Mega Man is one of the most beloved series to emerge from the melting pot that was the Japanese 8-bit development scene, and also ranks as one of the toughest. At a time when most NES games were happy to adopt a simplistic approach to suit younger players, Capcom's action platformer seemed hell-bent on rubbing your face in the dirt with a series of incredibly demanding titles which called for lightning reflexes and intense memorisation.
While former Capcom staffer and character designer Keiji Inafune is often credited as the man who gave birth to Mega Man, the actual honour should fall to Akira Kitamura, who worked as a planner on the original game and is the person who came up with the idea of the original character.
Back in 2011, Akira Kitamura was interviewed alongside illustrator Hitoshi Ariga - famous for his comic-book adaptations of the Mega Man story - for the Rockman Maniax collection. The interview has recently been translated into English by Shumplations.com and contains plenty of interesting info about the inception of one of gaming's most iconic heroes.
Kitamura starts off by explaining how he became involved in games design, and admits that Mega Man was at times brutally unfair:
Kitamura: I joined Capcom as a graphic designer, but very quickly I became seduced by the lure of game design, so I requested a transfer to the planning team. I found out, however, that I still had a lot to learn about games and hardware. After a period of study and working on various projects, the Mega Man development began. But as I thought about game design then, I started to wonder if designers had really thought deeply about enemy placement and behavior.
I'm sure you've experienced this before, Ariga, but in an action game or platformer, there's often that one part in a stage where you always die, right? And quite often in those parts, it's the way the enemies act that's totally unfair and absurd, don't you think?
Ariga: Ah… yeah! That's true.
Kitamura: In fact, no matter what game, it's those difficulty spikes that become the bottlenecks for players, and leave them with the impression that the game was too hard. And yet, at the same time, it's a fact that those tough parts also comprise some of the core gameplay in any game.
Well, in order to sort it all out for myself, I decided to play a bunch of different games and study just those difficult sections, replaying them over and over. In the Rockman Tanjou Densetsu comic, where you mentioned my character being locked away playing games all day, I guessed that you were referring to that experience.
Ariga: Wow, really? I didn't know that's what you were doing then.
Kitamura: Going through all those games taught me something important, though. I started to think that if I focused on more detailed, intricate enemy behavior and placement, then I could probably achieve a better difficulty balance than what action games had offered so far.
He then goes on to explain the key "rules" he put in place to ensure that Mega Man's gameplay flowed smoothly:
Kitamura: Also, two of my personal goals for Mega Man were to create a game where all the stages could be cleared in an hour, and to make something that players would want to come back to again and again. To that end, I actually calculated the total number of stages by measuring Mega Man's walking speed and seeing how long it would take to get through each stage. I then split that up so that the first half of the game would be the robot master stages, and the second would be the Wily stages.
Ariga: Whoa! You really did that?
Kitamura: I also created some rules for myself about enemy placement and design.
#1: Single, weak little enemies would appear in "waves" of 3 or 4 individuals (and to the extent possible, I'd avoid mixing up multiple enemies);
#2: they would all use the same attacks;
#3: I would use differences in terrain and enemy placement to adjust the difficulty of a given section;
#4: The difficulty of each enemy in the wave would gradually rise, but the last enemy to appear would be easier.
Ariga: Ah hah!
Kitamura: The first enemy you might just have to jump and shoot. The next one you have to actually dodge his bullets, and it's a little more difficult. Then for the final enemy in the wave, it would be easier: you can just stand there and shoot him head-on. All the enemy waves in Mega Man follow that basic pattern. Actually in the first Mega Man, I applied this midway through the development, but for Mega Man 2, I did it for the entire game.
Ariga: Now that you mention it, yeah! That is how it's designed.
Kitamura: Making the last enemy encounter in the wave easier was a key idea. It leaves the player with a softer impression of the game's difficulty. I think the reason that people don't replay games—even good ones—is that when they remember playing the game, their minds go back to the extremely difficult parts and enemies, and then replaying the game starts to seem like tedious work. I wanted the player to feel like he was improving at the game too, and that was another reason to make that last enemy easier, I think.
These weren't my only "tricks" for how to get more replayability, but they were some of the big ones.
Interestingly, he doesn't mention Inafune when talking about the design of the Mega Man's sprite, but instead singles out another member of the team for praise:
Ariga: I've been involved in game development myself, so I was curious about how you created the character sprite for Mega Man. Considering the limited palette of the Famicom, I was really surpriesd that you used 5 colors for Mega Man's sprite. To use 2 palettes on Mega Man (who was composed of two sprites) seemed crazy.
Kitamura: If we're going to talk about that aspect of Mega Man, then I have to talk about the programmer, Nobuyuki Matsushima (H.M.D. in the credits). Before working on Mega Man, he had done programming for a number of different companies, mostly industrial manufacturing companies. He programmed the systems that controlled industrial machinery. He's the man that really brought Mega Man to life.
Another interesting point of note is that Cut Man was originally envisaged as the hero of the game:
Kitamura: When I first created the world for Mega Man, but before I knew what the gameplay system would be—originally there was no Mega Man, no Roll, no Dr. Light. Cut Man was the hero. (laughs) I imagined a game where you'd use those scissors on his head to cut down enemies and other obstacles as you progressed through the stage.
Ariga: Cut Man was your first idea as the player character? That's a surprise. Though that does sound like a game I would have liked to try. (laughs) I can't think of another game with a design like that. You'd know right away just by looking at Cut Man what you're supposed to do!
The interview is packed with cool information, so be sure to check it out in full here.
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[source shmuplations.com]
Comments (34)
Memorising moving platforms was never fun for me. Unfair enemies was the icing on the cake. Why do it to yourself?
Still better than Mario with a different type of format every time Mega man is also a better classic
That's really interesting to hear about the processes concerning enemy ai and placement and level design to challenge the player. I sometimes wonder about what the game creators were thinking when it comes to sadistic levels. Too bad they couldn't have eased up a little on Mega Man & Bass. Holy crap that game is brutal!
However I will never forgive Capcom for creating the helicopter platforms, robbing you of e-tanks in MM&B, the Wild Tokay Game and the Subrosian Dance Hall.
Super misleading tagline confirmed.
It's silly because I already have both GameCube Mega Man collections... but I would buy this new Legacy Collection for Wii U in an instant. I'm just that much of a sucker for punishment, I guess.
The Mega Man games are actually much easier than people think. Especially 2. But all of them (maybe with the exception of the first one) have pretty much medium difficulty compared to most games at that time.
@Tempestryke Ugh, the subrosian dance hall. Only beatable on the ORIGINAL hardware on which it was made. Emulation? Nope Virtual Console? HA! A lot of timed button presses that are supposed to be in sync with the game are impossible if the software is emulated in ANY form!
@Tempestryke all I can say is that Capcom is strictly in the camp of, "Better to be remembered than forgotten." And making the game harder, not just hard in general, makes the games memorable. Those sticking points is whatdrives you to come back, literally.
I remember the Goron Dance in Oracle of Ages, and dreading it immensely. Like, damn, i'll have to do it again when I replay it. Yet, that's the thing not just makes me remember the game, but serves as a hurdle to overcome and look forward to. It's not that the game is brutal altogether ( I agree with you on MM&B on that regard), but just that one part, the floor tiles to turn red being another, etc.
@MrPuzzlez
Actually I managed to do it...barely! There was a lot of cussing involved.
@argh4430
There's another dance game? -_- Damn. Well that and I've never been good at rhythm games. Plus I despise mandatory mini games.
There is a difference between difficult and unfairly difficult.
Let's take a look at another company known for difficulty, RARE.
Lightning Look-Out is one of the most brutal, hated and remembered levels in Dixie Kong's Double Trouble, but the lightning will flicker and let you know where if strikes.
It's difficult to make it to the halfway point, but it eases up by giving you temporary shields and letting you trick the lightning.
This is difficult
Battletoads Turbo Tunnels, the level is long, it keeps going faster, the platforms aren't always solid, the walls and jumps get more numerous and most people don't last long enough to memorise the level.
This is unfair difficulty.
Most MM games are difficult, MM&B is a vertical uphill climb with irritating enemy ai and few healing supplies and Bass is a sitting Duck in boss fights. I love it...but I really hate it too. Lol
I love the Mega Man games on NES but I started losing interest after that. Still they are fun games and recently I started playing through Mega Man X with my son and it reminded me of why these are great games......because it keeps you in the mind set of playing 1 more time to try and complete the level.
Games can be huge now so the need for increased difficulty to lengthen the experience isn't needed but it makes the games feel shallow at times.
Still I don't miss hand cramps from trying to be perfect every level.
Mega Man is one of the most brutal games ever made?
@Neram
The first one has some difficult areas and we had to do it all in one sitting, so it could definitely be considered one of the most difficult NES games. I wouldn't put it anywhere in the top fifteen though.
Mega Man & Bass is the hardest game in the series.
The Zero series can be pretty brutal too, especially since they were practically made for the perfect run crowd. I don't do perfect runs but its my favorite series in the franchise!
Mega Man games are easy once you figure out the boss weaknesses. MM1 boss run is annoying though.
@Krisi
I completely agree. I groan whenever people say "oh man, that's the way these games are meant to be - brutal! Just like Mega Man!"
What?
People will compare junky "Nintendo Hard" games that seem to be all the rage where every pit has a hidden enemy waiting to jump out of it and unfairly kill you. Or you're dropped into a room where you have .0002 seconds to react before you're killed by an insta-kill spike or something. You're basically forced to memorize every screen to pass the game.
But Mega Man games were never, ever like this. In fact, I can still speed-run them and breeze through them to this day. Which is, in fact, why they have such high replayability. Because they're challenging enough, but not frustrating.
The only genuinely hard Mega Man game is Mega Man 1 and that's largely because of the unrefined gameplay and clunky controls.
'Lightening' reflexes? All those hours on Megaman made me anything but light.
I can complete MM1&2 but not 3. I wouldn't say they were the most difficult games to play.
I think the surprise insta deaths used in the Ghosts and Goblins games are worse than anything Megaman throws up. I think those were just designed to make more money in the arcades.
As an eight year old defeating the first two was extremely satisfying. It was all trial and error; once you figured out which power up you needed to make things easier, the games aren't all too bad (ex. using the rocket sled in heatmans stage during the dissappearing blocks segment, or the freeze ability during the lazer beam segment in quickmans stage). Figuring out the order to tackle the robot masters is the hardest part; I downloaded part four from the eshop and played it for the first time and kept getting my ass kicked. It's not always intuitive either, like bubblemans bubbles can kill crashman (I think) in two seconds.
@Blastcorp64 Actually, Air Man's Air Shooter is strong against Crash Man. Bubble Lead is strong against Heat Man.
Totally agreeing with Kitamura at the beginning. A lot of games from that era feel like they're just throwing enemies at you without any thought as to how you're supposed to deal with them. Interestingly, the many newer games paying homage to the NES days tend to feel a lot fairer. Game design has come a long way.
I finished the first Mega Man on NES. OK, I had some help from a Game Genie but that counts, right?
@Vandy Actually, there were a few places where enemies popped out of pits to hit you and knock you into the pit. Mega Man 1, for sure, since it happened quite a bit, I think in Cut Man's or Guts Man's stage. The trick, though, was to approach the pit slowly, since the enemy pops up if you're a block away.
Nearly all MM games also had a segment, usually in the Wily levels, where you navigate a spine-lined hallway, and you had to memorize where the spikes jut out. They were usually in water, so you had a slower fall, but it was annoying.
Fascinating. Now, if only such thought and creativity was used at today's Capcom, Mega Man would exist in much more than simply collections.
Nice interview, but it's misquoted. Kitamura is referring to other games as being unfair and absurd, not Mega Man. It's also misleading and untrue to call Mega Man one of the most brutal platformers.
@argh4430
I'm not saying there are no instances of these enemies, but it's not in every pit in every game. Just certain levels.
However the spike corridors, there are two reasons these are completely acceptable -
1) They're only in the final levels where you would expect the difficulty to ramp up
2) There is no segment in NES Mega Man games that can't be cleared on the first attempt if you approach it logically and have decent reflexes. When it comes to a segment where you are falling down a spike-lined shaft, you stick to the middle. This gives you time to react to upcoming spikes.
And that's the beauty of Mega Man games, when you die it's more or less your own fault so you keep wanting to come back.
Wow-- excellent read!
@Tempestryke As I recall, the trick in Lightning Lookout is to fake out the lightning. It anticipates where you be when the lightning hits, by whether you are running or walking. So, as you get the warning, switch which movement pace you are using.
Of course, I only figured that out after dozens of lives lost in the SAME places.
And this is why we need mega man maker to make what are good stages and enemies
@KingMike
Yeah...but it doesn't stop the level from being horrible. That and freakin Kastle Crush and Toxic Tower. I want a DKC Collection disc.
@Tempestryke
I'm nearly certain i did the Subrosian Dance using an emulated version the last time i played the game but i remember it pissing me off big time. lol
Mega Man and Bass can screw itself. I love hard games like Super Ghouls and Ghosts and i've beaten every single 2D Mega Man other than that one with exception to the Zero series and DS games but i just couldn't do that game. I've tried a few times and just quit out of frustration. I don't know why it has to be so hard but it was to the point that it just wasn't fun for me, it felt routinely unfair. I'd love to play the Zero series, i started once and just couldn't get into it though. The DS ones look decent too but i'm just not sure they'll have the same magic. One day...
So what credit does Inafune actually have with the series?
@Kevlar44
The Subrosian Dance Hall pisses everyone off. It would have been fine as an optional mini game but as a mandatory? Boo I say!
Mega and Bass is one of those rare, special games that is too hard to be fun. Ecco Tides of Time is another.
The Zero series is very difficult, only if you want all the ex skills in 2 and 3. It's still beatable and every time you get a high score and an ex skill from a boss you feel like a total bad ass. 1 doesn't have ex skills, so you don't hafta worry about high scores and 4 lets you get the ex skills as long as you purposely set the weather to make the boss stronger. Do pick up the Zero series on the DS. You'll love them!
The ZX games are actually really good. I thought they would suck but they don't. Advent is more challenging, but the voice acting is downright embarrassing. Just skip through the dialogue. ZX isnt as difficult but has a lot of charm.
@Tempestryke
Cool, thanks for the breakdown. I've actually got the Zero collection it's just been on the backlog forever. But considering i'm almost done the Metroid Prime series after having those on the backlog forever i'm sure i'll get to it. lol. The ZX games actually look really good graphically and i didn't even know they were a thing until a year or two ago, i thought they were just more of that battle network nonsense (which may be good games, they just aren't what i'm looking for in a Mega Man game).
Okay, where the heck is our Cut-Man spin-off series
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