Megaman 7
SNES
Capcom 199x
I'm not really sure how to open this review. I never played this game as a
kid, but did pick it up used when I got on a huge Megaman kick during 2nd
semester of my senior year of high school. This is a Megaman game, but at the
end of the day, you just finish this game really confused. It introduced all
kinds of crazy stuff, including an impossible-to-get shield and a super adapter
that increases your jumping at the expense of some play control. Being able to
buy E-canisters and extra lives is pretty ghetto, especially since you can kill
ZOMBIE ROBOTS for as long as you want in Shade Man's stage. As a Super Nintendo
game, graphics are better. Some jumps were hard to make, and some bosses were
tough, but whatever. Without a doubt, this game gives us the BEST weapon in any
game ever. To date, Metal Blade was the most powerful and plentiful weapon in
Megaman. Directional shooting made it unstoppable. The people at Capcom
(probably by accident, since they swore to be unoriginal some time around 1991)
created the single coolest thing ever: Freeze Cracker. As soon as we had slain
Freeze Man and spotted the weapon name, the jokes started flying. You have to
pronounce it like an angry black man: "Freeze, Cracka!" Now you see. Whenever
playing this game, you MUST make as many references to this weapon as possible,
and use it whenever there's extra weapon energy around.
What I liked:
Some new stuff! Whoa!
Some cool bosses, sorta.
Sliding. Wow. Cool for like a minute, again.
Secret Password allowed for a Street Fighter-esque battle between Megaman and
Bass. It was fun for about three fights.
What I didn't:
Too many items you gotta switch around
Cloud Man just got back from Air Man's stage, and provides another great
electricity weapon. I think that my eye twitch is returning. I'm devoloping a
stutter just thinking about this.
Slash Man is like Wolverine without the cool
Junk Man: another shield. Stellar.
Burst Man...what's up with the castle-looking thing on his head?
Shade Man is some sorta gay vampire.
Nothing bad for Freeze Man. Didn't think that'd happen again.
Spring Man is just plain dumb.
Turbo Man just doesn't make any sense. We never had a Car Man. Why cut
corners on the goofy names now?
Controls: 8. Fine, but that 2nd jump thing is goofy sometimes.
Graphics: 9. Saaahhhlid.
Sound: 6. Still sucks. No way to fix it, but smoother now.
Style: 2. Gets worse each time. Same crap, different smell.
1st hour: 9. WOW. So many new bosses. Awesome! Wait, there are only four.
D'oh!
2nd hour: 7. Didn't I fight that guy in the last game? Yeah, and the one
before. Hey, at least they brought back a REAL old boss instead of a clone. Oh
wait, I just got sodomized twelve times in a row by Guts Man and a Clown.
Novelty factor balances pain.
1st week: 7. Not that hard, but frustrating anyway.
2nd week: 6. Getting old. Played it too much before.
1st month: 6. One and Two are better. This one's decent but doesn't stack up
well against past history. As the only normal Megaman game for SNES, it does
well. Dr. Wily is a dirty mofo, but the challenge is welcome.
The number one reason I HATE THIS GAME is that I've played the better
versions already: Megaman and Megaman 2. In all honesty though, this is a
drastic improvment over 4 thru 6, and a game very deserving of your time.
By Evil X