The Mega Man series expands across the past six generations of gaming. With a dedicated retro handheld, you can play the entire franchise in the best possible way. Minimal lag, all the extras, and it is consolidated and easy to find. Below, I run through the bulk of the games in the franchise while showcasing how you may already have the best handheld for these games.
Mega Man Classic Series
The first six Mega Man games were released for the original NES in 1987. After the first six games, Capcom explored 16-bit and 32-bit consoles, putting Mega Man 7 and 8 on the SNES and PlayStation or Saturn, respectively.
The classic Mega Man games are the life source of the franchise. Because of that, we have occasionally seen more entries for this series years, decades after the release before it. For example, Mega Man 9 — which is styled like an NES game, but directly is not one — came out in 2008, 12 years after 8. Mega Man 10 came out a little over a year later, but its sequel, Mega Man 11 came out 8 years after that in 2018.
Mega Man 11 is one of the oddballs in the classic series. It’s not just upgraded from the original series, but it’s a modern sidescrolling platformer blending 2D and 3D elements. Despite its departure from the graphical style of 8-bit and 16-bit consoles, it is still one of the most gorgeous games to look at while also having incredibly tight controls.
The Legacy Collection, which contains Mega Man 1 – 6, originally came out on the 3DS, PS4, Windows, and Xbox One, but was eventually brought to the Switch years later. The second collection, simply named Legacy Collection 2, contains 7 – 10.
Notably, Mega Man 8 for the Saturn is an objectively more feature-packed game. It has additional bosses, slightly improved graphics and performance, and official unlock able artwork, voice recordings, and animations.
The first collection uses a proprietary port/emulation solution to make the games current and fix any issues that would have occurred if it were just standard software emulation.
Here’s an excerpt from a US Gamer interview wherein developer Frank Cifaldi, co-founder of Digital Eclipse, explains their development:
Frank: We set up our Eclipse Engine, and we set up hardware simulation modules, and we convert using source elements provided by the publisher, — their original game to our format. So you have Mega Man running in our hardware module within the Eclipse Engine. The idea being, once it works in Eclipse, we forward Eclipse somewhere else, and it just works, for the most part.
USG: So instead of the Eclipse Engine being an emulator running a ROM dump, you’re basically feeding source code or ROM or whatever into something on your end, not on the user end, and that’s putting out an executable for a specific platform.
Frank: That’s about right. We have hardware-specific modules that we’re running within our engines. I’m not intentionally being cagey with the approach we took with Mega Man, it’s just really complicated. We did basically recompile it into a new format that runs in our engine.
This collection natively supports save states from within the game, a rewind feature, a simplified UI (unlike Anniversary Collection), all six original games, and by all means, the most updated versions of the games you can get in 2024.
Mega Man X Series
Like the Classic Legacy Collection, the Mega Man X Legacy Collection is split into two different games. The first is comprised of Mega Man X – X4, while the second contains X5 – X8.
These games were released on the same platforms, Switch, PS4, Windows, and Xbox One. The difference here is that the first three titles, X, X2, and X3, are all using SNES emulation. On a retro handheld, it wouldn’t make much sense to emulate one console, to then have that game emulate another console. It’d be a Russian nesting doll of emulation — it can only end poorly.
However, all of the games beyond that point are all ports and ergo, the most updated versions of the games that are currently available. When it comes to playing these games, doing so on a retro handheld and playing the original games may be a better, easier option. Sometimes I like the collections because it minimizes the saves I need to remember to back up and I know how to easily port the saves from one of the collections onto actual hardware.
Both games feature their own dedicated save system alongside the password system every Mega Man gamer holds nostalgia over, lower difficulty options, Japanese and English language support, and a new Challenge mode to truly test how far you’ve come on your journey to git gud.
Mega Man Zero/ZX Series
The Mega Man Zero part of the franchise is the most fun set, in my opinion. In short, without spoiling a ton of the story, Zero is an upgrade to X, who himself is an upgrade of the original Mega Man from the classic games. There’s a 100-year time jump between the classic games to the X saga and another 100-year time jump between X and Zero.
These little tidbits are part of my infatuation with the series. The first games have a slightly whimsical, Jetson-like dystopian outlook on the future. But when you get to the X series, things begin to take the more doom-and-gloom approach seen in movies like Terminator or Blade Runner. Zero is more of that but with a sword.
The Zero/ZX Legacy Collection is entirely comprised of ports of the original six games, Mega Man Zero, 2, 3, and 4, alongside ZX and ZX Advent from the DS. Like the other collections, this one also has its fair share of extras. It contains easier difficulty modes, a challenge mode to finish the stages as fast as possible, a checkpoint system to save in the middle of certain stages, and different modes to “connect” the GBA games to the DS ones or unlock the eReader mod cards.
Mega Man Battle Network Series
The Mega Man Battle Network series was, admittedly, my first foray into the actual story of Mega Man. I had heard of Mega Man, but never knew the story in much detail.
Battle Network takes the story and characters players have known for decades and throws them into a tactical RPG. In Japan it’s referred to as Rockman EXE since the basis of the story is that Mega Man is fighting within the digital world. It’s an alternate reality from the one present in the other Mega Man games, but its inspiration is very clearly the world we currently live in.
Alongside these games, and not featured in the Legacy Collection, are a plethora of side-story or additional games released for games sprawling multiple platforms.
The original Battle Network Legacy Collection consists of six games, Battle Network 1 – 6. But the later four games, 3 – 6, all released with two versions. First up were the Black and White versions of Battle Network 3, followed by Battle Network 4: Red Sun and Blue Moon, then Battle Network 5: Team Proto Man and Team Colonel, and finally Battle Network 6: Cybeast Gregar and Cybeast Falzar. This puts the Legacy Collection at a total of 10 games.
Amongst these, not included in the collection, are a variety of titles from different consoles. Mega Man Network Transmission was a GameCube exclusive that takes place one month after the first game. Rockman EXE WS is a WonderSwan Color exclusive that follows the tie-in Battle Network anime. Rockman EXE 4.5 Real Operation was a side story that exists — you guessed it — in between Battle Network 4 and 5.
Then there’s the entire Mega Man Star Force line of games. All of them expand on story plots or moments from the core Battle Network series but take place 200 years in the future. There are seven total games, but as far as official titling goes, it’s three titles, the first having three versions and the following three having two.
The original games were released on the GBA and DS when the idea of DLC and online exclusives was in its infancy. For the Battle Network Legacy Collection, all of the Battle Network downloadable content can be unlocked in-game. Just like the others mentioned above, there are easier gameplay modes, an art gallery, and alternative music.
Others
Above, we ran through a list of Battle Network spin-offs or companion games. These have been part of the Mega Man franchise since its inception. Some games were released only in Japan, some were completely scrapped. Some were just so bad that Capcom never bothered to mention them ever again.
Mega Man & Bass was originally launched in 1998 for the Super Famicom. The game was great, giving us a look into deeper story aspects like “what if Mega Man just had a straight up archnemesis” and how that plays out. It was originally only released only in Japan but was brought to America via the GBA five years later.
The SNES version is better. Larger screen and viewable area better audio, little harder.
The “sequel”, Rockman & Forte: Mirai kara no Chōsensha, was only released on the WonderSwan in Japan. Ironically, despite its name, the game is a sequel to Mega Man II on the Game Boy, not the first Nega Man & Bass. Why? Who knows.
The WonderSwan is such an interesting console to me, so that may be why this game still holds a place in my heart despite how poorly it was received. It’s a 16-bit console, playable horizontally or vertically, and it’s all black and white. It’s horrendous but lovable. It’s such a far cry from what we got used to on the Game Boy, with it being 8-bit and black and white (or green and less green).
The Game Boy Mega Man series is confusing. The title screens for the NES games use Roman numerals, but the games themselves are titled with the typical Arabic numbering system, 1, 2, 3, etc etc. The Game Boy games bear the same title but with Roman numerals. So instead of Mega Man 2 like on the NES, the Game Boy game is called Mega Man II.
This sub-series is not filled with direct tie-in games, but smaller, still difficult versions of the games featuring bosses from the games before and after their namesake.
For instance, the second Game Boy game, Mega Man II, features bosses from both Mega Man 2 and Mega Man 3. They’re fun spins on the original games and with the DX ROM hacks, they feel almost as if they’re entirely new games.
The Mega Man Legends games are divisive, to say the least. Instead of being ludicrously difficult sidescrollers, they’re 3D platformers a la Super Mario 64 versus Super Mario Bros.
The first game was released in 1997, but the next game in the series, Misadventures of Tron Bonne, was a prequel. Coupled with the release of that game, Capcom included a prologue for the upcoming game. Rockman DASH (the Japanese title for Mega Man Legends) Episode 1 was released alongside Misadventures of Tron Bonne in 1999 with Mega Man Legends 2 following in 2000.
These games are the most difficult to play, in my opinion. Not because they’re hard, but because it’s such a left turn from the Mega Man I’m used to. The Mario series traverses in and out of 3D and 2D worlds at will, but other gaming mainstays like Sonic and Mega Man struggle to reach the same success. The 2D games are typically fun ventures, but the 3D ones can be hit or miss.
Each and every game above does add more to the story overall, giving you a full glimpse into the Mega Man lore and expectation for what the future may become, but all-in-all, unless you find yourself invested in the lore, you can either skip or pretend they don’t exist. Personally, I would play them all. Being able to build upon a world I’m obsessed with through slightly obscure titles is entirely my jam. And the main character is a cyborg? Love it.
Remakes
One of the most notable remakes of the Classic Mega Man games is the Mega Man: The Wily Wars remakes for the SNES. These were 16-bit remakes of the original three Mega Man games, but they also made the games noticeably easier. This version of the game is my least favorite, but if you’re chasing 16-bit graphics and an easy way to get into the Mega Man series, it’s a good starting point.
The most respected remake of the classic series was never released in America: the Rockman Complete Works series for the PS1. These were new releases, ports, and updates of the original six games. They include slightly updated graphics, somewhat improved performance, and a variety of extras like a Navi Mode to give you hints on where to go next, mini-games, and PocketStation support.
The PS1 versions of the game also have unlockable remixes of the songs featured in the arcade games Rockman: Power Battle and Rockman 2: Power Fighters, but playable in the original games when using Navi Mode. Some people like them, some people hate them. As with all music, it’s subjective, but personally — not a fan.
The new remixes remove the chiptune nature of the original songs and personally give an uncanny-valley-level vibe. It’s like viewing something from a VHS tape but it is presented in 4K with crystal clear audio. Some may like it, but the original is what I’m more a fan of.
If you have a PocketStation, you can download a small mini-game that lets you regain health and overall strength in the games. It’s a cool little addition, but on a retro handheld, it’s a forgone mystery.
These PS1 ports were then also ported to the PS2, Gamecube, and Xbox, and released for the Anniversary Collection. The Anniversary Collection lives in a weird state between being some people’s favorite, and some people’s least enjoyable way of playing the games. The reasons are varied, but every console the game was released on has its own issues.
- PS2 had horrible input lag regardless of when not authentically played on a CRT TV which can be detrimental in a game where fast-paced movement is a cornerstone.
- GameCube version switches the expected jump and shoot buttons, so players have to remap their own muscle memory.
- Xbox version came out nearly a year after the PS2 and Gamecube versions but was still wrought with its own share of graphical and audio glitches.
These games, however, came with all six games on one singular disc. It had an interactive UI when choosing the game you wanted to play, but in 2024 it’s just tedious to interact with. In the 2000s, this was probably to showcase the additional power that could be had in a PS2 versus an NES.
Mega Man 1 was also remade for the PSP in Mega Man: Powered Up. It’s a chibi, a slightly easier remake of the first game, but it controls exceptionally well. To some, this is the definitive way to play the first game. Its art style is a little hard for me to overcome, but playing the first game, and then this one, it’s such a clear love letter to the series and the artwork therein.
The PSP saw a remake of the original Mega Man X too in Mega Man Maverick Hunter X. This one is more just a 3D upgrade of the base game with little deviation. Some designs are different, and some items are in different locations, but if you enjoy the original X, this is a nice venture into what that game would have been like if made for consoles that could handle 3D graphics.
On the DS, things get a little more regional. Rockman EXE Operate Shooting Star was a Japan-only remake of the original Battle Network for the GBA but on the DS. The games were never meant to be released in America, but thanks to zealous rom hackers, there is an English translation patch available.
Nintendo released the DS in late 2004, but Battle Network 5 was released on the GBA in early 2005. A short three months after the GBA release, Capcom released an “enhanced port” of 5 for the DS, called Battle Network 5 Double Team. It changes things slightly but adds remixed music, and obviously, two Mega Man (Mega Men?) can play at once.
Pick a Handheld, Any Handheld
All of the games above can be played on almost any retro handheld. However, in the past few months, we’ve gotten devices that can not only handle the games above, but it may make any of them into the prime device to play the entire franchise on.
Before we dive into it, let’s look at what I consider to be the best games to get to play all of the Mega Man games:
- Mega Man 1 – 7, 9, 10: Legacy Collection
- Mega Man 8: Saturn emulator
- Mega Man X1 – X8: SNES emulator
- Mega Man Zero/ZX Series: Legacy Collection
- Battle Network 1 – 6: Legacy Collection
- Everything else: Emulator
The Classic Legacy Collection is the most developed of all of the releases. It uses the base rom from the NES as an asset bank and uses it to essentially port the game on-device. As cool as that is from e development standpoint, it being on Switch is the saving grace for retro handhelds. Using a device like the Retroid Pocket 5 which can get decent Switch performance nets you benefits beyond the bounds of what a normal Switch could do.
The Retroid Pocket 5 features a 5.5-inch screen like the Switch Lite, but using an emulator, you can force docked mode on any Switch game. The Switch, regardless of if it’s an original, Lite, or OLED, only pushes 720p when handheld. The Retroid Pocket 5, naturally, would have a higher pixel density than a normal Switch would.
All of the emulators you would need to use for the first half of the franchise would be 4:3 consoles. The classic series is on NES, SNES, and PlayStation, the X series is on SNES and PlayStation, and all of the games in between are featured on, at most, the Saturn.
The Zero/ZX and Battle Network games are spread throughout the GBA and DS, with their side tie-in games being on, at most, the GameCube.
Most of the other games were released on consoles from generations prior, but Mega Man 11 is a modern game. It was released on the Switch, PS4, Windows, and Xbox One, so we can utilize a Switch emulator to play it. It doesn’t require anything special or unique on a Retroid Pocket 5, but any lower-tier handheld shouldn’t have much of an issue either — it’s not super demanding.
If you strive to play these games on a classic console emulator, the Retroid Pocket Mini and RG406V (or RG406H) would be perfect. The RG406 has a 720p 4:3 screen that can do perfect 3x integer scaling for NES, SNES, and PS1. The Mini has a 1280 x 960 screen, giving you 4x perfect integer scaling on the listed consoles, and perfect 5x integer scaling on DS games.
Any 1080p screen on any device would work well for playing the various collections named above, too. Having such a large resolution on a smaller screen just makes pixels pop more, while still retaining their crisp edges. If your device has an OLED screen like the Retroid Pocket 5, then you’re a step above the rest.
Wrap Up
The Mega Man series is one of my favorites to dive back into. The games are unforgivingly hard, the story is so incredibly nuanced, each game has its own smaller, separate identity from the previous entry, and it’s about robots.
Regardless of your outlook on the world, Mega Man speaks to some portion of the world we live in currently, while still relying on the very simple basis of good-guy-beat-bad-guy. Mega Man has lasted decades and I don’t think the blue bomber gets the attention he rightfully deserves. Mega Man 11 came out in 2018, was well received by older and newer fans, and that was the last original title we’ve gotten.
Playing these games over the past few months has highlighted the results you get when a game is made with an understanding of its core player base. With Super Mario Bros Wonder, as a classic fan of the series, I still feel at home and feel as if no challenge is too tough, but new innovations are welcomed. The same is felt throughout the entire Mega Man franchise. The games may occasionally do things that are confusing to understand at first, but they never truly deviate from what I consider a true Mega Man title.
With your retro handheld in hand, you can tackle the entire franchise in the best possible way. A dedicated controller, potentially an OLED screen, is the perfect form fit for playing any of the titles. Truly, there has never been a better time to dive into the Mega Man series than right now.
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