You know what’s pretty great? After nearly three years of regular game reviewing, I’m not even close to running out of personal milestones. Today, I get to tackle my first compilation in the form of Mega Man: The Wily Wars (aka Rockman Mega World in Japan), a 1994 Genesis remake of the first three NES Mega Man titles with some interesting bonus content thrown in. Wily Wars was essentially Capcom’s take on Nintendo’s Super Mario All-Stars from the year prior, which similarly crammed four spruced-up 8-bit Mario outings onto a single SNES cartridge. Believe it or not, there was a point in history when enhanced reissues of hit games from the previous console generation were considered novel and exciting rather than lazy cash grabs. We all sent telegrams and had polio back then, too. Good times.
Wily Wars is famous (or perhaps infamous) for being an early example of a digital-only game release. While Japan and the PAL regions got it on a standard cartridge, North Americans were out of luck unless they happened to be subscribed to the Sega Channel download service. It wouldn’t be sold here again in any official form until 2019, when it appeared as one of the 42 pre-installed titles on the Sega Genesis Mini plug-and-play system. This didn’t stop hardcore American Mega Man fans from importing, bootlegging, and emulating it like crazy in the intervening decades, of course.
Since I’ve already covered the NES incarnations of Mega Man, Mega Man 2, and Mega Man 3 in full detail, you may expect me to gloss over the fine points of Wily Wars. Alas, I’m not off the hook that easy. Sure, everything in those reviews still holds true and I encourage you to check them out if you’re curious about the individual development histories, plots, or strengths and weaknesses of these games. Be that as it may, frequent Capcom sub-contractor Minakuchi Engineering did the actual porting work on Wily Wars and the result isn’t a perfect one-for-one recreation. Many of the differences are insignificant, such as some weapon damage values or ammunition counts being tweaked ever so slightly, but there are major ones which fall into four broad categories: Graphics, sound, play control, and performance.
The new graphics are adequate. They’re much in the same mode as the ones seen in Super Mario All-Stars. That is, they occupy a middle ground somewhere between the 8-bit source material and what you’d typically see in a game designed from the ground up for 16-bit hardware. The level of detail is well beyond the humble NES, yet you wouldn’t mistake these assets for something out of Mega Man 7 or Mega Man X on the Super Nintendo. The standout element by far is the new background art, particularly in Wily Wars’ interpretation of the first Mega Man, which originally utilized stark single color backdrops because of the minimal cartridge memory available circa 1987. The extra visual data goes a long way toward making it appear the action is unfolding in real locations rather than on chaotic assemblages of ladders and platforms floating in endless void.
Things are rougher on the audio side. Sound effects are underwhelming, with many of the most common and visceral ones from the NES games (giving and taking damage, the Mega Buster firing) coming through weak and muffled here. Most of the music is also a tragic downgrade. The bulk of Wily Wars’ expansive soundtrack is, naturally, rearranged versions of established tunes. Unfortunately, these tracks are too often twangy and abrasive, wallowing in all the excesses of stereotypical bad Genesis music. All those great old beats and melodies remain, they’re merely stifled by insipid production. The exception is some of the new stuff by composer Kinuyo Yamashita, which at the very least gives the impression of being written with the Genesis in mind.
A more severe sticking point for me is the handling on Mega Man himself. He feels heavier somehow, his movements ever so slightly less responsive. The rapid firing capability of his default Mega Buster weapon has also been toned down for some reason. It’s not enough to make Wily Wars unplayable, just enough to serve as a constant low grade distraction for those accustomed to the originals. When you’re talking about a series renowned for its fast action and fluid, precise controls, the slightest blemish is going to stand out all the more.
Compounding the problem of a less agile and quick shooting hero, Wily Wars is plagued by regular bouts of severe and frankly inexcusable slowdown. On paper, the CPU in the Genesis is several times more capable than its NES counterpart. If we only had Wily Wars and the NES games it’s based on to judge by, however, we’d have to conclude the opposite was true! This actually alters some of the gameplay drastically. The normally fearsome Yellow Devil boss, for example, is a pushover in Wily Wars due to the way the game limps along at half speed for the duration of the encounter.
With the majority of its meaningful alterations being for the worse, I can’t in good faith recommend Wily Wars as anyone’s introduction to these three legendary games. Nifty as some of the new artwork is, the NES renditions sound and, more importantly, play much better. Seek them out first and foremost.
That said, Wily Wars does manage to get a couple things right. First, it provides experienced players with a fresh perspective on three all-time classic action-platformers. I clearly didn’t love all of the audiovisual updates, but they kept me playing regardless, curious to see how the next new take on a familiar area would look and sound.
Then there’s the mini-game known as Wily Tower, which is unlocked by completing all three of the primary games on a single save file. It consists of seven new stages, each populated by its own unique boss on top of an intriguing mix of regular enemies and platforming hazards from Mega Man 1-3. These Wily Tower levels also allow for an unparalleled degree of flexibility when it comes to Mega Man’s inventory. You assemble your own custom arsenal from a pool of 22 special weapons and seven utility items! Want to be absurdly overpowered? Load up on brutally effective gear like the Thunder Beam, Metal Blade, and Rush Jet. Fancy a challenge instead? Try the trashy Bubble Lead, Spark Shot, and Top Spin. Wily Tower is fan service done right. I only wish it was around twice as long, which would effectively make it a full-fledged Genesis-exclusive Mega Man adventure unto itself.
Mega Man: The Wily Wars is an odd duck, simultaneously a poor starting point for newcomers and a one-of-a-kind curiosity every established fan of the Blue Bomber should experience at least once. Thus, though I wish I could love it a lot more than I do, it still warrants a qualified recommendation.