Today's robot, as anyone with even the dimmest awareness of the last two decades of video game history should be well aware, is not an original creation from The Daily Robot's Robot Factory (DRRF - pronounced "Derrrf"). Mega Man (or Rockman to our friends in Japan) is one of the biggest-deal videogame characters ever, and yesterday was his 22nd birthday. And I forgot. Rather, I knew it was his birthday, and had had vague plans to do an excessively wordy entry about him on the day in question, but then when the day rolled around I was too busy watching Christmas movies and Not Leaving The House No Way on account of it's December and the high around here was lower in degrees Fahrenheit than I am old in years - and I'm not very old at all. So, today I will try to explain why Mega Man is so important to the Daily Robot.
So, what's the big deal? 22 years and a day ago Rockman 1 came out for the Nintendo Entertainment System (NES) in Japan. The game, published by a Capcom (a company that continues to thrive to this day due almost entirely to their willingness to keep releasing millions of sequels to the 3 or 4 succesful franchises that belong to them) was primarily a labor of love by creator Keiji Inafune, a man who worked as a designer/illustrator at Capcom. The franchise now spans 7 different series (all of which take place in one of two Mega Man universes, more on this later - not) and about six jillion individual games.
But that's not why he's important.
Listen: when I was 6 I (like all fortunate and decent American children) spent a healthy amount of time in front of any number of televisions. A good portion of this time was devoted to video games. My brother was the lucky owner of an NES, which meant that I was an occasionally lucky person who got to play it as long as I had his permission or as long as he wasn't around to destroy an evening's worth of un-save-able progress with a press of the Reset button. In terms of Mega Man games, we only owned
Mega Man 3, but my mom was (and remains) a good sport, and would take my brother and me to “That’s Rentertainment” a movie and video game rental place in Iowa City (that,
according to the internet,
still fucking exists somehow, a fact that flies in the face of both logic and the decrees of the empires that Netflix (and, to a lesser but more relevant extent, Gamefly) have built. We would also visit a rental place the name of which I’ve forgotten, but that appeared primarily concerned with dealing in used or made-to-look-used Zenith products, and inside looked and smelled like a bowling alley with perhaps what was once luxurious dog-colored shag carpet.
“Wait,” I can hear you saying, “what purpose do all these minute details serve in terms of Mega Man, the Daily Robot, and Anything at all?” A few. One: to prove that I have an excellent memory (not one of the primary facts I set out to prove with this piece, but an issue I’m always happy to bring up anyway if half an opportunity presents itself). Two: anything that has such an enormous amount of minutia inextricably stuck to it in the bowels of my hippocampus must, one way or another, be important to me, which means that you don’t just have to take my word for it when I tell you so. Three: I haven’t written of this length in a long time, and I’m remembering how much I enjoy getting off topic, so I’m really relishing that thank you.
A few things separated Mega Man games from other fare available at the time: they looked (by the day’s standards) fantastic, and weren’t afraid to throw all 256 colors the NES was capable of displaying all over the screen, the music (at least in the first 3 installments, Mega Man 2 especially) was, and perhaps continues to be, the best ever to be associated with video games at large, and most importantly you – the player – got to choose the path you took in the game. The factor that remains most relevant, however, is this one: Mega Man games made it clear that they were not your friend, and they were not there to make you happy. Ever.
What do I mean by that? I mean they were hard, and not just difficult, but viciously so. These were games that to my 6-year-old self utterly ceased to be fun after the initial 10-15 minutes of fruitless, death-ridden exploratory-novelty play ran out. You know how some parents will refuse to show compassion to their child when the child is upset or crying for a reason the parent deems unworthy of attention, and how this is all done in the spirit of “education” or “character building?” Listen: my parents didn’t pull that shit, since they loved me and didn’t want to see me upset, but Mega Man games didn’t care, and would drive me to tears on a remarkably regular basis anytime I gave them the opportunity.
“That doesn’t sound fun, that sounds awful,” you may be thinking to yourself. It was, at least for awhile, because until one invested the necessary hours (and hours and hours) of time necessary to learn and memorize and perfect playing the game, the game would annihilate the player. The first Mega Man featured zero ally characters, it was Mega Man against an endless onslaught of unreasonably challenging robots (that would reappear en masse depending on how one moved around in a stage), dodgy hit detection, and innumerable instant-kill hazards, and a sequence of final bosses that to this day I am unable to defeat without the aid of save-states and do-overs, all of which were given no explanation at the outset. It was, to my young, impressionable mind, a great influence on my understanding of the world, one that appears more and more accurate as time goes by. Lessons learned and internalized include:
- There are many, many, many ways to die.
- When perfected, almost all robots will be vicious and hell-bent on the destruction of benevolence.
- There are people out there who will construct large, elaborate landscapes the sole purpose of which is to harm.
- Older brothers will always be both more powerful and better whistlers than you.
- Good ultimately triumphs over evil, but not before myriad tears are shed.
There’s a lot more I could say and go on about in terms of aesthetic influences of the series, its influence on my general obsession with robots, and my various opinions about every installment that I’ve played, but I’ve gone on far too long already, so this will have to wait for another Mega Man birthday.