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Megaman 7 Review, Shadowflare.inc

Megaman 7

Producer: Capcom
System: SNES, GameCube, Playstation 2
Year: 1995

The second original series game for the Super NES (Megaman Soccer was first), Megaman 7 continues the main series while giving us a totally fresh look at it, both in graphics, as well as extra goodies.

Back at the end of Megaman 6, Megaman had captured Dr. Wily and had him sent to prison for his crimes against humanity. But the doctor had a backup plan. He had built some robots and sealed them away. After six months of not being contacted by him, they activate and succeed in breaking Wily out. Megaman is called out to bring him back, but he soon encounters a new robot known as Bass and his canine companion, Treble. They also claim to be fighting Wily, but is there more to them than meets the eye?

The original series had made a very good transition over to the SNES. The graphics and sound are quite superb, and the gameplay is as good as ever. Rush makes a comeback with his good old classic adapters (Coil and Jet), along with a couple of new ones; Rush Serach, which lets him dig for items, and the Super Adapter, which lets him fuse with Megaman like in MM6. Beat and Eddie also appear, but they play much smaller parts then before. We are also introduced to Auto, a new assistant robot built by Dr. Light. You’ll be able to buy items from him using bolts, much like the P-chips in MM4GB & 5GB. There are plenty of goodies to be found, too, much more than in previous games.

If there is a complaint to be made, it’s that the main series has now formatted itself like the GameBoy series as far as the Robot Master selection is concerned; only four are available at the start, and you can’t touch the other four until the first four are defeated. It kind of takes some of the fun out of finding who’s weak against what, plus it’d be cool to be able to start out against Turboman or Shademan.