

The MegaMan I craved involved hardcore platforming action, something the Battle Network series didn’t provide. At that point, my mindset was simple enough. Now, I’m not going to lie to you – Battle Network 2 didn’t have a chance. While browsing Coconuts’ modest selection of GBA games, I just so happened upon two MegaMan games: MegaMan Battle Network 2 and the original MegaMan Zero. By this point in time, I’d exhausted everything possible regarding the former when it came to the Blue Bomber, so I had low expectations about finding anything new in the meantime. As I was entering high school, I’d become jaded towards console gaming and had begun focusing all my attention on retro video games and my friend ‘till the end, the Game Boy Advance. That was probably my favorite store in the entire area, but it closed down a while ago – albeit not before becoming an FYE, which I unfortunately didn’t get a chance to peruse before it went under. In the original MegaMan Zero’s case, I remember picking it up at the closest thing my neighborhood had to a video game store: Coconuts Music & Movies. I first played the entire Zero series when their debut system was still at its peak, so I’ve definitely got some nostalgia attached to these games. Basically, he was pulling double duty for the franchise, something few characters have accomplished in any form of fiction, let alone video games. In fact, he ended up sticking around for the other games in the series to this day, despite getting a series all his own before the X games went on an extended hiatus. His popularity was so vast, it ended up culminating in Zero becoming the first truly playable side character in a mainline MegaMan game, getting equal billing with the title character in the fourth MMX installment. Not only was Zero one of then-brand steward Keiji Inafune’s favorite creations during his tenure as the “father of MegaMan”, but he also cultivated a cult fanbase all his own throughout his appearances in the MegaMan X games, of which I am a proud member. MegaMan ZeroĪll things considered, making a MegaMan spinoff centered around Zero was a no-brainer. But that’s enough of an introduction for a series that needs none: it’s time for me to discuss the only MegaMan franchise that made me waver in my loyalty to the original. That’s right, after years of waiting, the entire MegaMan Zero series will be available on non-Nintendo platforms for the first time ever! If I were still on the fence about which retrospectives to handle this year, that announcement would have easily clenched it in Zero (and ZX’s) favor. Indeed, their time with the scarlet swordsman would build a following that would take them from indie developer working on projects for other companies to publishing their own games.Īlso, the 2000’s was the Golden Age of me collecting physical goods.īetter still, it was announced earlier this year that the Zero games will be re-released once again in a brand-new collection across all major modern platforms. However, Inti Creates owed as much to MMZ as the other way around: the MegaMan Zero games were Inti Creates’ first project to be released outside of Japan, extending their reach worldwide. These four games were developed by Inti Creates, a small studio comprised of ex-Capcom staff, founded back in May 1996. If the title didn’t give it away, I’m talking about the MegaMan Zero tetralogy, the fifth take on Capcom’s classic franchise.

However, I can’t really claim to be completely confident in that answer, because out of all of the other spinoffs and alternate timelines, there’s actually one more set of games that could arguably take the prize as my favorite of all-time. But when it comes to my favorite iteration of the Blue Bomber, I generally say that honor goes to the original, Classic series.

After all, I’ve already done two massive retrospectives over the past couple years and did one more (so far) for this year. I’m sure that it’s clear by now that I’m a huge fan of the MegaMan series.
