Difference between revisions of "Mega Man 7"

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{{GameInfo  
 
{{GameInfo  
|title= Mega Man 7
+
|title=Mega Man 7
|image= [[File:Megaman7_box.jpg|256px]]
+
|image=[[File:Megaman7_box.jpg|256px]]
|caption= ''Mega Man 7'' North American boxart
+
|caption=''Mega Man 7'' North American boxart
|developer= Capcom
+
|developer=Capcom
|publisher= Capcom  
+
|publisher=Capcom  
 
|director=
 
|director=
 
|producer=  
 
|producer=  
Line 12: Line 12:
 
|writer=  
 
|writer=  
 
|composer=
 
|composer=
|series= Mega Man Classic
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|series=Mega Man Classic
|platforms= SNES
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|platforms=SNES
|releasedate= September 14, 1995
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|releasedate=March 24, 1995
 
|rerelease=  
 
|rerelease=  
 
|version=  
 
|version=  
|genre = Action / Platform  
+
|genre=Action / Platform  
 
|modes=  
 
|modes=  
|media = Physical cartridge, digital download
+
|media=Physical cartridge, digital download
|input =  
+
|input=  
 
}}
 
}}
'''''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. 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 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]].
+
'''''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'' ==
+
==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|MaGMML2]]'' originates from this game.
+
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 ===
+
===Weapons===
* [[Slash Claw]]{{2}}
+
{|border="1px" cellpadding="5" cellspacing="0" style="border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;"
 +
|-style="color:#FCFCFC; background-color: #454E54;"
 +
!
 +
!Weapon
 +
|-
 +
|[[File:2icona6.gif|center]][[File:SlashClawwep.gif|center]]
 +
|[[Slash Claw]]{{2}}
 +
|}
  
=== Devkit Assets ===
+
===Devkit Assets===
==== Enemies ====
+
====Enemies====
* [[Tsuranattori]]{{2}}{{3}}
+
{|border="1px" cellpadding="5" cellspacing="0" style="border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;"
* [[Mad Grinder]]{{3}}
+
|-style="color:#FCFCFC; background-color: #454E54;"
* [[Shirokumachine GTV]]{{3}}
+
!
 +
!Enemy
 +
|-
 +
|[[File:Tsuranattori.png|center]]
 +
|[[Tsuranattori]]{{2}}{{3}}
 +
|-
 +
|[[File:Cyorown.png|center]]
 +
|[[Cyorown]]{{3}}
 +
|-
 +
|[[File:Gobots.png|center]]
 +
|[[Gobots]]{{3}}
 +
|-
 +
|[[File:KaminariKogoro.png|center]]
 +
|[[Kaminari Kogoro]]{{3}}
 +
|-
 +
|[[File:Kintot.png|center]]
 +
|[[Kintot]]{{3}}
 +
|-
 +
|[[File:Stegorus.png|center]]
 +
|[[Stegorus]]{{3}}
 +
|-
 +
|align="center"|[[File:TelTel1.png]][[File:TelTel2.png]][[File:TelTel3.png]]
 +
|[[Tel Tel]]{{3}}
 +
|-
 +
|[[File:TurboRoader.png|center]]
 +
|[[Turbo Roader]]{{3}}
 +
|}
  
=== Other ===
+
====Midbosses====
* Freeze Man, Junk Man, Spring Man, Slash Man, Shade Man, and Turbo Man all appear as NPCs in the hubs of ''MaGMML2''. They use their sprites from ''Rockman 7 Famicom'', a fangame that recreates ''Mega Man 7'' in the style of the NES ''Mega Man'' games.
+
{|border="1px" cellpadding="5" cellspacing="0" style="border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;"
 +
|-style="color:#FCFCFC; background-color: #454E54;"
 +
!
 +
!Midboss
 +
|-
 +
|[[File:MadGrinder.png|center]]
 +
|[[Mad Grinder]]{{3}}
 +
|-
 +
|[[File:ShirokumachineGTV.png|center]]
 +
|[[Shirokumachine GTV]]{{3}}
 +
|-
 +
|[[File:TruckJoe.png|center]]
 +
|[[Truck Joe]]{{3}}
 +
|}
  
 +
====Gimmicks====
 +
{|border="1px" cellpadding="5" cellspacing="0" style="border: 2px solid #73828C; border-collapse:collapse; background-color:#FAFAFA;"
 +
|-style="color:#FCFCFC; background-color: #454E54;"
 +
!
 +
!Gimmick
 +
|-
 +
|[[File:ControllableLift.png|center]]
 +
|[[Controllable Lift]]{{3}}
 +
|-
 +
|[[File:JunkMachine.png|center]]
 +
|[[Junk Machine]]{{3}}
 +
|-
 +
|[[File:JunkMagnet.png|center]]
 +
|[[Junk Magnet]]{{3}}
 +
|-
 +
|[[File:JunkPlatform.png|center]]
 +
|[[Junk Platform]]{{3}}
 +
|-
 +
|[[File:RevealingTilesIcon.png|center]]
 +
|[[Revealing Tiles]]{{3}}
 +
|}
 +
 +
===Other===
 +
*Bass appears as an NPC in ''[[Make a Good Mega Man Level]]'', [[Make a Good Mega Man Level Remastered|the remake of said game]], ''MaGMML2'' and ''[[Make a Good Mega Man Level: Episode Zero]]''. Every Robot Master from ''7'' except for Cloud Man joins him as NPCs in the hubs of ''MaGMML2''. They use their sprites from ''Rockman 7 Famicom'', a fangame that recreates ''Mega Man 7'' in the style of the NES ''Mega Man'' games.
 +
<br>
 
{{OfficialGames}}
 
{{OfficialGames}}
 
[[Category:Official Games]]
 
[[Category:Official Games]]

Latest revision as of 02:34, 1 January 2022

Mega Man 7
Megaman7 box.jpg
Mega Man 7 North American boxart

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

Weapon
2icona6.gif
SlashClawwep.gif
Slash Claw2

Devkit Assets

Enemies

Enemy
Tsuranattori.png
Tsuranattori23
Cyorown.png
Cyorown3
Gobots.png
Gobots3
KaminariKogoro.png
Kaminari Kogoro3
Kintot.png
Kintot3
Stegorus.png
Stegorus3
TelTel1.pngTelTel2.pngTelTel3.png Tel Tel3
TurboRoader.png
Turbo Roader3

Midbosses

Midboss
MadGrinder.png
Mad Grinder3
ShirokumachineGTV.png
Shirokumachine GTV3
TruckJoe.png
Truck Joe3

Gimmicks

Gimmick
ControllableLift.png
Controllable Lift3
JunkMachine.png
Junk Machine3
JunkMagnet.png
Junk Magnet3
JunkPlatform.png
Junk Platform3
RevealingTilesIcon.png
Revealing Tiles3

Other


Official Games
Main games
1234567891011
Side games
Dr. Wily's RevengeIIIIIIVVMega Man (DOS)Wily Wars& BassChallenger from the FuturePowered Up