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 | + | |series=Mega Man Classic |
| − | |platforms= SNES | + | |platforms=SNES |
| − | |releasedate= September 14, 1995 | + | |releasedate=September 14, 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 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 | + | 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}} | + | *[[Slash Claw]]{{2}} |
| − | === Devkit Assets === | + | ===Devkit Assets=== |
| − | ==== Enemies ==== | + | ====Enemies==== |
| − | * [[Tsuranattori]]{{2}}{{3}} | + | *[[Tsuranattori]]{{2}}{{3}} |
| − | * [[Cyorown]]{{3}} | + | *[[Cyorown]]{{3}} |
| − | * [[Gobots]]{{3}} | + | *[[Gobots]]{{3}} |
| − | * [[Kaminari Kogoro]]{{3}} | + | *[[Kaminari Kogoro]]{{3}} |
| − | * [[Kintot]]{{3}} | + | *[[Kintot]]{{3}} |
| − | * [[Stegorus]]{{3}} | + | *[[Stegorus]]{{3}} |
| − | * [[Tel Tel]]{{3}} | + | *[[Tel Tel]]{{3}} |
| − | * [[Turbo Roader]]{{3}} | + | *[[Turbo Roader]]{{3}} |
| − | ==== Mini Bosses ==== | + | ====Mini Bosses==== |
| − | * [[Mad Grinder]]{{3}} | + | *[[Mad Grinder]]{{3}} |
| − | * [[Shirokumachine GTV]]{{3}} | + | *[[Shirokumachine GTV]]{{3}} |
| − | * [[Truck Joe]]{{3}} | + | *[[Truck Joe]]{{3}} |
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| + | ====Gimmicks==== | ||
| + | *[[Controllable Lift]]{{3}} | ||
| + | *[[Junk Machine]]{{3}} | ||
| + | *[[Junk Magnet]]{{3}} | ||
| + | *[[Junk Platform]]{{3}} | ||
| + | *[[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]] | ||
Revision as of 23:25, 6 June 2021
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 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.
Contents
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
Mini Bosses
Gimmicks
Other
- Bass appears as an NPC in Make a Good Mega Man Level, 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.
| Official Games | |
|---|---|
| Main games | |
| 1 • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 • 11 | |
| Side games | |
| Dr. Wily's Revenge • II • III • IV • V • Mega Man (DOS) • Wily Wars • & Bass • Challenger from the Future • Powered Up | |