I just finished it, and while I don’t want to delve into a full-blow review, I figured I’d share my thoughts about the experience.
The basic premise is that Mega Man must take on 8 Street Fighter characters in lieu of the standard array of robots created by Dr. Wily. Each has a stage, must be defeated at the end, drops a weapon Mega Man can use, and is weak against the weapon of another fighter. After taking out all 8, you’ll go through 4 stages on your way to fighting M. Bison, the final boss.
SFxMM differs from established Mega Man titles in the following ways:
- Being hit makes you invulnerable for about twice as long.
- Sliding can be used to dodge certain attacks.
- Each boss has a Super Combo meter that fills when they take damage. You can expect them to use Super Combos 1 to 3 times per battle.
- Death restores all weapon energy.
- Each energy tank can only be grabbed once, even if playing the stage again after continuing.
- Losing all lives leads to a “Continue?” screen. Failure to press Start takes you back to the title screen. Continuing takes you back to the stage select screen for the first 8 stages or to whichever of the 4 Bison stages you were on.
- There’s no way to get a password or otherwise save your progress, so be prepared for a long session. If you leave the game open and do other stuff on your computer, you’ll still hear the music, so beware.
- Though I can’t be 100% certain, the collision-detection box around Mega Man seems to be slightly larger.
The game was pretty enjoyable. Not being willing to spend a ton of time to figure out boss weaknesses, I looked up this FAQ to know the order in which to play the stages. Even with the FAQ, though, you’re in for a challenge. SFxMM isn’t quite as hard as Mega Man 9, but it’s certainly no cakewalk.
The music is pretty sweet. Each level is an 8-bit mashup of the fighter’s stage you’re in and a tune from a Mega Man game. Pretty catchy stuff. Or, if you feel like just listening to Guile’s Theme the entire time (because, as you may know, Guile’s Theme goes with everything), you can pause the game in any stage, hold Jump, and press Up-Down-Down-Down (a nod to the FAQ for this tidbit). The music will stay that way for the rest of the game unless you enter the code again. This little homage to a meme spawned by Street Fighter is a solid example of the love that went into this fan-created game.
If you’re going to play, a gamepad is a must. The game will recognize it if it’s already plugged in when you launch. From there, it’s just a matter of starting up a game with Enter, using WASD to pick any level, then pausing (Enter again) once inside a level. You’ll see instructions at the bottom of the pause window for switching input devices and mapping keys.
People that only enjoy Street Fighter and not Mega Man probably won’t dig this. However, if you like Mega Man at all, it’s worth trying (click here for the free download). If you also happen to like Street Fighter, you’re in for a treat.Tweet
About the Author
|Markham Asylum is a founding member of Delta Attack. His tier-1 favorite genres are role-playing, puzzle, and strategy. His tier-2 are adventure, shooter, and platformer. He strives to provide spoiler-free postings whenever possible.
Markham Asylum has written 416 posts on Delta Attack.