Wednesday, 28 May 2014

Dr. Cossack, Tear Down This Wall! (Mega Man 4)

(It seems that the good Dr. Sandifer's Mega Man 3 writeup was a hit. Glad that lots of you enjoyed it! Truly a high water mark for the NES, that game... and now we come to the decline. It's no secret that the latter three NES Mega Man games aren't as well-regarded. Really, with Mega Man 4 we're spoiled for choice here. A game about defeating a Russian scientist released in 1991? The same year that the Cold War ended? Or... did it happen in 1993? Today's post comes to us from a Mr. Brett Smalley. He does Let's Plays! Like I used to! Anyway, today Brett is going to take a less esoteric and more objective look at Mega Man 4 here, and give us folk who live in the colonies a look at what time, relative dimensions, and staggered release dates do to a game where a Japanese robot blows up Communism. Enjoy!)


Allow me to set the scene. The year is 1993. The date is January 21st. In the Official UK Chart Whitney Houston’s ‘I Will Always Love You’ is seven weeks into an impressive ten week uninterrupted run at Number One. Other acts in the Top 10 this week include Take That, Faith No More, Michael Jackson and a bunch of people you’ve probably never heard of. At the UK Box Office, military courtroom drama A Few Good Men continues to reign supreme for the third consecutive week, although it is destined to be overtaken by a Laurence Fishburne thriller called Deep Cover which, again, I’m guessing few people will have heard of. In the world of sport, Manchester United are well on their way to winning the inaugural FA Premier League, while over in Formula One British motor racing legend Nigel Mansell has shockingly been dropped from Team Williams despite winning the World Championship for them the previous year. He subsequently announces his retirement from the sport and moves to the United States to compete in (and later win) the IndyCar World Series. Perhaps most important, however (because this is a video game blog after all), January 21st 1993 marks the release of Mega Man 4 for the Nintendo Entertainment System.

Now before you all bring up the painfully obvious elephant in the room, allow me to do it myself. I am well aware that the game actually came out in January 1992, however, that was only in North America. I happen to live in Europe, more specifically England (as has been well documented here on the internet). During the 1990s England always received commodities from across the pond nearly a full year after they were first released in America, and video games were no exception, so while over there the NES was little more than 18 months away from being placed into deserving retirement while its more powerful offspring the Super Nintendo blew the collective minds of gamers the world over, over here in Britland the new console had been out for less than a full year and so its antiquated forebear was still selling pretty well. For the sake of adding some of my own personal experience and flair into the mix I will be concerning myself solely with the English release dates. Now that we have that pesky pachyderm dealt with and herded back into the proverbial zoo where it belongs, we can proceed.

Being the fourth instalment of the franchise (as its title implies), Mega Man 4 is not big on originality, but in fairness it doesn’t really need to be. The game’s premise is similar to the previous two: an evil scientist has unleashed 8 evil robots into the world to cause all manner of untold mayhem and we manoeuvre the plucky cybernetic hero Mega Man through several enemy-packed levels interceded with some tricky platforming elements to navigate. The only difference here is the nature of our adversary: while in the past the part of the mad scientist was played by Dr. Albert Wilberforce Wily III Esq. PhD, here the role instead is filled by a Russian newcomer to the series named Dr. Mikhail Sergeyevich Cossack (and yes, that is officially his full name, I didn’t make that up). Had this game been released five years earlier I’d have had the perfect excuse to make a Soviet Russia joke, but thankfully it wasn’t, so I won’t.

Before we can foil the Red Menace (Damn you me from the previous paragraph, what did I just say?) we should take a moment to familiarise ourselves with our octet of antagonists, for as Marie von Ebner-Eschenbach once wrote, the oldest and strongest kind of fear is that of the unknown. In no particular order then, we have Toad Man, whose only form of defence seems to be gyrating in a ridiculous fashion. Bright Man, who has the misfortune to have a light bulb stuck to the top of his head and is therefore the subjects of many jibes from his fellow Robot Masters but is nonetheless dangerous due to his ability to stop time for everyone but himself. Pharaoh Man, a construct from another age who has delusions of being a god, a fallacy we shall soon lay to rest. Ring Man, a robotic assassin who possesses speed and agility and throws his patented Ring Boomerangs with deadly accuracy. Dust Man, who looks like a humanoid vacuum cleaner but is anything but rubbish when it comes to combat. Skull Man, a cunning rogue clad only in metal and bone who hides behind the safety of a shield. Dive Man, who strongly resembles a submarine and can fire homing missiles. And last (but by no means least) Drill Man, a road-working implement given life and determined to dig you an early grave… and then put you in it. Every member of this rogue’s gallery is a worthy opponent (with the exception of Toad Man, who really isn’t) and all will require a combination of guile, bravery and tactical thinking to overcome. Upon being vanquished each of your foes will award you with a copy of their weapon for you to use. Much like before the order in which you face off with the Evil Eight is entirely up to you, but clever use of strategy in picking your order of poisons will prove fortuitous in the later battles. The locations in which you hunt down and put a stop to these miscreants are varied, ranging from a dimly lit factory to a close approximation of ancient Egypt to beneath the waves to a castle somehow suspended on the sky itself.

The gameplay is similar to the Blue Bomber’s previous outings, but there are one or two very notable additions. Chief amongst these is the new ability to charge up the Mega Buster. Yes people, it took a while but finally we can smite some of our more powerful enemies in one hit without resorting to weapons acquired from defeated bosses. The bone you just threw in our general direction is much appreciated Capcom (unless it originally emanated from Skull Man’s stage, in which case there’s a good chance it may kill us). There are also two other new items which are hidden well deep inside two of the game’s levels, or at least, they would be if this was 1993 & Sir Tim Berners Lee hadn’t gotten around to giving the internet to the world yet, but it isn’t, it’s 2014 and so just about everyone knows the location of these two tools. The Wire Adapter acts like a glorified grappling hook and can be found in Dive Man’s stage, precariously placed at the bottom of a long vertical underwater shaft littered with spikes that seems like certain doom but is actually relatively safe, while the Balloon Adapter is cunning stashed away in Pharaoh Man’s desert behind a seemingly impossible jump and creates inflatable platform that enable Mega Man to reach new heights. The collection of these items is not actually required to beat the game but will certainly make that task easier.

As the Beatles famously sung about back in 1967, we get by with a little help from our friends, and Mega Man is no exception. To this end we can call upon the help of several allies to assist in our quest. Rush the robotic dog makes a return from Mega Man 3 and can once again be used to make the tougher sections of the game a little easier to traverse as well as to reach power-ups and other items which would otherwise be inaccessible. Mega Man’s creator Dr. Light is back to impart on us more sage words of wisdom and inform us on how to operate the weapons and items we acquire throughout the journey despite it being blatantly obvious to anyone with half a brain cell. There is also a new character called Eddie. Eddie is a walking item holder/suitcase/general dogsbody who can be encountered during some stages and will dispense his wares whenever we meet up with him. And then there’s Mega Man’s sister Roll, who appears in this game for all of five seconds and is therefore not worthy of further consideration.

Returning to the action, once the eight Robot Masters have been destroyed the door to Dr. Cossack’s lair is opened. The rabid Russian’s toughest lines of defence lie in wait inside. Spiked platforms that leave you only a handful of seconds to disembark before they attempt to skewer you. A maze of ladders and spinning tops. Ice physics (ugh). The seventh circle of hell that is auto-scrolling sections in platform games. And to cap things off, three mammoth mechanical monstrosities hell-bent on finishing you. But even they cannot deny us, and before long we find ourselves face-to-cockpit with Cossack himself. He attempts to pluck us from the ground as if we were the star prize in some demented Claw Game, but we are far too agile for him. The battle is long and arduous, but finally Cossack falls. Victory is ours…

…until it is cruelly snatched away from us in the form of the mysterious Proto Man and a little Russian girl called Kalinka who totally isn’t a palette swap of Roll. They inform us that Cossack is not the real enemy, that he was merely being manipulated by another, much-more sinister individual who we know only too well: Dr. Wily. We have truly been tricked. The dastardly Wily escapes to his newly-built Skull Castle but we are in hot pursuit, determined to exact revenge for his treachery. Inside we find retreads of challenges we have already overcome once before, as well as echoes of our past. There are new dangers present too: a Giant Metool arrives to block our path but he is quickly dispatched, followed by a nondescript fire-spewing machine that receives the same treatment. The insane doctor’s final means of delaying the inevitable is to rebuild his Robot Master and send them forth to engage us in a series of rematches, but at this point our expanded arsenal of weaponry proves too much for them to handle. Presently we are transported directly to the heart of the lion’s den, where Dr Wily emerges in his latest contraption, one which matches the exterior of the domain we find ourselves trapped within. After sustaining severe damage the front of his machine falls off but he’s still standing, still trying to kill us with hot balls of plasma. Now his protection seems impregnable, capable of resisting any and all forms of assault, but look a little closer. There’s a weak spot on the front. Strike that enough times and down he goes in flames for a second time.

Yet we have underestimated the persistence of our Moriarty. He uses what remains of his infernal machine to elude our grasp one more time and make his hasty retreat. We do not have far to follow: he has fled only as far as a small room with a windy metallic passage to lead up to it. This final showdown is long overdue, but Moriarty has one final trick up his sleeve. The room is nothing but darkness. We can barely see ourselves in it, let alone the Wily Capsule, and is such it is extremely difficult to hit him. Worse still, all our previous battles have taken its toll, and supplies of weapon energy are running dangerously low. Slowly but surely he whittles down our energy, forces us to use up Energy Tank after Energy Tank until none remain. We can see him for only a second at a time, mocking us, laughing at our inadequacies. He knows that his ultimate victory is at hand, that there’s nothing we can do to stop him…

…But Wily has forgotten one important thing in his arrogance; we still have one last tool at our fingertips, the light harvested from the carcass of the false god. Pharaoh Man may have been artificial but his light is just real enough to cut through this darkness and strike down our enemy for the last time. Before long he has no direction to travel but straight down to earth. He has no course of action left but to beg for forgiveness at our feet. Wily has fallen. We have won. The end credits can roll…

And that’s Mega Man 4 is an elaborate, overly dramatic nutshell. Is it more of the same? Honestly, yes. But as the old saying goes, if it isn’t broke, don’t fix it. Mega Man 3 remains one of my favourite video games of all time. How could I not have similar levels of affection for its successor?

Our journey has come to an end. There are still two titles to cover. Alas, I cannot be your conductor for the last two legs of this odyssey. I must hand that mantle over to two others. Who these individuals are, I cannot say. All I can do is to wish them good luck…


…They’re going to need it…

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