Mega Man 7
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Mega Man 7 North American boxart
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Game Information
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Developer(s):
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Capcom
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Publisher(s):
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Capcom
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Series:
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Mega Man Classic
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Platform(s):
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SNES
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Release date(s):
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March 24, 1995
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Genre(s):
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Action / Platform
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Media:
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Physical cartridge, digital download
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Mega Man 7 is the seventh game in the classic Mega Man series. Unlike the last six classic Mega Man games, it was released for the SNES. Because of this, it provides a greatly different experience from its predecessors. The typical size of objects on the screen has been doubled, and the eight Robot Masters are split, meaning that four of them cannot be accessed until the initial four have been defeated (unless a specific password is used). When combined, these two changes give Mega Man 7 a feel similar to the five Game Boy games. In addition, an intro stage has been added preceding the Robot Masters, and a brief stage with a single boss in it serves as a bridge between the two groups of Robot Masters. The villain plot twist used in Mega Man 4, Mega Man 5, and Mega Man 6 has been done away with, and Dr. Wily's involvement in the plot is made clear from the very beginning. The traditional Rush Coil and Rush Jet utilities make their return, while the Rush Adaptors from 6 have been combined into a single upgrade known as the Super Adaptor, which is unlocked by collecting plates with letters on them (similar to how Beat was unlocked in 5 and 6). Finally, the game introduces Bass, who would go on to serve as a recurring rival to Mega Man.
Representation in MaGMML
Likely because of the lack of official 8-bit sprites, Mega Man 7 has been given very little representation in the MaGMML series; notably, only one devkit asset in Make a Good Mega Man Level 2 originates from this game. Several devkit assets relating to this game are being introduced in Make a Good Mega Man Level 3, and in most cases, use custom-made sprites.
Weapons
Devkit Assets
Enemies
Midbosses
Gimmicks
Other