New Oldschool Gaming : Mega Man 10
Earlier this month, Capcom released the tenth iteration of its core Mega Man series of games. It’s the 7th to be released in classic 8-bit style, and the millionth title that features the name ‘Mega Man’. It’s all a little confusing, but the important thing is this : there’s a brand new, unseen Mega Man game to play that feels just like it did when I got home from school in 5th grade.
While Mega Man 10 (not to be confused with Mega Man X) has been released for the Wii, Xbox 360 and Playstation 3, I’m still a Wii kind of guy. So, for a scant ten bucks (in the form of Wii points) and a few seconds of wireless download time, I had a brand new game installed on my Wii – a perfect companion to Mega Man 9, which I greedily downloaded on release day in 2008 and played until I nearly went blind. It’s that much fun.
Sure, I miss holding the grey, plastic cart in my hands and popping it into the NES (though the Game Genie, because it made a better connection to the NES’s guts) and clutching the squared-off NES controller until my hands turned red – but hanging onto the Wiimote, or the Classic Controller, is pretty alright also. It’s a good enough series to want to play it for the sake of gaming alone, even without stacking it next to my plethora of NES games.
This brings up a lot of old questions about virtually collecting games on the Wii – especially because this was the tipping point between happily playing everything and running out of space. While the Wii offers spots to switch out SD cards for extra storage, it seems like it would be exceptionally simple to create a small, external USB hard drive that could easily house any and all games that are downloaded directly to the system. Instead, we need to manage our virtual game collection between the Wii’s very limited internal memory and these very tiny SD cards. As a collector, this type of arrangement is less than optimal – but as a lover of all things NES, I’ll take it.
I’ve also purchased virtual games on the Wii that I already own in their original versions, simply because I don’t currently have the space to set up all of my original consoles at once. Over time, I think it’ll be worth five bucks if I don’t have to plug in the NES every time I want to play Super Mario Brothers 3. My kingdom for a dedicated TV and appropriate shelving. And a sister who doesn’t toss your console on the floor because she needs a whole shelf for a single pair of her scandalous undies.
All of this aside, Mega Man 10 is a completely stellar, original game, and it feels far more difficult than its predecessor. I hope that this is because the game’s creators amped up the difficulty, and not just because I’m getting old. After an evening of profanity, all of which was deserved and fun, I’ve barely made it bast the third robot boss. Thankfully, the game retains the ability to save your progress, and after you’ve mastered the game, there are multiple tasks that you can accomplish by replaying the game over and over with varying degrees of skill. Should you complete this huge array of herculean feats, you can download new levels, and replay the game as two alternate characters with different abilities. In this way, the series remains relevant to modern gaming, while still feeling completely, purely 1990s.
I’d like to say this to Capcom : I would gladly pay up to $100 to own a cart version of this game, as well as Mega Man 9. I know it’s possible. You should really make it happen. I totally appreciate the vintage styled box art that you’ve put together, but take it all the way!
It’s a series that has the potential for infinite, fun continuation on the same basic platform that it has been formed around. Find a theme for a robot, design a stage around said theme, go. After playing Mega Man endlessly since I was ten, I’m still completely entranced. Yes, even through Sheep Man.





The whole series started as an arcade cabinet in 1984 in which you, a green-haired Rocky look-alike, performs these few moves against increasingly difficult opponents in a kind of first-person view scenario. When this game was well received, Nintendo released the Super Punch Out!! arcade cabinet in 1985. This was more of the same, though it incorporated five different characters. Now, one of the great things about Punch Out!! is the liberal use of marginally offensive racial stereotypes for the opposing boxers. This is not to say that racism is hilarious, but it’s so far out of left field from Nintendo that it’s hard to ignore – the weakest guy is French, the Russian guy is a drunk, and the Polynesian guy is a giant hippopotamus of a man. In fact, he’s called King Hippo, and the Russian guy was originally named Vodka Drunkinski. This name was changed to ‘Soda Popinksi’ for the home version of the game, however, due to Nintendo’s strict policy of using no explicit drug or alcohol references on their console. (Anyone who has played House of the Dead : Overkill can attest to the fact that this policy is very, very dead.)
The home version of the game, and the first one that is reasonable for the everyday NES fan to collect, was 1987’s Mike Tyson’s Punch-Out!!, from those halcyon days before Tyson went completely, unabashedly insane. This was the first version that many of us upstate New York kids played, being far from the flashing lights of the local arcades, and we played it for hours. This version of the game used a mix of characters from the existing games, was exceptionally difficult in the later levels, and featured Tyson himself as the very last boss in the game. It’s considered to be a classic by anyone who owns an NES.
However, completists should note that in 1989, Mike Tyson had lost his status as champion, and Nintendo did not renew his contract – surely one of the components to his slowly developing craziness. After this, all copies of the game were simply called Punch-Out!!, or ‘Punch-Out!! Featuring Mr. Dream‘, Mr. Dream being the new final boss of the game, which was identical in every other way. Even Mr. Dream had the exact same mannerisms and attacks as Mike Tyson – just with a slightly different appearance. Both games can be purchased for about five or six bucks each, or the latter can be downloaded to the Wii.
Only the most hardcore completists picked up 1992’s Power Punch II, which is one of the more troubled games in NES history. Originally being developed as ‘Mike Tyson’s Intergalactic Power Punch’, a sequel to the original Punch-Out!! game, it was disowned by Nintendo due to its poor quality, and the fact that Tyson was rapidly departing from the reality that we all share.

Wisdom Tree produced a variety of religion-based video games which are less common than the average NES cart, due to pressure from Nintendo which prevented retailers from selling Wisdom Tree’s unlicensed products next to official Nintendo products. For being a company that based their games on ethics and morality, their decision to craft games that worked around Nintendo’s proprietary system and lockout chip certainly doesn’t seem ethical. Their games for the NES include Bible Adventures, Sunday Funday, Exodus, Bible Buffet, King of Kings, and
Camerica is responsible for another collection of unlicensed, and often rarer, NES games. Of the 15 games that they eventually released, all can be visually distinguished from a genuine NES game by a slightly different shape (with the game ‘handle’ extending across the entire center of the cart), upside-down cart art, and silver or gold coloring instead of the typical NES grey. Like Wisdom Tree’s games, most can be bought for under $10, with a few exceptions. Quattro Arcade doesn’t seem to appear as often, and so fetches slightly higher prices.
Far more rare are the two unlicensed Active Enterprises games, Action 52 and Cheetahmen II. Of all unlicensed NES games, these are the rarest, and usually regarded as the two worst games in the history of gaming, and an affront to human decency and all that is holy.
Perhaps the rarest, kinda-released game of all time is the
FIRST, I know that I’ve stopped finding joy in being a 
