Articles
The Blue Ink Reviews: Mega Man #33 – Hard Reboot
Feb 8, 2014 | Articles, Community Developments, Reviews
The world is saved, but the cost was steep.
The Blue Ink Reviews: Mega Man #32 – Hero’s Price
Dec 14, 2013 | Articles, Community Developments, Reviews
It is a dark time for Mega Man and the world at large. Ra Moon has turned Ra Thor, Wily’s last robotic build against him, leaving the team outmatched. Time is running out for the world, and for them as well… their specialized electromagnetic-protective coating won’t last forever.
The Blue Ink Reviews: Mega Man #31 – Indiana Rock and the Temple of Ra Moon
Nov 26, 2013 | Articles, Community Developments, Reviews
Some days, there’s just no escaping certain realities, like being outgunned, outnumbered, and out of time. Mega Man is certainly feeling the pressure of all those factors as he pushes into the depths of the Lanfront Ruins, following the secret route provided by Break Man.
Looking Back: Mega Man X2
Nov 16, 2013 | Articles, Community Developments
As part of our celebration of the Mega Man series hitting its 25th anniversary, we are featuring a look back at many of the games of the X series. For this entry, I’ll be looking at Mega Man X2, famous for featuring the Green Biker Dude and being a solid financial investment.
Looking Back: Mega Man & Bass
Oct 13, 2013 | Articles
p>As part of our celebration of the Mega Man series hitting its 25th anniversary, we are featuring a look back at many of the games of the Classic series. For this entry, I’ll be looking Mega Man & Bass, a game that was the chronological last game in the classic series until the end of the hiatus with 2008’s Mega Man 9. Beyond featuring Bass as a playable character, MM&B has a number of innovations and features some of the most difficult levels in the series.
Us, You, and Mighty No. 9
Sep 1, 2013 | Articles, Site Developments
Greetings folks. Yesterday's announcement from Keiji Inafune was something else, no? There appears to be a lot of excitement for this project, especially since just 12 hours after launching, the Kickstarter drive is already nearing half of its minimum required...
Looking Back: Mega Man: The Wily Wars
Aug 20, 2013 | Articles
As part of our celebration of the Mega Man series hitting its 25th anniversary, we are featuring a look back at many of the games of the Classic series. For this entry, I’ll be looking at the somewhat obscure Mega Man: The Wily Wars, the "All-Stars" compilation game...
A Critical Look at Mega Man 5 Stages: Dr. Wily Stage 1 – The Last Look?
Aug 11, 2013 | Articles, Community Developments, Featured
Wily Stage 1 and Music I know these games love to hand out E-Tanks like candy in the final stages, but they really should have gone easier on the M-Tanks. It's not necessary to have weapon refills here like it was for stuff like Boobeam, and they could have taken the...
A Critical Look at Mega Man 5 Stages: Proto Man 4
Aug 4, 2013 | Articles
Proto Man 4 This'll be a short one, as this stage consists of a single gimmick. Shooting the lowest cracked walls causes the screen to shake while the stage falls down until the next lowest wall is at the bottom. It works out okay as a visual effect, but as a game...
A Critical Look at Mega Man 5 Stages: Proto Man 3
Jul 27, 2013 | Articles, Featured
Proto Man 3 Apache Joe is waiting for us as soon as we move forward, and the following Subeil's placement is perfect for tripping up a player that might be hoping to slide past him. This is a fun area for experienced players to try to move through quickly,...
A Critical Look at Mega Man 5: Proto Man Stage 2
Jul 21, 2013 | Articles
Proto Man 2 While the two Girees at the start aren't really a threat, it's worth pointing out that they start near the upper ladders, and the warping in animation takes just enough time for them to be in our way as we start. They'll also hit us if we fall back down,...
A Critical Look at Mega Man 5: Proto Man Stage 1
Jul 14, 2013 | Articles
Proto Man 1 and Music This section combines Tondeall and Sumatran, with fantastic results. As soon as the player sees Tondeall they're likely to keep shooting, triggering the following Sumtran. The next four Tondealls are placed well, with each having to be approached...
A Critical Look at Mega Man 5: Weapons & Items
Jul 7, 2013 | Articles, Featured
Mega Buster and Charge Shot Before we get into special weapons, I need to talk about the standard ones a bit. Intentionally or not, enemies in this game get a small degree of invulnerability between shots. This can greatly reduce the effectiveness of the buster...
A Critical Look at Mega Man 5 Stages: The Robot Masters
Jun 30, 2013 | Articles
Boss Music Another Mega Man, another round of boss fights. Stone Man Stone Man jumps around the room. If he jumps high, he crumbles on the ground and can't be damaged until he gets up again. Sometimes he'll leave behind two swirling rocks, the max radius of which is...
A Critical Look at Mega Man 5 Stages: Gravity Man
Jun 23, 2013 | Articles, Featured
Gravity Man's Stage and Music Conveniently, all of Gravity Man's new enemies appear right away. Suzy G sits on the ground and fires shots forward and back occasionally, Graviton drips red liquid that splashes on the floor which hurts us if we walk over it, and Nobita...
A Critical Look at Mega Man 5 Stages: Wave Man
Jun 16, 2013 | Articles, Featured
Wave Man's Stage and Music The first section of Wave Man's stage is a trap room, with jets of steam that shoot from the pipes as we approach and a swinging ball and chain called Teckyun. There are three of each, with the first two pairs being nearly identical. We can...
Thoughts, Musings, and Other Ponderings on Mega Man in Super Smash Bros.
Jun 14, 2013 | Articles
As you might have noticed, I don't tend to do many editorials on here, but after this week's events, I've just been compelled to just write and express my thoughts. Anyone who knows me knows that I'm a huge Nintendo fan-- not to such a point that I'll defend anything...
A Critical Look at Mega Man 5 Stages: Gyro Man
Jun 9, 2013 | Articles
Gyro Man's Stage and Music Gyro Man starts with an elevator lifting us into the sky, where we fight Tattepakken and Pukapelly. The area in the fourth image uses this well, where jumping to hit Pukapelly can leave the player open to Tattepakken, while destroying the...
A Critical Look at Mega Man 5 Stages: Napalm Man
Jun 2, 2013 | Articles
Napalm Man's Stage and Music Our first steps into this stage put us in the path of a particularly aggressive enemy, Sumatran. These quickly jump toward us when we or even one of our shots approaches, dealing six damage on contact, and have little delay between...
A Critical Look at Mega Man 5 Stages: Star Man
May 26, 2013 | Articles, Featured
Star Man's Stage and Music Finally, a new stage mechanic... sort of. This entire stage takes place in space, which is functionally the same as being underwater. It begins with a mess of meteors falling on us as we run toward the hole. Dodging randomized falling...
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