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Follow Up: Mega Man 9 and Design Resurrection Part 2

Posted by John Constantine



We have, for all intents and purposes, run out of ways to ask the team behind Capcom’s impending return to simpler times, Mega Man 9, what their inspiration and goals are. It’s been damn well covered in the past month. Keiji Inafune, Capcom, and Inti Creates wanted to get back to the series' roots. They wanted to give something special back to the fans. They want to see if they can best Mega Man 2. The journalistic soil, as it were, has been tilled. But it would seem that the team has not exhausted their supply of interesting answers to the questions. Christian Nutt ran an excellent interview with Mega Man 9 producer Hirnobu Takeshita yesterday that covered much of the same territory but revealed two fascinating tidbits about the game. The first is that, though the game looks, sounds, and gives a solid impression of being a bonafide NES game, it isn’t one. It is, according to Takeshita, “too big”. The most exciting part of the interview, though, comes later when Nutt asks how far the team has gone to emulate an NES-style game:

Nutt: You talked about how people were trying to graphically exceed the capabilities of the Famicom, but what about the temptation to exceed some other capabilities, such as flicker, slowdown, sprite limits, and stuff like that? Was it really hard to get people to stay within the confines of what they could have done, if this had come out after Mega Man 6 in 1993?

Takeshita: Yeah, there were some things, like you couldn't have more than three enemies on the screen at once, so we had to make sure that that's how it stayed in our game. In the part with the dragon with the flame, [there should be] flickering, and whatnot. In the options of this game, you can adjust that, unlike the old games. We purposely put some of those old-school bugs into this game, so it does recreate that feel.


Mega Man 9 was already a shining beacon pointing towards one of popular game design's most exciting new trends. That is, using the limitations of older platforms to re-examine and revitalize old play styles. Taking it to this extent is more than encouraging. Something I discuss with my misanthropic colleague Mr. Smith on a regular basis is the fairly rigid design found in modern games. Developers often polish their creations to the point of excising the exploitable glitches that made many of yesteryear’s games so fun to explore. Takeshita, Inafune, and Inti Creates have recognized one of classic gaming’s greatest lessons: sometimes making a mess of your work makes for better art. Now we’ll have to wait and see if other developers follow suit. Intentional slowdown ho!

Related links:

Mega Man 9 Box Art is Further Proof That Inmates Have Taken Over the Capcom Asylum
Don’t Call It Retro: Mega Man 9 and Design Resurrection

The Ten Greatest Classic Mega Man Levels, Part 1
The Ten Greatest Classic Mega Man Levels, Part 2
The Ten Greatest Classic Mega Man Levels, Part 3
Mega Man 9 Goes Back To Your Roots. Way Back.
New Mega Man 9 Trailer: I'm Drowning in My Childhood
Don’t Call It Retro: Mega Man 9 and Design Resurrection


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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