Mega Man 2

Introduction

The year 1987 marked the debut of Mega Man. The brainchild of Capcom members Akira Kitamura and Keiji Inafune, Mega Man was to be among the developer’s first original games for Nintendo’s highly popular Famicom console – known as the Nintendo Entertainment System (NES) abroad. The game, made in a few months by a group consisting of six people, proved to be fairly popular. It sold well enough domestically to have been considered a sleeper hit, yet flopped in the West partially as a result of a hasty, borderline nonexistent marketing campaign. Despite its mixed reception, Mr. Kitamura wanted to make a sequel, seeing further potential in what they created. These aspirations came to a stop when he was overruled by producer Tokuro Fujiwara. In response, the director then went to Capcom’s Vice President to get permission to make the game. The executives permitted Mr. Kitamura and his team to work on a sequel under one condition: they had to work concurrently on other projects as well.

Shortly thereafter, the project supervisor invited Mr. Inafune back to the new project. The artist had been working on a separate game at the time, but agreed to help. According to him, the development team willingly worked twenty-hour days to see this project through. He and his fellow staff members would spend their own time on the project to improve the gameplay established in their original effort. His second year working at Capcom, in his own words, “opened up a whole new world of stress for [him]” as he became far more involved with the sequel’s production and even got to mentor a new employee. Despite this, he would later describe it as his best time with Capcom because they were working towards a common goal and made something they truly cared about.

A few months later, Mr. Kitamura’s team completed the project. In Japan, the end product was released in December of 1988 under the name Rockman 2: The Mystery of Dr. Wily. While the original game was, at best, a modest hit, the sequel proved to be an overwhelming success. Still deciding to give the Western market a chance, Capcom had the game localized and released in the United States in June of 1989 retitled and abridged to Mega Man 2. To their surprise, the game was a hit abroad as well. Its international success and critical acclaim allowed Mega Man to become Capcom’s flagship series overnight. Even to this day, Mega Man 2 is considered one of the greatest games ever made as well as the standard to which a sequel should strive to achieve. How exactly was a sequel to a game many considered middle-of-the-road able to give its title character a new lease on life?

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Mega Man

Introduction

In the year 1987, a graduate from the Osaka Designers’ College by the name of Keiji Inafune received a degree in graphic design. During this decade, a new form of entertainment was quickly gaining popularity. Known as TV games in Japan and video games in the West, this medium distinguished itself from others by allowing the audience to be a part of the experience. Twenty-two at the time, Mr. Inafune sought a job in this booming new field – hopefully as an illustrator. He originally wanted to join the prolific developer Konami, but there was another one much closer to his place of residence: Capcom. For one of his first assignments, Mr. Inafune was placed on a team led by Takashi Nishiyama. The result, released in the same year he graduated, was Street Fighter – one of the first fighting games to achieve mainstream success.

Capcom had a lot of success in the arcade scene throughout the 1980s. When Nintendo’s Family Computer (Famicom) was released in 1983, Capcom began porting their more well-known arcade games to the platform. Although the graphical capabilities of the Famicom – called the NES abroad – weren’t nearly as advanced as the most prominent arcade titles at the time, players found themselves drawn to the ports. The idea of being able to play even a downgraded version of an arcade game in the comfort of one’s home was highly enticing. Although the ports sold well, Capcom eventually wanted to develop something specifically for the Japanese home console market. To this end, they decided to recruit fresh, young talent for a new team.

Among the recruits was Keiji Inafune. He found himself on a team of five other people. Leading this team was Akira Kitamura, who mentored the newcomer throughout the development process. To design a protagonist for this game, Mr. Inafune drew inspiration from Astro Boy – the eponymous protagonist of Osamu Tezuka’s landmark manga series. In fact, the game was originally intended to be an adaptation of Astro Boy, but the team ended up with a creation of their own. Before Mr. Inafune had joined the project, Mr. Kitamura developed a basic character concept for this game’s protagonist. After a few illustrations, they ended up with a humanlike robot boy. This character went through several names, including Battle Kid, Mighty Kid, Knuckle Kid, Rainbow Warrior Miracle Kid, and The Battle Rainbow Rockman. Eventually, the team settled for cutting out a significant portion of the last of these names, ending up with Rockman. He was so named because the team went for a musical motif – Rockman’s sister being named Roll to complete the genre allusion. The game, named after the protagonist himself, was domestically released on December 17, 1987.

Capcom’s executives believed that Rockman wouldn’t sell. They were proven wrong when Japan’s limited quantities quickly began disappearing off of store shelves. The company had a sleeper hit on their hands, which prompted them to hastily commission a Western localization. Caught completely off-guard by this development, Capcom’s North American branch quickly began work. The Senior Vice President at the time, Joseph Marici changed the protagonist’s name, and by extension the game’s title, from Rockman to Mega Man. Why he imposed this change is straightforward enough; he did not like the character’s original name. As this was going on, the president of the North American branch told a marketing representative to have cover art for the box done in one day. In a panic, said marketing executive had a friend draw the cover in six hours. Working with only a single vague description of the game over the telephone, the results were memorably terrible.

It is said that this cover art contributed to the game having flopped abroad along with a general lack of press coverage overseas. Nonetheless, with strong domestic sales in spite of its tepid critical reception, Mega Man was a modest success. Did Mega Man allow Capcom to put their best foot forward in the console market?

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