

- #BEST MEGA MAN X ROM HACKS FOR FREE#
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But all of the bosses in Street Fighter X Mega Man are programmed with no patterns. In Mega Man 3, Hard Man, Top Man and Magnet Man are formulaic, easy-to-defeat bosses that will give you a leg up on the more unpredictable Robot Masters like Shadow Man or Needle Man. The beauty of 8-bit Mega Man games is your ability to jump into the boss order in certain places and try your hand. This practice was abandoned almost immediately afterward – and balance was stressed far more in later games – so why isn’t it stressed here? Why tip your hand so obviously before you even begin testing out weapons or other enemies? Compounding the easy stage problem is the fact that the Robot Masters – well, Street Fighter characters, actually – are all programmed without patterns. Just think about Cut Man’s and Bomb Man’s stages in the original game. Stages like Chun-Li’s and Ryu’s are blatantly easier to complete than others, suggesting that you should conquer them first. They’re also suggestive of order, something you really don’t see in any Mega Man games except for the original. (As an aside, Rush isn't in the game either, with the exception of one small section of a single stage where you use him in Rush Jet form.) For instance, the game’s stages are easy. It plays most specifically like Mega Man 4, with both the ability to slide and charge your Mega Buster, but Mega Man 4 – or any other classic Mega Man game - it isn’t. It’s somewhat unbalanced, not all that challenging and woefully short, everything a Mega Man game shouldn’t be. It doesn’t have the soul of a Mega Man game.

As I explained many times around the IGN office over the past day, the game looks and plays like Mega Man, but it doesn’t feel like Mega Man. Play Instead, Street Fighter X Mega Man suffers from strange flaws that none of the classic games fall victim to.

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Yes, this is a free game made by amateur developers, but if Capcom is going to affix its 25th Anniversary banner to the game, plaster its logo all over it and push it out as the Mega Man celebration, shouldn’t you expect something at least on par with – if not better than – the games it’s celebrating?
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In short, Street Fighter X Mega Man isn’t even remotely up to the same level as the classic Mega Man series (or its modern reincarnations in the form of Mega Man 9 and 10). However, some problems begin to emerge almost immediately. And the fact that these enemies can use super attacks just like their Street Fighter forms is a pretty cool design decision. New Robot Masters would have of course been preferable in a game that celebrates Mega Man’s anniversary, but as this game was designed to invoke Street Fighter in addition to Mega Man, this setup doesn’t prove to be too problematic. So instead of the likes of Elec Man, Magnet Man or Dust Man, you’ll be fighting Ryu, Chun-Li and Blanka. Wily’s Robot Masters, but Street Fighter characters in sprite form. The curveball thrown into the mix comes by way of the boss enemies you’ll be fighting, which aren’t Dr. All of this is exactly what Mega Man fans (and old-school gamers in general) demand more of. Its look, style and gameplay are directly derived from the classic 8-bit Mega Man games of yore, complete with non-linear stage progression, an arsenal of devious weapons and old-school gameplay that will rip you apart if you’re more used to the difficulty of modern games. As its name suggests, Street Fighter X Mega Man celebrates both Capcom franchises, but it’s far slanted towards the latter.
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This game, released for free on PC, is a fan-made project latched onto by Capcom only recently to have something, anything, to show the increasingly frustrated Mega Man fanbase. But there is an exception to Capcom’s complete mishandling of what should have and could have been a great celebration of Mega Man’s 25th birthday: Street Fighter X Mega Man.

With Mega Man’s 25th birthday nigh, Capcom has remained quiet, giving players paltry crumbs consisting of 3DS rereleases of the NES games and little else.
