shot.
Man, listen. I even understood it when I played this back in '95 that Megaman was just through with Wily's sh*t, lol. Happy go lucky Megaman was all mean mugs and frowny faced as soon as you turn the game on. That intro you can tell he's just pissed off at this point. "Seven times I got to deal with this crap, I'm gonna end it right here." Even his in game sprite is mad! 😂
@@MechanicalRabbitsHonestly the stage should’ve been longer with more trips down memory lane, I wonder what songs from 4, 5 and 6 would fit seamlessly into the goated song?
@@squallleonhart9387 I guess that's where the three month dev time starts showing its effects. It's possible the original idea was to make a proper stage but they just couldn't get it done in time and ended up leaving it as a hallway and a boss fight.
Crash Bandicoot 2 & 3 did the same thing. After the success of Crash 1, Naughty Dog started working on sequels and came out an year later. You think it wouldn't hold up. But no. Those games were amazing.
This is, for me, the peak of the classic series and one of the most impressive achievements on the SNES, even when ignoring the insanely short development cycle. It's packed with secrets and detail, tightly designed, revolutionary for the classic series (thanks to the introduction of bass, intro stages in the classic series, a short plot-driven stage halfway through the game and a shop in the mainline series) and still a wonder to look at and listen to. Were it not for wily capsule 7 I'd describe it as flawless, and the artstyle stands out as eye-catching and distinctive in retrospective. You can't top that credits sequence... I love this game so much
I always saw Mega Man 7 as beloved as it was the most popular mega man game who sprites were used in webcomics. Game itself is probably in my top 5 favorites. Also, I'm glad that someone else thinks the ending of Mega Man 7 is somber.
Despite the edgier English localization-which is possible to write off as a bluff, but is still out of character and doesn't match the animation-you still get the idea in either version that MM's frustrated about not being able to do the "dirty" deed no matter how much he feels Wily's unrepentant enough to deserve it. And all the crap that goes on in the X series only ends up vindicating him. It really is tragic and shows Light did not pay enough attention to the Laws of Robotics, being unaware of the Zeroth Law: above all else, a robot must not invite harm upon humanity in general. Or perhaps he simply, for all his genius, did not know how to build robots that could properly follow that law. A real heart wrencher for a franchise about cartoon androids in shining armor constantly at pew-pew war on behalf of their creators with the world at stake.
The only issue with have ever had with the boss rush area is that after X all they have been are a single room with 8 teleporters. I love that in X the boss rush was incorporated and spread out between the Sigma levels. X is how a boss rush SHOULD BE!
I kinda liked the boss rematches in the first game, which actually puts effort into contextualizing it. The first one is supposed to be a surprise, since you know, boss is dead. Background elements in the later Wily stages make it clear. You enter a room with a crapton of partially-assembled Guts Mans(Guts Men?) in the background. This is a factory, and Wily is getting ready to unleash an entire army of robot masters.
@@alexfischer7876 it did have a bit of polish line Mega Man 3. The Opening Stage, Commander Yammark & Rainy Turtloid stage was polished, those levels are better than you think.
It's about as impressive as Pixar only having nine months to finish "Toy Story 2". Absolutely insane how much passion motivates people to concerningly push their limits.
If you hit the turtle boss with a baby turtle encased in the Danger Wrap, it does 8 hp of damage. It makes the fight go by much quicker. P.S. did you know you can go above the ceiling in Junk Man's stage?
@kolkagaming1234 Yes. In the section with the junk caterpillar and footholders, you can power on the machines with the Thunder Bolt and then ride on of the junk blocks on the chain through the ceiling. It allows you to skip a chunk of the stage.
I like to view MM7 as the X game in the classic lineup- it's got its own armor and secret items, and its my favorite game in the classic series because of it
one thing i like about Mega Man 7 is the cool attention to detail in the little things like If you use cloud man's weapon on Spring Man, Spring Man will become a magnet and pull in Mega Man If you use Super Rush Adapter Rocket Punch on Burst Man, it will bring one of his orange bombs and damage you instead On the path towards the Energy Balancer in Shade Man Stage, you will see nights and wolves at the top during the moon, but when the Moon is covered the wolves are actually the nights. Along with that, the zombie robots in that stage will slowly lose it's body parts and then explode after it loses all of its body parts and at the beginning of Turbo Man's stage when you're fighting the rider Joe, you can use sound crush to stun him for a while
7 being decently good is definitely one of my big hot takes, and I’m so glad it’s finding appreciation today - even when most people talk about the sprite proportions and the infamous Wily Capsule. Even with my own personal gripes in terms of the in-game dialogue and Mega Man’s angry personality in the US version, I love that it helped perfect the exploration and upgrade concepts alongside X1. I find it inspiring that this was another miracle project alongside 2, and reading the Complete Works book shows how much the Capcom team - which included people who worked on 2 before - actually enjoyed developing this game. That is why I find 7 to be in my top 10 games.
I really HATE how Brentalfloss's Megaman 2 Wily 1 with Lyrics brainwashed most of the community to not even give 7 a chance. It is MILES more fun than Megaman 8, Megaman & Bass, and even most of the NES entries.
To me, Mega Man 7 was clearly following on the footsteps of the Game Boy games more than anything. Auto's Shop is a natural evoluton of Dr Light's shop and the P-Chips from MMIV and MMV. The arm rocket upgrade is clearly inspired by the arm boomerang cannon from MMV. Mega Man''s larger sprite and cramped level layouts owe a LOT to the harder GB entries.
I used this password in my most recent playthrough, it was pretty fun! They also give you 999 bolts from the start and I only found out in the second level I visited, lol.
I do think the 4 + 4 structure is generally better for mitigating the trial and error of guessing boss weaknesses, but I can understand people wanting more freedom on replays as well. I didn't know about this cheat, which actually makes it the best of both worlds.
Because of hardware limitations, old video games would often abbreviate certain details and rely on the player to fill in the gaps with their imagination. When the player character is the same size as a village in the overworld in an RPG on NES, does it mean that the player character is giant, or that the village is tiny? Of course not. In the same way, I see no contradiction in the size discrepancy between the Wily robot in the opening cutscene and the one Mega Man fights in the opening stage. A robot that size would have been impossible to depict in a boss fight on SNES. Just use your imagination the way gamers used to.
Thank you! Finally someone understands classic game storytelling and that the gameplay is only a representation of the events from the perspective of the player
They probably had plans to make it bigger, but then they would need floating platforms to hit the boss, and its an intro stage, and they probably didnt want the extra difficulty
It's good Mega Man 7 seems to get the credit it deserves these days, although I do understand people's complaints about screen crunch, which they seemed to address in RockMan & Forte and Mega Man 8. Incidentally Shade Man is also weak to the Rush Adapter Power Punch thing, which I find is a way better method of dealing with him, however I never knew Slash Man was also weak to Fire!
If you hit Wily with the thunder bolt right after he launches that first attack it temporarily electrifies him and he doesn’t shoot those 4 annoying shots at you. That makes the final boss fight so much easier. Cool video by the way, I had no idea how many bonus things I missed.
25:30 - This doesn't come out of nowhere. Wily's and Bass's antics throughout the game have been exploiting then chiding Mega Man for being too naive, "weak", and kindhearted. It's easy to see Mega Man being pushed to this point. I really do want to make a comment as a fan of Asimov. I know you hold fast by the Three Laws as immutable laws for the Mega Man series. "It says the robot can't hurt humans". But MM7 is a pretty interesting case study, and one of the only times Asimov's work is alluded to in-game in the series. Let me just say the authorial spirit of the Three Laws in Asimov's and many of his contemporary's hands was to find every conceivable logical way to exploit the text of the laws to violate the spirit. -Robots that are better equipped to do a life-saving surgery than any human. They refuses to perform the surgery because cutting into flesh is "harm" so is the result of their inaction -creating an impasse as they don't understand degrees of harm. -Robots allow humans to die because they don't want to hurt their _feelings_ by giving them a bad news they could act upon to prevent future injury. -Still others have robots playing parts in complex murder plots that don't technically involve the robot committing murder. They're just following a human's order to do something odd with a weapon. This is the source of mystery and drama in so many short stories and books. The idea Mega Man could decide he's something other than a robot, and thus not subject to the laws: fits that framework. It's not even original, other sci-fi authors working within Asimov's laws as a framework have proposed additional laws. Several contemporaries landed on a fourth or lower law independently "A robot must know it is a robot". So even though I'm sure the Capcom localization team didn't have much more exposure on commentary surrounding mid-20th century sci-fi, the dynamic that this could actually fit in is interesting. So I'm not annoyed at this change like nearly every other Mega Man fan on the planet seems to be.
@durianthesleepy Classic robots are not supposed to be capable of thinking like any man can, They are bound by their programming at start unless modified and do not mature. X was a great leap forward for robotics and he needed new tech invented by Light which Wily must have copied or borrowed/stolen to build Serges (at least him if not Isoc) and Zero (the Suffering Circuit).
@@galten7361 Rock's gimmick doesn't work unless he could learn. He was built with a system to analyze and produce the right tool for any given job. Which means he was made with the intent to do things he hadn't been pre-programmed to do. That's all from before he decided to become a superhero. While you're right he doesn't have a human capacity to learn (like X): that doesn't mean 0% capacity to learn and change.
@@durianthesleepy No. Classic did not defy what he was built to be. He was already built as someone who would protect others from notable harm and assist them in other ways being designed as an assistant. X on the other hand was built to be someone who could genuinely strive to be what he saw fit to be (he could be a full time hero or he could be a ruler or he could do neither and just fish) rather than stay strictly what he was built to be.
@@galten7361 This is preciously correct. Mega Man doesn't have free will: he has autonomy. Which is the ability to operate within his programmed parameters. That doesn't mean he's incapable of learning, or changing within those parameters. The key point I was making comparing the scene is: Mega Man, like the robots of the Asimov fiction, doesn't need to think or understand things from the same point of view you or I do. That includes the laws of robotics, or whatever Mega Man's parallel is. If Mega Man's directive is verbatim just "A robot can't harm a human", BUT Mega Man knows Wily has hurt many people before, and likely will again: he could decide as a simple matter of weighted values that harming Wily is better than letting Wily rampage through another city. Or that "Wily isn't a human, he's a monster". Or honestly dozens of other possible views that would allow him to act in what seems to be defiance of that rule.
Two things I want to add MM7 you didn't mention is A mega man 7 also serve funny easter egg of anti weaknesses that certain weapons will for the boss' favor, like turbo and spring man get stronger with thunder bolt, and of course the vs mode that you can play, is a pretty bare bone fighting like mode but still quite an intresting idea, and while I don't know if you agree with it, is pretty much a platform fighter before super smash bros
Actually it's a spin off of "the Power Battles," a Japanese title, it's basically exactly that bonus fighter-game set up except you can pick from like 8-10 characters.
13:04 It could be worse, I have seen other UA-cam commentators call the tadpoles that come from the eggs on Gemini Man's stage as "ghosts" or slimes (???)
Thats a misnomer. Its because of how big the sprites were compared to the screen and it made the speed feel off. Pretty much everything about this game just feels off.
Yeah the sprites were a little bigger than I would like. But the graphics were very detailed, there were many secrets to find, the level and enemy design was good, the game was a good challenge, even though the final boss was kind of ridiculous.
This has always been one of my favourite classic entires. The amount of character expressed within every single sprite is still unreal to me even after all these years.
who could have known these sprites would go on to be re-purposed for many pieces of art including but not limited to the timeless webcomic known as Bob and George
I dont think the boss rush is the problem at the end of the game really. The final boss here should have simply been a seperate stage. Boss rushes in the megaman games have always been some of my favorite parts of the series. There's this feeling of having figured out how to play the game, and to apply your gained skills and knowledge to stomp the bosses. No more figuring out how to dodge, and approach these fights. You know now how to tackle them. Anyway, good video all around, its good to see some love for my personal favorite game.
Mega Man 7 was pretty overhated when it was out. But I'm glad people started to appreciated it now. Mega Man 7 is an good game and one of the finest in the series. I dislike how they handled finding secret routes or goodies in some cases; like finding the rocket missile punch for the Super Adapter in Turbo Man's stage with Rush or finding another area in Shade Man's level depending how you beat the mini boss and Wily Capsule 7 is an pain in the butt final boss. But aside that, this is just another solid title that people seem to overlooked. Now it's available on modern consoles & collection you can easily play. I prefer Mega Man 6 more due to having better secrets, better weapons and more intriguing level designs. And I still prefer X1 & X2 as my favorite Mega Man game on the SNES. But Mega Man 7 deserves alot of attention as it deserves.
Fantastic review, J. This is easily my favorite Classic Mega Man game. It took a few playthroughs, but when it finally clicked; I couldn't get enough of it.
The Robot Museum's music is a combination of Guts Man theme from 1, Heatman's theme from 2, and Snakeman's theme from 3. It's a very interesting medley.
7 is my favorite. i remember clearly i was at my farm back in 199x (idk the year, probably 1993), it was my birthday and my cousin arrived late, but he gave me this as a present. i wasn't particularly excited as the SNES at home wasn't even mine, it was my brother's, but i thought it was cool that he gave me a game, so i tried it and loved the hell out of it. it's still my fav megaman game. unfortunately the next year my brother sold the SNES and all the cartridges to help our mom pay for our first pc, which to be honest was the most magical time of my life.
I don't know how exactly starting with only 4 Robot Masters at the start could be an "Issue" anyways especially considering that there's a password that lets you start up the game where all 8 are available! So the choice is still there!
I think what he meant is that they should've have all 8 Robot Master's from the start instead of having 4 for now and another for later. Mega Man 8 does this as well. I don't mind. But I would've have all 8 Robot Master's from the start.
This is one of my favorite Megaman games top 3 maybe, I love the new sprite art, levels, Robot masters, weird secrets, Bass is a great rival and the weapons and new Rush adaptors are really fun to use. It has the perfect balance of old from the classic games and the new ideas from the X series
A great game. MM7 is often overshadowed as the peak and end of the original Mega Man franchise, until MM9, 10, and 11 were finally introduced. MM8's issue isn't necessarily that it's bad, it's the fact that there seemed to be alot of infighting in its development to the point that they introduced Mega Man and Bass (Rockman and Forte) that's really little more than Mega Man 8.5 reusing alot of the bosses (changed slightly) from 8. With MM7, it seemed that everything was way more focused on the game's design, execution, and aesthtic, one of the big advantages to a crunched development..
MM7 is a marvel admittedly and despite the development time I can’t really complain about much of it. It’s fairly difficult but fun. Wily Capsule 7 is definitely one of the hardest bosses in the series, it’s weakness only does 2 damage and can run out easily, but to me, difficult bosses are more memorable. The game itself looks good and plays well and the list goes on about the good things I can say about it. Good game, will play again when I want. I usually pick Freeze Man first
this right here is my favorite classic game not only do I love its level design and bosses, as well as how much there is to explore but there are so many small touches with how the weapons interact with the environment like the thunderbolt electrifying the cloud platforms in cloud man's stage, or magnifying spring man, the noise crush stunning those truck driver enemies in turbo man's stage, the thunderbolt lighting up the dark area of share man's stage with the scorch wheel lighting the candles, and so on even how much there is to find like the giant bolts worth loke 100 a piece, the energy balancer, the super adaptor, the encounters with protoman and more also a little tip for the final boss, holding up when firing the charged wild coil causes the springs to bounce higher making hitting the boss much easier
to be fair, the magnets pulling you have what looks like a 'sucking' effect on them, so hey whatever, but the birds carrying 'bags' of baby birds that 'break' into what are clearly 'egg shells' was pretty bad lol
Fun fact both Wild Coil and Noise Crush can be charged but the game never tells you about the Wild Coil one that you can hold up and down while charged to change the direction of the springs bounce ie up makes it bounce higher down makes it bounce lower. Noise Crush once it ricochets off the wall and hits you it charges your weapon to do more damage.
imo, I really DO prefer cutting the bulk of gameplay between at least 2 sections generally. like you said, the designers dont have to limit themselves to making levels completable playable by the base character. and making it 4 STILL allows you to pick your route between a number of stages and gives that open feeling
That part about the shop being hidden is as annoying as Zero being a playable character in X3.. unless you accidentally push a certain button in the weapon menu screen you will NEVER know Zero is a playable character.
Zero being playable was hard to miss back in the day. That feature was seriously hyped, because Zero was cool as hell. It's also a bullet point on the back of the box.
@@CptJistuce on the snes box perhaps, but it wasnt on the PS1 cd case. The game never specifies how to select zero though. I'd say it was very hard to miss, there's no reason to use the back buttons in the weapon select menu screen.
@@michelvanderlinden8363 I don't think the PS1 version ever came out in America. I've got the Windows version somewhere, though! And I did specify "back in the day", which I thought made it clear I meant when it was new. By the time X3 was ported to other stuff, X4 was the new hotness. On the upside, used PS1 games are much more likely to have the manual with them.
8:38 I like to think the one from the intro was used to terrorize the city, while the smaller one from the intro level is made to focus on the civilians.
This game deserves a lot more credit with how much personality it injects. Being able to use Proto Man’s shield is one of the little things that makes this so good.
How good the shield was in MM7 directly soured me on playing Protoman in 9/10. A character I need to stress I unapologetically love, and dreamed of being able to play for upwards of a decade felt nerfed. Not because of the double damage, or because of the limitations on shots per screen, but because his shield won't block stuff while standing still.
26:00 that's honestly boring, I like way more the take that MegaMan got tired of Willy's bullshit and wants to be respected for being more than just a robot but ultimately snaps and remembers his own philosophy
I generally like 7 and 8 (minus the bike sections) more than 1-6 and it always annoyed my that rather than feel like a step forward 9 and 10 reverted so much. 9 even removed the slide and charge shot. Glad 11 finally was the sequel that went in the right direction.
This just reinforces my belief that Capcom was built by amoral suits atop a mountain of devs with genuine love for their work. The suits just care about squeezing profit out of their franchises and their workers, it's really gross. On the one hand the devs that made this game are so commendable for being able to put this together under such a crunch. On the other hand, you end up with a real moral hazard. The suits see things like this and go "hmm, so this is the kind of product you can get in 3 months, eh?"........*ch-ching dollar sign eyes*
Agreed, I remember kinda liking it back when I tried it on emulation then grew to like it more down the line, and a bit of Nico helped there. Appreciate the things I didn't notice or think about.
You didn't mention it in the video (I think?) but you can cause it to snow in Cloud Man's stage by hitting those 'weather bots' with the Freeze Cracker. This will cause the normally invisibly platforms to become visible due to getting covered in snow.
My take on the lore is that, although Willy was always a problem, he never hurt Megaman so close to the wound. Him meeting Bass, being betrayed, Light being in danger and his home destroyed took a number on him. It also ties nicely to the intro, Megaman and the player realizes that Willy will never stay in jail, so he's stuck without a solution. Some can say it also foreshadows Megaman X. Reason being, Megaman is starting to be even more independent. Which is also a problem for Willy, that might have motivated the building for Zero, since Bass with same Megaman's technology still lost. So, I like it. Feels more like character development rather than "out of character", strange would be him being poker face again. Stakes were rising, and characters were growing impatient
@magicalcapi9148 Classic was not designed to mature or otherwise think like man. Him being able to do either does not fit with X's place in the world as the great leap forward for robotics.
I don't get the hate for this game. It's really awesome. The fact that it was made in 3 months only makes it more impressive. I also vastly prefer 7 over 8.
I find it ironic that people don’t enjoy Mega Man 7 like Nicobbq. Personally I like Mega Man 7, mostly because: • Good Level Design • Item Hunting (just like Mega Man X) • Awesome Soundtrack • The Sprite work is decent for 1995 • Auto’s Shop is a great feature (But the Gameboy games already had this feature) • Fun Bosses (Except Wily Capsule) • & the introduction of Bass is so cool! I feel sorry for the Dev Team that they had to develop this game every Day & Night in just 3 months but their work was great & Mega Man 7 was successful. I might revisit this Hidden Gem one day. (But not if Wily Capsule is gonna make me Scream at my Nintendo Switch)
There are ways to cheese that f@cker. Press up to ascend the spring coil so it ascends and hits Dr Wahwee... And use Freeze Man's weapon to stun Wahwee which cancels his 4 shots. That will help a lot
@@kolkagaming1234 No they don't. they feel slow, clunky, and it feels like I have no room to move. I know it's because I suck, but I find it not very comfortable to play.
I wish there were MORE Megaman games like MM7 in SNES. the way MM7 looks, sounds, and plays is so nice. it is very cozy and relaxing to play because of the whole packaging. megaman 8 and Rockman & Forte was a bit too much. like it was all over the top, featuring wobbly walking animation. over complicated design sprites. and everything. shame the SNES didn't received a proper trillogy at least.
MM7’s a weird case, it’s in my bottom 3 not because it does anything too egregious but it’s a game where once I found a best route for getting everything, it’s balance kinda falls apart and my mind goes into autopilot mode that and the bigger sprites mean less enemies and hazards on screen at once, novel concepts for bringing elements of the GB games over to the main series games and fans of this game are some of the most devoted you’ll ever but aside from 1 and 5 I’d rather play the rest (I am that weirdo who likes MM8 and MM&B the most so feel free to ignore this as crazy talk 😂)
I actually agree with your statement! Mega Man 7 is personally a good game for my standards, but not great. It's also fine of you liking 8 and & Bass, because personally I love 8 a lot.
For clarification: I think every classic MM game is good so saying 7’s in my bottom 3 still means it’s a game I could play over and over again, I’d just play the others more lol
@@panthekirb7561 everyone is free to like their own games! For example some people like sonic 06, when I don't. Or you were just joking around and I'm just taking things too seriously.
Mega Man 7 is actually my least favorite in the classic Mega Man series. I still think it's a good game, but somethings about it honestly hold it back for me. Which Mega Man 8 honestly happens to be my very favorite in the Classic Mega Man series. I never played MM&B as the definitive version was Japan only, and the GBA versions has some issues that really didn't do that game justice; and I never got a chance to play that version either. But I really want to and think it could be right up there with MM8 and possibly even more.
17:01 it's a remix of Guts Man's stage from megaman 1. Dude. If you even listened to it fully. It's more of a medley mix of three stages from the first three games. There is the start up of Snake Man's Stage followed by Guts Man as it transitions to Heat Man's Stage before transitioning back to Snake Man's Stage to make a neat book end to the trilogy that started the classic era before 4,5 and 6 were made.
Impressive they did it so quickly. It is easily one of the most jampacked games in the series with a lot of details. And I think you didn’t mention it also has a secret “1v1 fight mode”, which was a neat secret, like a precursor to the upcoming Megaman Power Battle for arcades.
Thanks for doing this game the justice it deserves! As an old, 35 year Mega Man fan (I started with 2 in 1989) - Mega Man 7 has always been one of my favorites. I think fans my age and a bit older (in our 40's) were lukewarm to 7 for all the reasons you mentioned - for most gamers it was just too much in such a short time back then. I still loved both this and 8 - although I much prefer the Japanese originals. ^_^ They were some of the first imports I picked up in the 90's.
I think this game is solid. Turbo Man stage is probably the worst stage of Mega Man, don't get me started on that. I think that the controls in this game is a major step down from the NES games as MM7 feels relatively clunky, and SNES Enlargement Syndrome makes it more annoying. I also much prefer the art style of the NES games, as Mega Man just fits with 8-bit, and I don't like Mega Man's sprite in this game. The music is also pretty good, and it was able to work around the sometimes weird sounding SNES soundchip, and it feels more natural. The stages are fine, but a bit bland. It's a fun game, but not on the level of 2-4 and 6 for me.
I always took my time in the museum, hearing the themes of Guts Man, Heat Man and Snake man all melded into the same melody. Great memories of this game as a kid.
Nintendo Power Magazine gave Mega Man 7 a terrible review. They said it was an average game because it followed the same basic Mega Man game format and didn't offer anything new to the experience. (I disagree with NPM). Meanwhile, NPM gave every copy and paste, cookie cutter, been there done that got the t-shirt, etc., etc. Pokemon Sequel excellent, outstanding reviews.
@23:00 MMX1 had the best boss rush mechanic out of all the games. I can't stand mandatory boss rushes overall. But if it HAS to be in the game, then I prefer X1's method of scattering them throughout the fortress levels. They felt more like mini bosses instead of a boring evolution.
Not sure if you knew about this, but the platforms in Cloud Man’s level can be visible all the time, not just when you are standing on or near them. There is a floating enemy that, when shot, causes the sky to darken and a rainstorm to begin. If you shoot it with the freeze cracker, it causes snow to start falling instead, and when that happens, the platforms that normally are only visible when you stand on them become iced over. In any other game, that would also make them slippery, but not in MM7. They are no more slippery iced over than they are any other time. Even better, they become permanently visible when iced over, which makes the stage easier to navigate. It also is another example of what you said about the weather effects being something nice in the game that wasn’t present on the NES entries.
I'm surprised you didn't mention how some of the bosses have anti-weaknesses. Like if you use thunder bolt on turbo man it supercharges him, making him invincible and use three crash drives in a row before returning to normal
You can revisit Burst Man stage with the Exit utility and collect 2 extra lives and an E-Tank in less than one minute. It’s way easier to max out on lives and E-Tanks between fortress stages that way than slogging through the slow moving shop text and having to grind for bolts.
Mega Man 7 is an easy top 3 Classic series game to me, there's so much detail and love put in this game as well as a bunch of niche stuff that you wouldn't find without experimentation. Few examples that weren't mentioned in the video: 1. If you hit the driver in Turbo Man's stage with the Noise Crush, he shakes his head like the sound hurt his ears 2. If you hit Spring Man with the Thunder Bolt, he starts pulling you towards him like Magnet Man 3. Freeze Man has the Skull Man AI to where he doesn't start attacking until you do, and if you don't, he taunts you 4. This is more of a glitch than an easter egg, but if you fire a Noise Crush the second you enter Turbo/Spring Man's boss door, it bounces off the wall and has the potential to kill them the second their health starts filling up 5. Another glitch scenario, but if you use Rush Search right before a cutscene (specifically where he's directly on top of you) and he heals you with a health pickup, you can just move mid-cutscene. You can do the same thing as #4 against the first Wily phase if you time it perfectly LOL 6. The hidden fighting game mode using the Password system is also super neat (which again, love from the devs for no reason in 3 MONTHS) There's a bunch of other stuff and I HIGHLY recommended checking out GeminiLaser's video on the game, but I highly recommend people try the game. Still have no idea why people from like early UA-cam era thought it was bad other than BrentalFloss' MM2 Wily 1 With Lyrics randomly saying it was. I was on that train during my early MM fan years until I actually played it and fell in love.
8:51 If you put in 8735 on Row 1, 2587 on Row 2, 4486 on Row 3 and 8362 on Row 4 you can fight all the robot masters in any order you wish. But I don't recommend doing this since not only do you miss out on some weapons but you also won't have the Rush Adaptor. The NES/FC Fan de-make does not need this password as all 8 robot masters are there from the get-go instead of using the GameBoy structure of 4 robot masters then 4 more robot masters.
The American games being so expensive is the reason why I opt to buy the Japanese versions of the games, only real difference is usually a language barrier but if you're just in to play the games, then buying the Japanese originals are a lot cheaper and affordable, Rockman 7 is usually around $20 bucks at the most for just the cartridge, and a complete in box set is around $50--$60.
You left out the most important part of the opening cut scene. I remember laughing so hard when Rock put on the wrong helmet. It was such a head nod to fans of the series when they did that. 😅
One of my favorite details about MM7 is that if you use Freeze Cracker on Freeze Man, he'll do his intro pose and heal up, or if you used Thunder Bolt on Spring Man, you'll magnetized towards him and he'll smash you towards the ceiling.
The devs made the game in 3 months and still have the time to add those little things. That's very commendable.
2 player vs code too
And turbo man also getting supercharged by thunder bolt
honestly the idea of robot master immunities makes sense, if there’s a weakness then there’s gotta be a strength yknow? i love small tidbits like those, they couldve easily skipped out on them but they went the extra mile for a niche situation
In general '00s Capcom was really detail-driven, while also being very revolutionary in the things they did
Damn, I've been playing this game for 20+ years and never knew that.
Megaman 7 had such a stranglehold on Newgrounds/UA-cam sprite animations that used the character. That's not a problem since this game has a pretty fantastic aesthetic for a late SNES game.
My name is no longer "Bass", it's "ass". God, I remember *this* one (Randy Solem VGDC RIP).
And don’t forget sprite comics too. Bob and George gave me a great affection for these sprites.
Megaman Zero ALSO had a stranglehold on Newgrounds Flash animations and don’t even get me started on Megaman 8 lol, so many characters were resprited from MM8’s Megaman sprite such as Mario, Luigi and Fox in Super Smash Flash! Also that game was based for having Mr. Incredible!
Remember animations like Hunter Zero? Mega Man Zero The Last Cataclysm?
I remember newgrounds! Way back in middle school high school with the flash games
Only taking 3 months and being one of the best games in the classic series is INSANE
Tell me about it
Props for sure
We also gotta remember that they bought in a brand new art style for this game alone, they weren't reusing sprites from other NES games, and from my knowledge, weren't using X series sprites either...Yet the game still looks amazing.
I agree with you. The Dev team at Capcom was probably sweating while developing Mega Man 7 Every Day & Every Night
I never liked megaman 7 but when I added the megaman 8 sprite it became another favorite. Megaman bass, megaman 8 and megaman 7 rom hack are the three best classic megaman games. I hate the stupid nes graphics so lazy. Gives pixel art a bad name.
Downside: Having to crunch like hell for three months to make a game
Upside: That game is freakin' Megaman 7
After that boss battle it actually made TOTAL sense that Mega Man wanted to tear Wily's head off right then and there IMO.
that and he's killing his robot bros to stop them, failing to kill wily and let his endless carnage continue is why the ending is so somber, the pain will never end, and this scene hits a raw emotional nerve that while he failed again reaching a bitter conclusion he won't stop trying, Wily stage 1 hits that nerve as well with the Bass Betrayel signifying that Mega is done fking around, unleashing all his power to end wily
Wily is pure evil incarnate in the entire Megaman Franchise. He just appears from classic all the way to battle network. Hes a megalomaniac@chaoticembrace925
@@chaoticembrace925 it also shows the clear difference between Rock and X. If X was in MM7 he’d kill Wily with no issue. Rock wanted to end Wily but his programming won’t allow it.
Worst wily ever
@@samballesteros2822 wily in mm&b who sends u back to fight all the king fights if u die: Aight bet
3 months for an overall well-made, quality, graphically pleasing game? Even with more advanced technology, these days, that would be impossible. MM7 really should not have been good AT ALL! Really makes you realize how making games was far more simple back then. Also, it's crazy how Mega Man was so prolific back in the late 80s & mid 2000s. But no after MM11, we've heard not even a chirp from Capcom concerning him now. Lastly, I agree with J, MM7 has my favorite graphic style of the classic era. It's aged like fine wine.
What helped is that this game could reuse code from X1 and X2.
Speaking of Capcom not making a Chirp. The Capcom Super Elections votes have closed, the option was to vote for remakes of Mega Man 1 2 & 3. I would love to see remakes of those games. Especially 3.
@@kolkagaming1234 I would love a new game, not a remake. I'm sick of remake, I'm don't want to play the same games anymore. Give me something new. A remake at this point is deaf-toned.
@@Gnidel I agree so much, remakes are so lazy.
Now hold on. Mario rpg remake and Metroid prime remastered where pretty good.
Man, massive props to you for calling out the localization and shouting out the restoration patch. It shows you truly do care about the game as was intended by the original creators and not just the version people are attached to cuz they grew up with it. That's pretty rare to see.
If only people would have the same care about the original JP manual stories of the Genesis Sonic games instead of focusing on Sonic himself as an edgemeister.
@@CarbonRollerCaco I've noticed some of the differences in how Sonic is portrayed in Japan compared to how he is portrayed in the West. Sonic's Japanese voice actor Junichi Kanemaru gives Sonic a very upbeat and charismatic personality and comes off as very fun loving alongside the fun Engrish he speaks in some of his lines.
Whereas with the current voice for Sonic in America Roger Craig Smith sounds way too deep for Sonic, and his portrayed as more smug, cocky and honestly more obnoxious. Even with the improvement to the writing the series has had, I still get this feeling like people still don't quite understand Sonic's character and what made him endearing.
English Sonic and Japanese Sonic are basically completely different characters at times.
@@ItazuraChanDev Roger Craig is the worst voice for Sonic, looks like I'm not the only one
@@luis-sophus-8227 I have nothing against Roger, I just feel that his type of voice does not fit Sonic at all. The previous English voice actors for the games did well. Ryan will always hold a special place in my heart due to growing up with Sonic early on. Ryan I felt was the closest to Junichi's Sonic.
Ryan had that early English video game voice acting cheese that I adore, a bit like Castlevania Symphony of the Night. Jason started off pretty rough, but you could tell he improved a lot by the time Sonic Unleashed came out.
Then it feels like out of nowhere they got Roger to voice him and the whiplash I got from hearing Jason to his voice was immense. I'm not sure why they chose him.
I expected them to get another VA for Sonic after that, but they kept him on all the way to today. I feel bad saying I feel like they should have replaced Roger with someone more suited to the role.
@@CarbonRollerCaco Sonic was always a delinquent "edgemaster." Besides broad characterization differences that write Sonic as more of a superhero or rebel commander hero in stuff (like in SatAM) Western takes pulled from characters like Bart Simpson or Bugs Bunny. While Sonic in the game canon and JP adaptations pulled from characters like Yusuke Urameshi (so a delinquent but in JP).
I've started to see MM7 less as a sequel to the NES games and more as a sequel to the Game Boy Mega Man games.
- Everything looks and feels more compressed than one of the NES entries in terms of space.
- Fighting two waves of four Robot Masters.
- The shop (this was just 4 and 5 on GB, I think, but at least they offer a shopping trip whenever you game over or clear a level).
- Essentially, a ninth Robot Master who was specifically designed to destroy Mega Man (a "Mega Man Killer", if you will), who is also usually named after a musical term.
Either this entry is more Game Boy game-inspired, or they saw some of the developments in both those and the X games and tried them here.
I assumed some of the gameboy (Rockman World) staff were involved in this game, but I can't recall if that's correct. Definitely took very strong influence from those games, the charged shot for the rush adapter being another clear example.
There's an upcoming Mega Man fan game that's a remake of Mega Man V for gameboy but uses Mega Man 7's sprites and aesthetics (technically Mega Man's sprite looks like it from Mega Man the Power Battle, but same difference). It's called Mega Man the Rulers of Space. It's still in early development, but check it out if you're interested.
I heard somewhere that they hired an outside company for assistance supposedly (don't know for sure), but we assume the assisting company was Minakuchi Engineering the timeline somewhat adds up.
Mega Man 7 was released in late march and X3 released in December of same year.
If I may defend the US ending: I think it resolves the question many kids had back in the day about why Mega Man never just shot Wily. The original can be interpreted a bit differently as Mega Man considering his options or the consequences, but in the US version it's clear that he is unable to intentionally harm any human no matter how much he may want to, due to his programming.
I don't think his anger comes out of nowhere. Dr. Wily has repeatedly terrorized the world in general and his family specifically for years. He forgave and worked beside him in 3, and finally captured him by the book in 6. Only for the same patterns to repeat. The only way to stop him is to kill him. It's the most logical inference.
The ending also illustrates that Mega Man has erroneously come to believe he is more free than he really is. Probably because Dr. Light treats him like a son and allows him to do so much independently.
It's like when a kid spends too much time around adults they begin to act like they're an adult too, but when put in a situation where they're restricted it can cause stress or even a violent backlash.
I've always interpreted Mega Man walking away from the burning castle at the end as him reflecting on the hard truth that no matter how much he has accomplished, no matter how much he is loved by Dr. Light, ultimately he's still a robot. A tool confined by his programming.
Before I really dug into a lot of the ancillary lore I thought that X was an upgraded Mega Man. Dr. Light finally developed a way to safely give robots the same free will as humans and one of his final acts was to give that to his son.
I know now that they're 2 different robots, but maybe Rock advocated for the idea of free will for the next metallic generation.
Also, 3 months development for MM7?! We didn't need it out that fast. It was a pretty oversaturated series at the time and could have waited. Hats off to all the devs that worked on it and made something this good. Maybe they should have been transferred to curing cancer as they are clearly miracle workers.
Lol Classic Megaman titles try not to have insane crunch dev time challenge (Impossible)
Admittedly this sounds more like self inflicted crunch which Crapcom then supported, rather than the other way around?
@@katomamundara8106 This is how corporations exploit passion.
@@sor3999 Hey, I don't like crunch either, but I'd take self imposed crunch over corporate assigned crunch anyday.
I've always found it fascinating how fast MM7 was developed, and how good of a game it ended up being despite that. I do wish the final boss was just slightly easier, if they had slowed down the projectiles ever so slightly, I think it would've still been harder than the previous 6 games while still being a harder design like how the developers wanted, while still being fair and not requiring you to drag 4 E-Tanks into the boss. Speaking of which, why was the limit brought down from 9 to 4? Seemed needless, though I think the cap of 4 should've been in the series the entire time.
I also have to big huge props to Rockman 7 FC, a fangame that translates it into the 8-bit aesthetic. Mega Man 8 has one as well, though it's a shame they cancelled the Rockman & Forte FC project and there's nothing in sight for MM11.
If the Mega Man & Bass FC project does get revived I hope they improve the Enemy Placements because in the original game, the enemy placements sucked.
There is a trick to the fight. While Thunder Bolt deals no damage to Wily, if fired fast enough it will shock him make him skip shooting out 4 balls.
It's for that reason I prefer fighting him with with Freeze Cracker instead of Wild Coil. Initially shoot him with Freeze Cracker then follow up with Thunder Bolt to only need to jump over ground shot.
Man, listen. I even understood it when I played this back in '95 that Megaman was just through with Wily's sh*t, lol. Happy go lucky Megaman was all mean mugs and frowny faced as soon as you turn the game on. That intro you can tell he's just pissed off at this point. "Seven times I got to deal with this crap, I'm gonna end it right here." Even his in game sprite is mad! 😂
DIE WILY!
"How many times do we have to teach you this lesson old man?"
The Robot Museum also takes the melodies of Heat Man and Snake Man
And also Guts Man
@@inactivehorse9753 that was already mentioned
17:06 it actually is a medley of Guts Man, Snake Man and Heat Man stages.
Most players never realize this because the stage is over so quickly that if you just walk forward the song can't even finish its first loop.
@@MechanicalRabbitsHonestly the stage should’ve been longer with more trips down memory lane, I wonder what songs from 4, 5 and 6 would fit seamlessly into the goated song?
@@squallleonhart9387Actually, there’s an unused song that does just that with Skull Man, Napalm Man, and Blizzard Man.
@@squallleonhart9387 I guess that's where the three month dev time starts showing its effects. It's possible the original idea was to make a proper stage but they just couldn't get it done in time and ended up leaving it as a hallway and a boss fight.
20:57
Torch Man? Bruh, this Is MM 7 not MM 11! 😂
I thought it was impressive for Majora's Mask to be made in 1 year. But Mega Man 7 being made in 3 months is just insane.
A year is pretty standard for that era of gaming.
@@logiclunacy606 The issue were the 3d modelling, it was faster in mm because they reused the one of OoT
Crash Bandicoot 2 & 3 did the same thing. After the success of Crash 1, Naughty Dog started working on sequels and came out an year later. You think it wouldn't hold up. But no. Those games were amazing.
Mega Man 7 is also a way less complicated game than Majora's Mask
@@Enoby_Darkness Maybe. But Majora's Mask is still an awesome game.
PROTIP: Holding up on the dpad makes Wild Coil bounce higher.
Charging it makes it even bounce higher
This is, for me, the peak of the classic series and one of the most impressive achievements on the SNES, even when ignoring the insanely short development cycle. It's packed with secrets and detail, tightly designed, revolutionary for the classic series (thanks to the introduction of bass, intro stages in the classic series, a short plot-driven stage halfway through the game and a shop in the mainline series) and still a wonder to look at and listen to. Were it not for wily capsule 7 I'd describe it as flawless, and the artstyle stands out as eye-catching and distinctive in retrospective. You can't top that credits sequence... I love this game so much
I always saw Mega Man 7 as beloved as it was the most popular mega man game who sprites were used in webcomics. Game itself is probably in my top 5 favorites.
Also, I'm glad that someone else thinks the ending of Mega Man 7 is somber.
Despite the edgier English localization-which is possible to write off as a bluff, but is still out of character and doesn't match the animation-you still get the idea in either version that MM's frustrated about not being able to do the "dirty" deed no matter how much he feels Wily's unrepentant enough to deserve it. And all the crap that goes on in the X series only ends up vindicating him. It really is tragic and shows Light did not pay enough attention to the Laws of Robotics, being unaware of the Zeroth Law: above all else, a robot must not invite harm upon humanity in general. Or perhaps he simply, for all his genius, did not know how to build robots that could properly follow that law. A real heart wrencher for a franchise about cartoon androids in shining armor constantly at pew-pew war on behalf of their creators with the world at stake.
Ah Bob and George almost the sprites their often used the old NES SPRITES and the Megaman 7 Sprites and turn them into more comedy.
4:56 it's really fun hearing the difference between old mic J and new mic J
The only issue with have ever had with the boss rush area is that after X all they have been are a single room with 8 teleporters. I love that in X the boss rush was incorporated and spread out between the Sigma levels.
X is how a boss rush SHOULD BE!
I kinda liked the boss rematches in the first game, which actually puts effort into contextualizing it. The first one is supposed to be a surprise, since you know, boss is dead.
Background elements in the later Wily stages make it clear. You enter a room with a crapton of partially-assembled Guts Mans(Guts Men?) in the background. This is a factory, and Wily is getting ready to unleash an entire army of robot masters.
The 1987 Mega Man did their boss rematches in the same way as the original Mega Man X
3 months? That is absolutely insane.
And yet, *_Mega Man X6_* has no polish for a rushed game...
@@alexfischer7876 it did have a bit of polish line Mega Man 3. The Opening Stage, Commander Yammark & Rainy Turtloid stage was polished, those levels are better than you think.
Devs were just better back then
@@alexfischer78761- That was a PS1 game so it should normally take a little over a year in development
2- It was made under 10 months
The museum stage music isn’t just a remix of Guts Man. It also incorporates elements of other past boss themes, too. Such as Snake Man and Skull Man.
I agree a lot with the title. I mean, 3 months is half the dev time of MM3
It's about as impressive as Pixar only having nine months to finish "Toy Story 2". Absolutely insane how much passion motivates people to concerningly push their limits.
@duke2go558
I mean, I love 3, but I'd rather play 7. 💛
Half? you mean a 1/16.
If you hit the turtle boss with a baby turtle encased in the Danger Wrap, it does 8 hp of damage. It makes the fight go by much quicker. P.S. did you know you can go above the ceiling in Junk Man's stage?
Can you & how?
@kolkagaming1234 Yes. In the section with the junk caterpillar and footholders, you can power on the machines with the Thunder Bolt and then ride on of the junk blocks on the chain through the ceiling. It allows you to skip a chunk of the stage.
@@megamanmarchek8293Man, all these little extra tricks and secrets... in THREE freaking months.
played MM7 for more than 20 times throughout the years, and the turtle boss thing is still new to me
NO to the first!! Seriously?!
Yes to the second.
I like to view MM7 as the X game in the classic lineup- it's got its own armor and secret items, and its my favorite game in the classic series because of it
one thing i like about Mega Man 7 is the cool attention to detail in the little things like
If you use cloud man's weapon on Spring Man, Spring Man will become a magnet and pull in Mega Man
If you use Super Rush Adapter Rocket Punch on Burst Man, it will bring one of his orange bombs and damage you instead
On the path towards the Energy Balancer in Shade Man Stage, you will see nights and wolves at the top during the moon, but when the Moon is covered the wolves are actually the nights. Along with that, the zombie robots in that stage will slowly lose it's body parts and then explode after it loses all of its body parts
and at the beginning of Turbo Man's stage when you're fighting the rider Joe, you can use sound crush to stun him for a while
Or sprite of previous subboss from prototype version on the background in Shade man stage at the start of the level
7 being decently good is definitely one of my big hot takes, and I’m so glad it’s finding appreciation today - even when most people talk about the sprite proportions and the infamous Wily Capsule.
Even with my own personal gripes in terms of the in-game dialogue and Mega Man’s angry personality in the US version, I love that it helped perfect the exploration and upgrade concepts alongside X1. I find it inspiring that this was another miracle project alongside 2, and reading the Complete Works book shows how much the Capcom team - which included people who worked on 2 before - actually enjoyed developing this game. That is why I find 7 to be in my top 10 games.
I really HATE how Brentalfloss's Megaman 2 Wily 1 with Lyrics brainwashed most of the community to not even give 7 a chance.
It is MILES more fun than Megaman 8, Megaman & Bass, and even most of the NES entries.
Because Bentalfloss is just a 8-bit purist who refuse to see MM7 is good because isn't 8-bit.
I can get behind half of the NES entries but not "most"
I doubt it was brainwashing. I played MM7, and frankly, it's my least favorite. I find MM8 much more enjoyable.
Yeah, how dare he?!! ...quick question, who the hell is Brentalfloss?
@@lindyxmjh4589 You can find search by typing his name.
To me, Mega Man 7 was clearly following on the footsteps of the Game Boy games more than anything. Auto's Shop is a natural evoluton of Dr Light's shop and the P-Chips from MMIV and MMV. The arm rocket upgrade is clearly inspired by the arm boomerang cannon from MMV. Mega Man''s larger sprite and cramped level layouts owe a LOT to the harder GB entries.
And of course the bosses coming in sets of four began in the GB games too.
There is actually a password for this game that starts you off with all 8 Robot Masters available in a new game
There's also a password for a two-player Street Fighter-style Megaman/Bass duel.
Yeah, the one that doesn't work in Legacy Collection for some reason. Not sure why they removed that.
I used this password in my most recent playthrough, it was pretty fun! They also give you 999 bolts from the start and I only found out in the second level I visited, lol.
I do think the 4 + 4 structure is generally better for mitigating the trial and error of guessing boss weaknesses, but I can understand people wanting more freedom on replays as well. I didn't know about this cheat, which actually makes it the best of both worlds.
Because of hardware limitations, old video games would often abbreviate certain details and rely on the player to fill in the gaps with their imagination. When the player character is the same size as a village in the overworld in an RPG on NES, does it mean that the player character is giant, or that the village is tiny? Of course not. In the same way, I see no contradiction in the size discrepancy between the Wily robot in the opening cutscene and the one Mega Man fights in the opening stage. A robot that size would have been impossible to depict in a boss fight on SNES. Just use your imagination the way gamers used to.
Thank you! Finally someone understands classic game storytelling and that the gameplay is only a representation of the events from the perspective of the player
The boss of the first stage of X2 is two screens tall, as is Kraid in Super Metroid. So there's no reason they couldn't have made this boss giant too.
@@chronoscat3371 I doubt those games were made in three months
They probably had plans to make it bigger, but then they would need floating platforms to hit the boss, and its an intro stage, and they probably didnt want the extra difficulty
It's good Mega Man 7 seems to get the credit it deserves these days, although I do understand people's complaints about screen crunch, which they seemed to address in RockMan & Forte and Mega Man 8. Incidentally Shade Man is also weak to the Rush Adapter Power Punch thing, which I find is a way better method of dealing with him, however I never knew Slash Man was also weak to Fire!
If you hit Wily with the thunder bolt right after he launches that first attack it temporarily electrifies him and he doesn’t shoot those 4 annoying shots at you.
That makes the final boss fight so much easier.
Cool video by the way, I had no idea how many bonus things I missed.
25:30 - This doesn't come out of nowhere. Wily's and Bass's antics throughout the game have been exploiting then chiding Mega Man for being too naive, "weak", and kindhearted. It's easy to see Mega Man being pushed to this point.
I really do want to make a comment as a fan of Asimov. I know you hold fast by the Three Laws as immutable laws for the Mega Man series. "It says the robot can't hurt humans". But MM7 is a pretty interesting case study, and one of the only times Asimov's work is alluded to in-game in the series. Let me just say the authorial spirit of the Three Laws in Asimov's and many of his contemporary's hands was to find every conceivable logical way to exploit the text of the laws to violate the spirit.
-Robots that are better equipped to do a life-saving surgery than any human. They refuses to perform the surgery because cutting into flesh is "harm" so is the result of their inaction -creating an impasse as they don't understand degrees of harm.
-Robots allow humans to die because they don't want to hurt their _feelings_ by giving them a bad news they could act upon to prevent future injury.
-Still others have robots playing parts in complex murder plots that don't technically involve the robot committing murder. They're just following a human's order to do something odd with a weapon.
This is the source of mystery and drama in so many short stories and books.
The idea Mega Man could decide he's something other than a robot, and thus not subject to the laws: fits that framework. It's not even original, other sci-fi authors working within Asimov's laws as a framework have proposed additional laws. Several contemporaries landed on a fourth or lower law independently "A robot must know it is a robot". So even though I'm sure the Capcom localization team didn't have much more exposure on commentary surrounding mid-20th century sci-fi, the dynamic that this could actually fit in is interesting. So I'm not annoyed at this change like nearly every other Mega Man fan on the planet seems to be.
@durianthesleepy Classic robots are not supposed to be capable of thinking like any man can, They are bound by their programming at start unless modified and do not mature. X was a great leap forward for robotics and he needed new tech invented by Light which Wily must have copied or borrowed/stolen to build Serges (at least him if not Isoc) and Zero (the Suffering Circuit).
@@galten7361 Rock's gimmick doesn't work unless he could learn. He was built with a system to analyze and produce the right tool for any given job. Which means he was made with the intent to do things he hadn't been pre-programmed to do. That's all from before he decided to become a superhero.
While you're right he doesn't have a human capacity to learn (like X): that doesn't mean 0% capacity to learn and change.
@@durianthesleepy No. Classic did not defy what he was built to be. He was already built as someone who would protect others from notable harm and assist them in other ways being designed as an assistant. X on the other hand was built to be someone who could genuinely strive to be what he saw fit to be (he could be a full time hero or he could be a ruler or he could do neither and just fish) rather than stay strictly what he was built to be.
@@galten7361 This is preciously correct. Mega Man doesn't have free will: he has autonomy. Which is the ability to operate within his programmed parameters. That doesn't mean he's incapable of learning, or changing within those parameters.
The key point I was making comparing the scene is: Mega Man, like the robots of the Asimov fiction, doesn't need to think or understand things from the same point of view you or I do. That includes the laws of robotics, or whatever Mega Man's parallel is.
If Mega Man's directive is verbatim just "A robot can't harm a human", BUT Mega Man knows Wily has hurt many people before, and likely will again: he could decide as a simple matter of weighted values that harming Wily is better than letting Wily rampage through another city. Or that "Wily isn't a human, he's a monster". Or honestly dozens of other possible views that would allow him to act in what seems to be defiance of that rule.
Two things I want to add MM7 you didn't mention is A mega man 7 also serve funny easter egg of anti weaknesses that certain weapons will for the boss' favor, like turbo and spring man get stronger with thunder bolt, and of course the vs mode that you can play, is a pretty bare bone fighting like mode but still quite an intresting idea, and while I don't know if you agree with it, is pretty much a platform fighter before super smash bros
Extra Easter egg: in shade man stage if the black bird hits you he will laugh at you ☠️
Actually it's a spin off of "the Power Battles," a Japanese title, it's basically exactly that bonus fighter-game set up except you can pick from like 8-10 characters.
13:04 It could be worse, I have seen other UA-cam commentators call the tadpoles that come from the eggs on Gemini Man's stage as "ghosts" or slimes (???)
They do look a bit like the slime from dragon quest
People unfairly tear into MM7 cause it didn’t have the NES graphics, but I think it’s a great game. One of my favorites in the classic series.
Thats a misnomer. Its because of how big the sprites were compared to the screen and it made the speed feel off. Pretty much everything about this game just feels off.
It's more that the sprites are too big and it has a different feel compared to those games.
Yeah the sprites were a little bigger than I would like. But the graphics were very detailed, there were many secrets to find, the level and enemy design was good, the game was a good challenge, even though the final boss was kind of ridiculous.
not having NES graphics is the least of my issues with it, but graphically i do dislike MM holding his arm up constantly when charging the buster.
@@Zenoff64the only thing about it that feels off is ladder climbing.
This has always been one of my favourite classic entires. The amount of character expressed within every single sprite is still unreal to me even after all these years.
First 20 seconds
"Mega man 7 is one of the best mega man games ever made" J...I didn't know you were so based
who could have known these sprites would go on to be re-purposed for many pieces of art including but not limited to the timeless webcomic known as Bob and George
I always thought "Danger Wrap" sounded like a condom.
I always thought it sounded like some kind of mummy weapon XD
It sounds more like a weird Taco Bell experiment
It's when the white boy starts spitting rhymes in the projects
So does Junk Shield. xD
@@ArkaneEvangalehey baby, did you bring protection? Yeah, beat junk man and got my junk shield ready to go 😂
I dont think the boss rush is the problem at the end of the game really.
The final boss here should have simply been a seperate stage.
Boss rushes in the megaman games have always been some of my favorite parts of the series.
There's this feeling of having figured out how to play the game, and to apply your gained skills and knowledge to stomp the bosses.
No more figuring out how to dodge, and approach these fights.
You know now how to tackle them.
Anyway, good video all around, its good to see some love for my personal favorite game.
Mega Man 7 was pretty overhated when it was out. But I'm glad people started to appreciated it now. Mega Man 7 is an good game and one of the finest in the series. I dislike how they handled finding secret routes or goodies in some cases; like finding the rocket missile punch for the Super Adapter in Turbo Man's stage with Rush or finding another area in Shade Man's level depending how you beat the mini boss and Wily Capsule 7 is an pain in the butt final boss. But aside that, this is just another solid title that people seem to overlooked. Now it's available on modern consoles & collection you can easily play. I prefer Mega Man 6 more due to having better secrets, better weapons and more intriguing level designs. And I still prefer X1 & X2 as my favorite Mega Man game on the SNES. But Mega Man 7 deserves alot of attention as it deserves.
Pfft, nerds complaining the video missed out on a detail, bunch of lose-
HEY, THE MUSEUM STAGE ISN'T JUST GUTSMAN'S THEME, IT'S A FULL MEDLEY OF SONGS
Fantastic review, J. This is easily my favorite Classic Mega Man game. It took a few playthroughs, but when it finally clicked; I couldn't get enough of it.
When you describe Slash mans weaknesses at 20:55, you accidentally refer to Torch Man instead of Turbo Man (who didn't exist untill MM11)
Yeah that caught me so sideways like wth? 😂
34 years old and just now learning this game has a shop. WTH.
The Robot Museum's music is a combination of Guts Man theme from 1, Heatman's theme from 2, and Snakeman's theme from 3. It's a very interesting medley.
17:04 it's a remix of Gutsman, Heatman AND Snakeman theme from Megaman 1, 2 AND 3!!! I can't believe that you missed that
Gutsman, Heatman and Snakeman!
@miahthorpatrick1013 my corrector said Hardman instead of Heatman thanks
7 is my favorite. i remember clearly i was at my farm back in 199x (idk the year, probably 1993), it was my birthday and my cousin arrived late, but he gave me this as a present. i wasn't particularly excited as the SNES at home wasn't even mine, it was my brother's, but i thought it was cool that he gave me a game, so i tried it and loved the hell out of it. it's still my fav megaman game. unfortunately the next year my brother sold the SNES and all the cartridges to help our mom pay for our first pc, which to be honest was the most magical time of my life.
I don't know how exactly starting with only 4 Robot Masters at the start could be an "Issue" anyways especially considering that there's a password that lets you start up the game where all 8 are available! So the choice is still there!
I think what he meant is that they should've have all 8 Robot Master's from the start instead of having 4 for now and another for later. Mega Man 8 does this as well. I don't mind. But I would've have all 8 Robot Master's from the start.
13:56 “Newly introduced weapon energy tanks”
*cries in 4GB*
This is one of my favorite Megaman games top 3 maybe, I love the new sprite art, levels, Robot masters, weird secrets, Bass is a great rival and the weapons and new Rush adaptors are really fun to use. It has the perfect balance of old from the classic games and the new ideas from the X series
A great game. MM7 is often overshadowed as the peak and end of the original Mega Man franchise, until MM9, 10, and 11 were finally introduced. MM8's issue isn't necessarily that it's bad, it's the fact that there seemed to be alot of infighting in its development to the point that they introduced Mega Man and Bass (Rockman and Forte) that's really little more than Mega Man 8.5 reusing alot of the bosses (changed slightly) from 8.
With MM7, it seemed that everything was way more focused on the game's design, execution, and aesthtic, one of the big advantages to a crunched development..
MM7 is a marvel admittedly and despite the development time I can’t really complain about much of it. It’s fairly difficult but fun. Wily Capsule 7 is definitely one of the hardest bosses in the series, it’s weakness only does 2 damage and can run out easily, but to me, difficult bosses are more memorable.
The game itself looks good and plays well and the list goes on about the good things I can say about it.
Good game, will play again when I want. I usually pick Freeze Man first
this right here is my favorite classic game
not only do I love its level design and bosses, as well as how much there is to explore but there are so many small touches with how the weapons interact with the environment like the thunderbolt electrifying the cloud platforms in cloud man's stage, or magnifying spring man, the noise crush stunning those truck driver enemies in turbo man's stage, the thunderbolt lighting up the dark area of share man's stage with the scorch wheel lighting the candles, and so on
even how much there is to find like the giant bolts worth loke 100 a piece, the energy balancer, the super adaptor, the encounters with protoman and more
also a little tip for the final boss, holding up when firing the charged wild coil causes the springs to bounce higher making hitting the boss much easier
to be fair, the magnets pulling you have what looks like a 'sucking' effect on them, so hey whatever, but the birds carrying 'bags' of baby birds that 'break' into what are clearly 'egg shells' was pretty bad lol
Fun fact both Wild Coil and Noise Crush can be charged but the game never tells you about the Wild Coil one that you can hold up and down while charged to change the direction of the springs bounce ie up makes it bounce higher down makes it bounce lower.
Noise Crush once it ricochets off the wall and hits you it charges your weapon to do more damage.
imo, I really DO prefer cutting the bulk of gameplay between at least 2 sections generally. like you said, the designers dont have to limit themselves to making levels completable playable by the base character.
and making it 4 STILL allows you to pick your route between a number of stages and gives that open feeling
16:13 who else immediately skipped ahead 10 seconds
That part about the shop being hidden is as annoying as Zero being a playable character in X3.. unless you accidentally push a certain button in the weapon menu screen you will NEVER know Zero is a playable character.
Different times where games relied on you reading the manuals for this kind of stuff.
But even if you dont figure out you *can hit a single button* to access the shop all the upgrades are available in the stages like bro what
Zero being playable was hard to miss back in the day. That feature was seriously hyped, because Zero was cool as hell.
It's also a bullet point on the back of the box.
@@CptJistuce on the snes box perhaps, but it wasnt on the PS1 cd case. The game never specifies how to select zero though. I'd say it was very hard to miss, there's no reason to use the back buttons in the weapon select menu screen.
@@michelvanderlinden8363 I don't think the PS1 version ever came out in America. I've got the Windows version somewhere, though!
And I did specify "back in the day", which I thought made it clear I meant when it was new. By the time X3 was ported to other stuff, X4 was the new hotness.
On the upside, used PS1 games are much more likely to have the manual with them.
8:38 I like to think the one from the intro was used to terrorize the city, while the smaller one from the intro level is made to focus on the civilians.
This game deserves a lot more credit with how much personality it injects. Being able to use Proto Man’s shield is one of the little things that makes this so good.
How good the shield was in MM7 directly soured me on playing Protoman in 9/10. A character I need to stress I unapologetically love, and dreamed of being able to play for upwards of a decade felt nerfed. Not because of the double damage, or because of the limitations on shots per screen, but because his shield won't block stuff while standing still.
26:00 that's honestly boring, I like way more the take that MegaMan got tired of Willy's bullshit and wants to be respected for being more than just a robot but ultimately snaps and remembers his own philosophy
That’s impossible.
I generally like 7 and 8 (minus the bike sections) more than 1-6 and it always annoyed my that rather than feel like a step forward 9 and 10 reverted so much. 9 even removed the slide and charge shot.
Glad 11 finally was the sequel that went in the right direction.
This just reinforces my belief that Capcom was built by amoral suits atop a mountain of devs with genuine love for their work. The suits just care about squeezing profit out of their franchises and their workers, it's really gross. On the one hand the devs that made this game are so commendable for being able to put this together under such a crunch. On the other hand, you end up with a real moral hazard. The suits see things like this and go "hmm, so this is the kind of product you can get in 3 months, eh?"........*ch-ching dollar sign eyes*
This is another one I grew to appreciate thanks to Nico Evaluates; one of the best Super Nintendo games I played, despite not owning a physical copy.
Agreed, I remember kinda liking it back when I tried it on emulation then grew to like it more down the line, and a bit of Nico helped there. Appreciate the things I didn't notice or think about.
8:15 The steamroller bot isn't giant, it's just in the foreground.
Except it's clearly not in the foreground. It's BEHIND a building.
my guess is that the steamrollers came in different sizes, we fought the smaller one but the bigger one destroyed the city beforehand
I get that reference
Is that a Homestar Runner reference?
@@tb3411 Yes.
You didn't mention it in the video (I think?) but you can cause it to snow in Cloud Man's stage by hitting those 'weather bots' with the Freeze Cracker. This will cause the normally invisibly platforms to become visible due to getting covered in snow.
megaman 7 was the first video game i ever played as a kid
my dad loaned the SNES from a friend and i played all weekend.
The middle stage music is actually a remix of three different themes. Guts Man, Heat Man, and Snake Man.
I had to scroll WAY too far down for this. I almost gave up scrolling and write it myself
I just posted it today too. Lol
My take on the lore is that, although Willy was always a problem, he never hurt Megaman so close to the wound. Him meeting Bass, being betrayed, Light being in danger and his home destroyed took a number on him. It also ties nicely to the intro, Megaman and the player realizes that Willy will never stay in jail, so he's stuck without a solution.
Some can say it also foreshadows Megaman X. Reason being, Megaman is starting to be even more independent. Which is also a problem for Willy, that might have motivated the building for Zero, since Bass with same Megaman's technology still lost.
So, I like it. Feels more like character development rather than "out of character", strange would be him being poker face again. Stakes were rising, and characters were growing impatient
@magicalcapi9148 Classic was not designed to mature or otherwise think like man. Him being able to do either does not fit with X's place in the world as the great leap forward for robotics.
I don't get the hate for this game. It's really awesome. The fact that it was made in 3 months only makes it more impressive. I also vastly prefer 7 over 8.
Because people are too attached to the 8bits style, which is kinda neat, but this is awesome and should've been used for 9 and 10
19:43 This only happens if you find Proto Man in Cloud and Turbo Man's stages before.
I find it ironic that people don’t enjoy Mega Man 7 like Nicobbq.
Personally I like Mega Man 7, mostly because:
• Good Level Design
• Item Hunting (just like Mega Man X)
• Awesome Soundtrack
• The Sprite work is decent for 1995
• Auto’s Shop is a great feature (But the Gameboy games already had this feature)
• Fun Bosses (Except Wily Capsule)
• & the introduction of Bass is so cool!
I feel sorry for the Dev Team that they had to develop this game every Day & Night in just 3 months but their work was great & Mega Man 7 was successful.
I might revisit this Hidden Gem one day. (But not if Wily Capsule is gonna make me Scream at my Nintendo Switch)
There are ways to cheese that f@cker.
Press up to ascend the spring coil so it ascends and hits Dr Wahwee...
And use Freeze Man's weapon to stun Wahwee which cancels his 4 shots.
That will help a lot
It’s one of the weaker Mega Man games, and that’s mostly due to controls and game feel
@@thomasffrench3639 the Controls feel the same, you jump you shoot & you slide to dodge attacks.
I replay the 7, so many times, and I feel it is the same as 1 to 6.
@@kolkagaming1234 No they don't. they feel slow, clunky, and it feels like I have no room to move. I know it's because I suck, but I find it not very comfortable to play.
I wish there were MORE Megaman games like MM7 in SNES. the way MM7 looks, sounds, and plays is so nice. it is very cozy and relaxing to play because of the whole packaging.
megaman 8 and Rockman & Forte was a bit too much. like it was all over the top, featuring wobbly walking animation. over complicated design sprites. and everything.
shame the SNES didn't received a proper trillogy at least.
MM7’s a weird case, it’s in my bottom 3 not because it does anything too egregious but it’s a game where once I found a best route for getting everything, it’s balance kinda falls apart and my mind goes into autopilot mode that and the bigger sprites mean less enemies and hazards on screen at once, novel concepts for bringing elements of the GB games over to the main series games and fans of this game are some of the most devoted you’ll ever but aside from 1 and 5 I’d rather play the rest (I am that weirdo who likes MM8 and MM&B the most so feel free to ignore this as crazy talk 😂)
I actually agree with your statement! Mega Man 7 is personally a good game for my standards, but not great. It's also fine of you liking 8 and & Bass, because personally I love 8 a lot.
Liking MMB is cool and all but yea liking 8 kinda invalidates your comment
For clarification: I think every classic MM game is good so saying 7’s in my bottom 3 still means it’s a game I could play over and over again, I’d just play the others more lol
@@panthekirb7561 everyone is free to like their own games! For example some people like sonic 06, when I don't. Or you were just joking around and I'm just taking things too seriously.
Mega Man 7 is actually my least favorite in the classic Mega Man series. I still think it's a good game, but somethings about it honestly hold it back for me. Which Mega Man 8 honestly happens to be my very favorite in the Classic Mega Man series. I never played MM&B as the definitive version was Japan only, and the GBA versions has some issues that really didn't do that game justice; and I never got a chance to play that version either. But I really want to and think it could be right up there with MM8 and possibly even more.
19:27: Ah, I'm getting flashbacks to Johnny's review of Mega Man VII now. XD
17:01 it's a remix of Guts Man's stage from megaman 1. Dude. If you even listened to it fully. It's more of a medley mix of three stages from the first three games. There is the start up of Snake Man's Stage followed by Guts Man as it transitions to Heat Man's Stage before transitioning back to Snake Man's Stage to make a neat book end to the trilogy that started the classic era before 4,5 and 6 were made.
🤓
Impressive they did it so quickly. It is easily one of the most jampacked games in the series with a lot of details. And I think you didn’t mention it also has a secret “1v1 fight mode”, which was a neat secret, like a precursor to the upcoming Megaman Power Battle for arcades.
I will fight ANYONE who says Mega Man 7 is a bad game. The game is amazing and one of the best of the classic series
you can fight me, I find it dull, not a bad bad game but I dont know... I dont like the animations and sound effects, feels clunky
Thanks for doing this game the justice it deserves! As an old, 35 year Mega Man fan (I started with 2 in 1989) - Mega Man 7 has always been one of my favorites. I think fans my age and a bit older (in our 40's) were lukewarm to 7 for all the reasons you mentioned - for most gamers it was just too much in such a short time back then. I still loved both this and 8 - although I much prefer the Japanese originals. ^_^ They were some of the first imports I picked up in the 90's.
What about the 2 player mode?
The turtle boss from the castle stages being a Thunderbirds reference is always awesome to me.
I think this game is solid. Turbo Man stage is probably the worst stage of Mega Man, don't get me started on that. I think that the controls in this game is a major step down from the NES games as MM7 feels relatively clunky, and SNES Enlargement Syndrome makes it more annoying. I also much prefer the art style of the NES games, as Mega Man just fits with 8-bit, and I don't like Mega Man's sprite in this game. The music is also pretty good, and it was able to work around the sometimes weird sounding SNES soundchip, and it feels more natural. The stages are fine, but a bit bland. It's a fun game, but not on the level of 2-4 and 6 for me.
I always took my time in the museum, hearing the themes of Guts Man, Heat Man and Snake man all melded into the same melody. Great memories of this game as a kid.
Nintendo Power Magazine gave Mega Man 7 a terrible review. They said it was an average game because it followed the same basic Mega Man game format and didn't offer anything new to the experience. (I disagree with NPM). Meanwhile, NPM gave every copy and paste, cookie cutter, been there done that got the t-shirt, etc., etc. Pokemon Sequel excellent, outstanding reviews.
The Robot Museum's song isn't just Gutsman. It's Gutsman, Snake Man, and Heat Man.
The robot museum theme is actually a mashup of Guts Man, Heat Man, & Snake Man's themes
@23:00
MMX1 had the best boss rush mechanic out of all the games. I can't stand mandatory boss rushes overall. But if it HAS to be in the game, then I prefer X1's method of scattering them throughout the fortress levels. They felt more like mini bosses instead of a boring evolution.
Not sure if you knew about this, but the platforms in Cloud Man’s level can be visible all the time, not just when you are standing on or near them. There is a floating enemy that, when shot, causes the sky to darken and a rainstorm to begin. If you shoot it with the freeze cracker, it causes snow to start falling instead, and when that happens, the platforms that normally are only visible when you stand on them become iced over. In any other game, that would also make them slippery, but not in MM7. They are no more slippery iced over than they are any other time. Even better, they become permanently visible when iced over, which makes the stage easier to navigate. It also is another example of what you said about the weather effects being something nice in the game that wasn’t present on the NES entries.
I'm surprised you didn't mention how some of the bosses have anti-weaknesses. Like if you use thunder bolt on turbo man it supercharges him, making him invincible and use three crash drives in a row before returning to normal
You can revisit Burst Man stage with the Exit utility and collect 2 extra lives and an E-Tank in less than one minute. It’s way easier to max out on lives and E-Tanks between fortress stages that way than slogging through the slow moving shop text and having to grind for bolts.
Mega Man 7 is an easy top 3 Classic series game to me, there's so much detail and love put in this game as well as a bunch of niche stuff that you wouldn't find without experimentation. Few examples that weren't mentioned in the video:
1. If you hit the driver in Turbo Man's stage with the Noise Crush, he shakes his head like the sound hurt his ears
2. If you hit Spring Man with the Thunder Bolt, he starts pulling you towards him like Magnet Man
3. Freeze Man has the Skull Man AI to where he doesn't start attacking until you do, and if you don't, he taunts you
4. This is more of a glitch than an easter egg, but if you fire a Noise Crush the second you enter Turbo/Spring Man's boss door, it bounces off the wall and has the potential to kill them the second their health starts filling up
5. Another glitch scenario, but if you use Rush Search right before a cutscene (specifically where he's directly on top of you) and he heals you with a health pickup, you can just move mid-cutscene. You can do the same thing as #4 against the first Wily phase if you time it perfectly LOL
6. The hidden fighting game mode using the Password system is also super neat (which again, love from the devs for no reason in 3 MONTHS)
There's a bunch of other stuff and I HIGHLY recommended checking out GeminiLaser's video on the game, but I highly recommend people try the game. Still have no idea why people from like early UA-cam era thought it was bad other than BrentalFloss' MM2 Wily 1 With Lyrics randomly saying it was. I was on that train during my early MM fan years until I actually played it and fell in love.
8:51 If you put in 8735 on Row 1, 2587 on Row 2, 4486 on Row 3 and 8362 on Row 4 you can fight all the robot masters in any order you wish. But I don't recommend doing this since not only do you miss out on some weapons but you also won't have the Rush Adaptor.
The NES/FC Fan de-make does not need this password as all 8 robot masters are there from the get-go instead of using the GameBoy structure of 4 robot masters then 4 more robot masters.
I really appreciate your in depth analysis of Mega Man’s height. Now imagine what that means about Doctor Light’s height
17:04 the song is actually a mix of Snake man's, Guts man's and Heat man's themes, and some others i think, but i cant recall wich ones.
Having trouble placing it, does anyone know the name of the track playing at 7:20?
The American games being so expensive is the reason why I opt to buy the Japanese versions of the games, only real difference is usually a language barrier but if you're just in to play the games, then buying the Japanese originals are a lot cheaper and affordable, Rockman 7 is usually around $20 bucks at the most for just the cartridge, and a complete in box set is around $50--$60.
You left out the most important part of the opening cut scene. I remember laughing so hard when Rock put on the wrong helmet. It was such a head nod to fans of the series when they did that. 😅