I usually resist the urge to include snippets from press materials in my reviews, mostly because I like to retain a little fragment of industry mystique. If you knew the scintillating truth of what goes on behind the gilded portcullis of the games business (clue: lots of truffles) where would the magic be? Even so, the letter which accompanied the review code for Mega Man's ninth platform outing is almost too perfect not to share a little.
'We want to HURT YOU,' it begins, in alarming fashion. 'Mega Man 9 is the hardest game ever,' it proclaims. 'You will die on every screen. At least a hundred times,' the letter continues, now sounding more like a terrorist threat than an invitation to play. 'Our goal is to make you cry and give up, not just on the game, or gaming, but life itself.'
Crikey. Capcom wants to drive us to suicide, and its weapon of choice is... Retro?
Look at the Mega Man 7 port to NES graphics for example. It was a lot of work I'm sure, but it was done and it was done perfectly. That's a slightly different scenario since it's not a ROM, but it's the same principle: take the layout of the original game and redo the whole thing in a different code to run on a different platform. A playthrough of Capcom's 2008 action-platformer for the Nintendo Wii, Mega Man 9.A full ten years after the release of Mega Man 8 on the PlayStation and Saturn. The Megaman 9 Press Kit is one of the most sought after collector pieces amongst Megaman fans, and with good reason. The creativeness, uniqueness and attention to detail that went into producing this promotional item has become a thing of legend in the video game industry. Here’s a history lesson on how it all went down. Wii - Mega Man 9 - The #1 source for video game sprites on the internet! Arcade Custom / Edited DS / DSi Game Boy / GBC Game Boy Advance GameCube Genesis / 32X / SCD Master System Mobile Neo Geo / NGCD NES Nintendo 64 Nintendo Switch PC / Computer PlayStation PlayStation 2 PlayStation 3 PlayStation 4 PlayStation Vita PSP SNES Wii Wii U Xbox. Mega Man 9 is one of the latest non side-story games in the classic series released since 1996/1997's Mega Man 8, and one of the latest non-licensed game released in the classic series (not counting remakes and collections) since 1998/2002's Mega Man & Bass.
Mega Man 9 is a brand new NES game for the 360, PS3 and Wii. Unlike Capcom's recent digital downloads, this isn't a modernised sequel or remake. It's absolutely, undeniably a NES Mega Man game, right down to the crunchy music, chunky colourful sprites and basic controls. It just happens to have been made in 2008 for today's trio of consoles.

It's also bloody hard. There's a fine line between 'hard' and 'unfair', though, and it's in the sliver of space between the two that the difference between a good retro game and a bad retro game becomes apparent. Thankfully, Mega Man 9 is a good retro game.
Pretty much everything kills you. That's the first thing you learn. Mega Man's energy bar erodes quickly through the slightest contact with the numerous enemies and obstacles, some of which can be blasted away with your weapons (of which, more later) but there are also times when you swear it's impossible to get past a screen unscathed.
To make things extra tough, each impact knocks Mega Man backwards slightly. Just enough to drop him off a ledge, into a deadly pit, or onto some jaggy spiky thing. Mmm, thanks.
Yet when the worst happens, you're always aware it's your fault. Like most great 8-bit titles (or games in the 8-bit style) the game operates like clockwork. Everything is predictable, everything follows a set pattern. Identifying that pattern, and using it to avoid damage, is the throbbing heart of the gameplay. Far from becoming routine, it's a constant tightrope walk, with each new screen bringing fresh hazards to navigate past. Die, and in true sadistic retro style you start the level over again.
While some may justifiably wince at such cruel and arguably outdated design, it's essential for raising the stakes. The game just doesn't tolerate second best, and thus harks back to a time when completing the latest game was a feat you spent weeks or months obsessing over, earning enormous playground respect in the process - not something you absent-mindedly bashed through in a weekend rental.
Hello NESDev forums!
I’m aware many people have attempted this same project over the years, but no one has followed through and finished. While I’m aware of several Mega Man and Rockman NES hacks that use MM9 and 10 assets, I’d rather create a custom engine that accurately recreates Mega Man’s physics and general engine as opposed to hacking an existing ROM.
I’m doing level design for this project. Currently we are looking for programmers and generally anyone who may be interested in lending a helping hand.
Invite link provided at the bottom of this post.
Frequently asked questions:
Q: Is this legal?

Q. Is this a ROM hack?

A: No. While hacking an existing game would be undoubtedly much easier, it would not allow for flexibility of mechanics such as Mega Man’s physics. Additionally, hacking a ROM would cheapen the feel of this project as less of brand new game and more of an extensive hack of MM4, for example.
Q: What version is this game based off of? Will any DLC be ported?
A: This will be based off the Wii version. None of the DLC will be remade. The music however will be based off the PS3 version.
Q: What do you intend to do once this project is finished? Will you remake MM10?
Mega Man 9 Nes Rom
A: Eventually. For now MM9 is our priority and will do MM10 when we feel it’s time.
Mega Man 9 Nes Rom Download
Q: What other places have you advertised at?A: The now-defunct Assemblergames, r/Megaman, r/gamedev
Q: Will the game use a battery or password to save progress?
A: We’re not sure. While we are leaning towards inclusion of the shop mechanic from the original game, this would require a much larger password grid. (I.e. variables for bolt quantity in the player’s possession and items purchased) The game will most likely use battery saves for this reason.
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