Monday, August 11, 2025

A Retro Resistance Special - What Destroyed Sega? Part 1

Sega, a now creatively bankrupt company, was once a dynamo in the Video Game industry. Back in the day, when you heard the name Sega, you thought of quality entertainment. Nowadays, not so much,especially their localization teams.

Anyway, In this multi-part project, I'm gonna do a dive into the rise and fall of Sega during the Console Wars. Yeah, Sega sucks Now, but I'm just gonna focus on the Console Wars.  

For those not in the know, the Console Wars took place in the 90's and it was between Sega of America and Nintendo of America for control of the North American Video Game Market, which Nintendo Ultimately won. 

Let's dive in to What Destroyed Sega. But first, I'm gonna lay out the company's origins. 

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Chapter 1: Humble Beginnings   

It all began with a businessman, a businessman named Irving Bromberg. He had been a major player in coin-op distribution since establishing the Irving Bromberg Company in New York in 1931  His son Martin Bromley joined the business after graduating high school. They saw an opportunity to bring something special to our troops during World War II  So In 1940, Bromberg, Bromley, and family friend James Humpert formed Standard Games in Honolulu, Hawaii, to provide coin-operated amusement machines to military bases.

In May 1945, Bromberg, Bromley, and Humpert established a second Hawaiian coin-op distributor called "California Games", and they dissolved Standard Games that August. California Games was eventually terminated the next year, after which the trio established "Service Games" to replace it on September 1, 1946.

At the time, the United States Army ceased operating slot machines and sold its inventory to Bromley. Service Games then restored the machines and sold them. In 1951 the Transportation of Gambling Devices Act outlawed slot machines in US territories, so in 1952, Bromley sent two of his employees, Richard Stewart and Ray LeMaire, to Japan to find a new distributors. Initially operating under a few different names such as "LeMaire and Stewart", the company provided coin-operated slot machines to U.S. bases in Japan and changed its name to "Service Games of Japan" by 1953. 

A year later, all five men established "Service Games Panama" to control its various entities. The company expanded over the next 7 years to include distribution in South Korea, the Philippines, and South Vietnam. Service Games Panama was equally owned by all five men, and purchased coin-op machines from Chicago-based Gottlieb and Bally Manufacturing for distribution.

The name "Sega", an abbreviation of "Service Games", was first used in 1954 on the Diamond Star Machine, a slot machine. During 1954, Humpert sold his interest in Service Games back to Bromley and Bromberg at a price of $50,000 each. Stewart and LeMaire later purchased shares from Bromley and Bromberg, resulting in an equal split among the four men for ownership of the company. Over the next seven years, Service Games continued to grow. 

As Service Games expanded, it began to attract attention from the US and Japanese governments. While the company had managed to get out of charges of bribery and tax evasion, between 1959 and 1960, Service Games was banned from US air bases in Japan and the Philippines. On May 31, 1960, Service Games of Japan was formally dissolved. A few days later, on June 3, two new companies were established to take over its business activities: Nihon Goraku Bussan and Nihon Kikai Seizō.

Kikai Seizō, doing business as Sega, Inc., focused on manufacturing slot machines, while Goraku Bussan, doing business under Stewart as Utamatic, Inc., served as a distributor and operator of coin-op machines, like jukeboxes. As part of the operations move, the two new companies purchased Service Games of Japan's assets. Bromberg and Bromley sold Service Games Hawaii in 1961 for a price of  $1.4 million, while retaining the name. Kikai Seizō and Goraku Bussan later merged in 1964.  

David Rosen, an American officer in the United States Air Force stationed in Japan, started Rosen Enterprises Ltd. after the Korean War. According to Rosen, he saw that the Japanese required photos for identification, rice ration cards, and employment. Because of this, he came up with an idea to import automated photo booths from the US to Japan and adapt them for use for these purposes. Rosen's business began in Tokyo in 1954.

By 1957, Rosen recognized that there was disposable income available in the Japanese economy, as well as an increase in leisure time in the Japanese culture. He began importing coin-op games to Japan, particularly focusing on hunting and shooting. 

Rosen stated that he had to acquire a license from Japan's Ministry of Industrial Trade and Industry to import games, and that he had to pay a 200% duty on his imported machines, plus duties on the shipping. As a result, importing games cost three times the cost of the machine. Despite this, Rosen says his machines made enough to pay for their cost within two months of operation because of how many plays they were receiving. He also claims that at his company's height, most Japanese cities had at least one of his arcades there, and that he had a virtual monopoly for approximately two years. Later, Rosen had competition in the form of Taito and Nihon Goraku Bussan.  

In 1965, Nihon Goraku Bussan acquired Rosen's company to form Sega Enterprises, Ltd., although Rosen has called it a "merger".  Rosen was installed as the CEO and managing director of the new company. According to Rosen, "Sega" was the brand name that Nihon Goraku Bussan was using, and that the decision was made to name the company with the most recognized name upon the merger, while the word "Enterprises" came from Rosen Enterprises.

Shortly afterward, Sega stopped its focus on slot machines and stopped leasing to military bases to focus on becoming a publicly traded company of coin-op amusement machines. Products imported included Rock-Ola jukeboxes and pinball machines by Williams, as well as gun games by Midway Manufacturing. 

Because Sega imported second-hand machines that frequently required maintenance, They began the transition from importer to manufacturer by constructing replacement guns and flippers for its imported games. According to former Sega director Akira Nagai, this led to Sega developing their own games as well.

Sega's first release of their own manufactured electro-mechanical game was the submarine simulator game, Periscope. The game sported light and sound effects considered innovative for that time, eventually becoming quite successful in Japan. It was soon exported to both the United States and Europe and was placed in malls and department stores, becoming the first arcade game in the US to cost 25 cents per play.

Sega was surprised by Periscope's success, and for the next two years, Sega produced between eight and ten games per year, exporting all of them. Despite this, rampant piracy in the industry would eventually lead to Sega stepping away from exporting its games. One such example occurred when Sega developed Jet Rocket. According to Rosen, after its American release in 1970, it was cloned by three Chicago manufacturers. This negatively affected the game's market performance. 

To advance the company, Rosen had a goal to take the company public, and decided this would be easier to accomplish in the United States than in Japan. Rosen was advised that this would be most easily accomplished through Sega being acquired by a larger company. In 1969, Sega was sold to American conglomerate Gulf and Western Industries. Bromley and Stewart sold their shares, 80% of the company, for a total of $10 million, while LeMaire retained his 20%.

As a condition of the sale, Rosen remained as CEO of the company until at least 1972. According to Martin Bromley's daughter Lauran, her father—who was in his fifties at the time—and the other owners saw the sale as an opportunity to retire. Six months later, with the deal done, Bromley joined with Stewart to form a company called Sega S.A. (also known as Segasa and Sega/Sonic) in Spain, which imported coin-op machines to Europe. 

In 1970, Gulf and Western placed Rosen at the head of a new company called Gulf and Western Far East Pacific, headquartered in Hong Kong. Sega Enterprises, Ltd. became a subsidiary of this new company, which Gulf and Western chairman Charles Bluhdorn hoped would become a powerful Asian conglomerate (though this hope would never come to fruition). Rosen, however, continued to develop his relationship with Bluhdorn, who took Sega Enterprises Ltd. public in the United States in 1974 by making it a subsidiary of an existing publicly traded corporation owned by Gulf and Western, called the Polly Bergen Company.

Rosen was appointed CEO of Polly Bergen, which was renamed Sega Enterprises, Inc. Sega Enterprises, Ltd. executive vice president Harry Kane took control of day-to-day operations at the Japanese subsidiary. In July 1975, Sega Enterprises, Inc. opened a new North American subsidiary called Sega of America in Redondo Beach, California. Kane took charge of this subsidiary in 1976 and was replaced in Japan by a new executive vice president named Dane Blough.

So, as you can see, despite popular belief, Sega got it's start as an American Company, run by Americans. Sega would be fully Japanese owned later. 

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Chapter 2 - Into The Arcades

At the end of 1970, Sega opened a 125-game arcade center in Sapporo. During the opening, Sega announced a partnership with Godzilla creators, Toho Films, for a joint venture of arcades, with a 70-game arcade to open in Nagasaki in January. These "family fun centers" began a business of arcade operation in Japan which Sega continued until January 2022. During 1973, Sega would release Pong-Tron, its first video-based game.

In North America in 1975, Sega purchased a 50 percent stake in Kingdom of Oz, a company that operated arcades in California shopping malls. Sega took full control by March 1976 with all arcades becoming Sega Centers,  and announced more centers to open in California in June 1977.  Following the model set forth by Chuck E. Cheese, created by Atari founder Nolan Bushnell, Sega opened its first P.J. Pizzazz, a Family Entertainment Center, in West Covina, California in June 1980. 

Despite competition from Taito's hit arcade game, Space Invaders in 1978, Sega profited well from the arcade gaming boom of the late 1970s, with revenues reaching $100 million by 1979. During this period, Sega acquired Gremlin Industries, a manufacturer of microprocessor-based arcade games, and operated as Sega/Gremlin after the acquisition. In 1979, Sega also acquired Esco Boueki (Esco Trading), founded and owned by Hayao Nakayama. This brought Nakayama into Sega Enterprises, Ltd., where he was named executive vice president and shared leadership responsibilities with Dane Blough. Blough continued to run finance and administration, while Nakayama took charge of sales, marketing, and R&D.

Rosen later admitted that he mainly purchased Esco Trading for Nakayama's leadership.  In 1979, the company released Head On, which introduced the "eat the dots" gameplay Namco later used in Pac-Man.  In 1981, Sega licensed and released Frogger, its most successful game until then. In 1982, Sega introduced the first game with isometric graphics, Zaxxon. In the early 1980s, Sega was one of the top five arcade game manufacturers active in the United States, as company revenues rose to $214 million.

Around the end of 1981, Gulf and Western transferred Sega to Paramount Pictures, in an effort to get into the gaming business, and launched its home gaming division.  

Despite Sega's successes, Rosen was cautiously optimistic about the future in a December 1981 interview for Cashbox. He stated that he felt the growth of the industry was slowing and that expansion options were becoming more limited. He also spoke of Sega's focus on their Convert-a-Pak program, which allowed for new games to be installed in existing arcade cabinets. This was introduced on Sega's G80 arcade system board. Rosen took further actions in his worries, including pushing the Gulf and Western board to buy out the minority shareholders of Sega, himself included, and advising at a distributor meeting that the industry needed to make major changes.

Around the same time, Sega/Gremlin announced a name change to Sega Electronics, Inc. As Rosen predicted, a downturn in the arcade business starting in 1982 seriously hurt Sega, leading Gulf and Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally. The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd. Sega Centers were sold to the Time-Out arcade chain, and all of the P.J. Pizzazz locations were closed.

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Chapter 3 - Into The Homes 

With its arcade business in decline, Sega Enterprises, Ltd. president Hayao Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, which was in its infancy at the time. Nakayama received permission to proceed, leading to the release of Sega's first home video game system, the SG-1000.

The first model developed was the SC-3000, a computer version with a built-in keyboard, but when Sega learned of Nintendo's plans to release a games-only console, they began developing the SG-1000 as well. The SG-1000 and SC-3000 were released in Japan on July 15, 1983, on the same day as Nintendo launched the Family Computer (Famicom) in Japan.  Though Sega only released the SG-1000 in Japan, later versions were released in several other markets worldwide.

Due in part to the SG-1000's steadier stream of releases, and in part to a recall on Famicom units necessitated by a faulty circuit, the SG-1000 chalked up 160,000 units in sales in 1983, far exceeding Sega's projection of 50,000 units. By 1984, the Famicom's success began to outpace the SG-1000, in part because Nintendo boosted its games library by courting third-party developers, whereas Sega was less than eager to collaborate with the same companies they were competing with in arcades. Not to mention All of Nintendo's 1st Party offerings were just Better than Sega's.

And now we know Why there were so few 3rd Party games for this line of Systems.

In November 1983, Rosen announced his intention to step down as president of Sega Enterprises, Inc. on January 1, 1984, though he would remain with the company in a consulting role. His statement to Sega's board of directors indicated a need to pursue other interests and investments. Jeffrey Rochlis was announced as the new president and COO of Sega. Rosen cited Sega's new licensing deal with Bally as part of Sega "entering a new era". 

Shortly after the launch of the SG-1000, Gulf and Western began to divorce itself from its non-core businesses after the death of Bluhdorn. At the time, Gulf and Western owned 91 percent of Sega Enterprises, Inc. Nakayama and Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company.

The Japanese assets of Sega were purchased for $38 million by a group of investors led by Rosen and Nakayama. Isao Okawa, chairman of CSK, became the chairman of Sega, while Nakayama was installed as CEO of Sega Enterprises, Ltd.  Following the buyout, Sega released another console, the SG-1000 II, on July 31, 1984.  The SG-1000 II replaced the hardwired joystick with two detachable joypads. 

Due to the lack of success of the SG-1000, II Sega began working on the Mark III in Japan in 1985. Engineered by the same internal Sega team that had created the SG-1000. The Mark III was a redesigned version of the previous console. For the console's North America release, Sega restyled and rebranded the Mark III under the name "Master System".

The futuristic final design for the Master System was intended to appeal to Western tastes. The Sega Mark III was released in Japan in October 1985 at a price of ¥15,000. Despite being technically more powerful than the Famicom (known now in the west as the Nintendo Entertainment System), the Mark III did not prove to be successful at its launch. Difficulties arose from Nintendo's licensing practices with 3rd party developers at the time, whereby Nintendo required that games for the Famicom and NES not be published on other consoles. To overcome this, Sega developed its own games and obtained the rights to port games from other developers, but they failed to sell. .

By early 1992, Master System production ceased in North America and in 1990 in Japan. The Master System had sold between 1.5 million and 2 million units in the United States, finishing behind both Nintendo and Atari, which controlled 80 percent and 12 percent of the market, respectively. Sales in the United States were handicapped by ineffective marketing by Tonka, who marketed the console on behalf of Sega in the United States.

As late as 1993, the Master System's active installed user base in Europe was 6.25 million units and in Brazil, it was even More popular, where new variations have continued to be released in the South American Country, long after the console was discontinued. In Brazil the Master System was distributed by Sega's partner in the region, Tec Toy.  By 2016, Tec Toy had sold a combined 8 million units of the original Master System and various emulation-based successors in Brazil. 

During 1984, Sega opened its European division. While Sega wasn't interested in expanding to Europe, the company reconsidered after being contacted by Victor Leslie, a coin-op seller in the United Kingdom. Leslie was placed in charge of a new Sega office in London, to be named Sega Europe Ltd. Sega Europe would be the company's marketing base on the continent. 

Sega re-entered the North American arcade market in 1985 with the establishment of another new division at the end of a deal with Bally. With Sega Electronics, Inc. no longer in existence, Rosen and Nakayama hired Gene Lipkin to head the new division, Sega Enterprises USA, based in San Jose, California. Lipkin had previously worked for Atari and Exidy. Lipkin's new sales team head, Tom Petit, had previously worked for Nintendo and Data East.

The new subsidiary started with 22 employees, $500,000 in start-up revenue, and operated out of Lipkin's old employer's facilities until Sega's new facility was ready in August 1985. In May 1986, Lipkin resigned for personal reasons; Petit eventually took control of the division. Sega Enterprises USA held a rivalry with Sega Europe, as the North American division quickly outgrew the European one. 

In 1986, Sega of America was established to manage the company's consumer products in North America. Rosen and Nakayama hired Bruce Lowry, Nintendo of America's vice president of sales. Lowry was persuaded to change companies because Sega would allow him to start his new office in San Francisco. He chose the name "Sega of America" for his division because he had worked for Nintendo of America and liked the combination of words.

Initially, Sega of America was tasked with repackaging the Master System for a Western release, although distribution of the console would later be given to Tonka. During this time, much of Sega of America's new infrastructure was temporarily shut down. 
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Chapter 4 - The Challenge Is Always There!

In 1985, Sega released Hang-On, a motorcycle racing game programmed by Yu Suzuki under the Studio 128 development group. Offering advanced pseudo-3D "Super Scaler" graphics, the game was highly successful, to the extent that Sega struggled to keep up with resultant demand. This was followed by 1986's similar OutRun, which expanded on the conventions set in place by Hang-On. Its arcade release received positive reviews and became one of the most popular arcade games of the year, also winning the Golden Joystick Award for Game of the Year. 
 
Though both games were made available as stand-up cabinets, a significant part of their success was their deluxe forms, referred to by Sega officially as "Taikan games". Roughly translating to "bodily sensation" or "experience", the namesake referred to their eye-catching motion-based control scheme and hydraulic simulation movement, using rideable motorbike and car models.

Former Sega arcade director Akira Nagai has credited Hang-On and OutRun as the releases that helped to bring arcades out of the 1982 downturn and created new genres of games. In the following years, Sega would release multiple other successful games based on the taikan template, including Space Harrier and After Burner, as well as the first version of its popular UFO Catcher claw crane game.  In 1987, Sega sold over 40,000 arcade machines worldwide. 

As well as the rebound in arcade game profits caused by its high-quality creative, Sega saw success in operating its own arcades in both Japan and the US during the mid 1980s. In the former country, its first officially branded game centers opened under the "Hi-Tech Land" and "Hi-Tech Sega" chains. The openings came after the creation of the fueiho law and the amusement industry's "3K Cleanup Campaign", which attempted to dispel the "kurai, kowai, and kitanai" (dark, scary and dirty) aspects of the venues.

Similarly, Sega's Time-Out chain of arcades established through the December 1986 acquisition of the Time-Out Family Amusement Inc. company in the US followed on from previous venues opened in the 1970s. 

Alongside similar branded chains by competitors like Taito, the venues in both countries followed the trajectory previously set in place to make amusement arcades cleaner and more socially acceptable, installing features such as toilets for both men and women, lighting systems, and smoking areas. Sega's success in arcades kept the company afloat whilst its home consumer endeavours struggled, though the Time-Out chain in the US would later be sold during 1990 as a result of changing conditions in the amusement industry. 

And, the Biggest reason why Sega succeeded in the Arcades, was that there was no Strong Competition, as Nintendo had all but abandoned the Arcade Market in 1984. But would later return in 1990 with their Play-Choice 10 Arcade Machine.

And that's it for this part. Stay tuned for Part 2 

Tuesday, August 5, 2025

Takeshi Shudo's Pokemon World

Takeshi Shudo, Chief Creative and Head Writer for the Pokemon Anime from The Very Beginning up until 2002 (the first 5 seasons). During that time, Shudo created 2 light novels that were based on His Idea on how the Pokemon Anime Should be, Ideas that were rejected by the Producers.

To say that he wasn't thrilled was an understatement, but he begrudgingly went along with what his Superiors asked of him, after all, it was best for business, whether he liked it or not. It was a Team effort, and Shudo realized that he had to be a team player. 

Shudo had a quite a history of substance use (tranquilizers, mostly) and alcohol-ism, coupled with constant depression that he never got treatment for. He would write his scripts and characters while either drunk or high, and mentioned that the booze and tranquilizers got his creative juices flowing, but he knew not to overdo it. Despite this, though, Shudo would be hospitalized many times during his time as Head Writer and Chief Creative. 

Speaking of Creative Writing, Shudo had a tendency to create his characters by forms of method acting, in which he would speak in various different mannerisms and personalities while working. 

Shudo would quit the Creative and relinquished his roll as Head Writer, sometime after his idea and script for the 3rd Movie were shot down, that was the last straw for Him. 

In 2008/2009, Shudo created a blog, which talked about his life, as well as Ideas he had for the Pokemon Anime and Movies. 

In 2010, He collapsed in a train station and died due to a brain hemorrhage at 61. 

And that's an abridged description on Who Takeshi Shudo was. With that out of the way, Let's dive into His Version of The Pokemon Anime World. 

Well, for starters, Takeshi Shudo's version of the World was way darker and more screwed up (but still fascinating).

10-Year-Old were considered Legal Adults, and could do Everything Adults can do And have All of the responsibilities that an Adult has. On the other side of that spectrum, 40-Year-Olds are legally considered to be Senior Citizens, and be treated as such.      

This is Not my Favorite part of Shudo's Vision...in fact, I think it's stupid and pedo. But It Does raise a question? If 10-Year Olds are considered to be Adults, does that mean 6 to 8-Year Olds are considered to be Young Adults?

Anyway, moving on, If a Gym Leader Loses 5 Pokemon Battles in a row, they are Fired from their Job. And in order to keep employment, Gym Leaders are forced to Bribe Challengers into letting them win. This explains Why Misty's Sisters refused to Fight and Why Lt. Surge was so damn Brutal.

The Pokemon League seem to to be totally incompetent in these novels, because if a Gym Leader loses their Job, which likely is their Livelihood, the League would have to find New Gym Leaders. And what if they run out of Competent Leaders to find? And What about the Indigo Tournament?

If A Gym Leader never losses, then the Tournaments are gonna be bare, due to the lack of fresh participants. And since he Pokemon Master Test and the Pokemon School/Academy doesn't seem to exist in Shudo's World, earning Gym Badges is the only way to qualify for the Tournament.

And what about the fired Gym Leaders? What are They gonna do after they are fired? As for most, being a Gym Leader Is their livelihood. They'd be out of work and unable to provide for themselves and their families. So, unless they have relatives who run businesses, they're out of luck. The only thing left is to turn to crime or even join Team Rocket, due to the strict requirements for jobs in This World. This situation is made Even Worse for the Males.

Speaking of.. Nearly all the Male trainers in the World who have failed miserably And have no family owned businesses, are forced into a life of crime, due to having little to no employable skills. This leaves most of the jobs to the Women,who are considered to be more capable than Men. 

Segueing to the next Factoid... The Officer Jenny's (Junsa in Japan) are a family that represent the region's entire Police Force, even though their number are kinda low to be considered a proper Police Force. Thankfully, they are more than competent and fit enough to do the job. Also, Jenny is their Family name, Not their First name.

On a related note, Nurse Joy is a Doctor, instead of a nurse. And is in the same situation as the Jenny's. (ie. a family of Pokemon Doctors with the Surname of Joy.) 

While we're still talking about the Jenny's. Pallet Town doesn't have any, being deemed too small and too broke to have a police presence. Instead, volunteers patrol the town.

And while we're on the subject of Pallet Town... It's poverty-stricken. That's right, it's a Broke Town, with with few jobs or any access for the residents to better themselves. Most Pallet Residents try and fail to make it as Pokémon Trainers.

The only Trainer from Pallet who even made it into the Top 1000, was hailed a Hero, due to being the Only one in town to achieve it. Everyone else, including Ash's Own Father and Grandfather, barely managed to crack the top 5000. 

BTW, The Man who achieved the Top 1000 (ranked #931) was Professor Oak's ancestor, Pallet Oak, who was not only hailed a Hero, but was also named Mayor AND Had the Town named after him. Because of this, both Ash and Gary want to do even better, so that the Town can be renamed after them.   

Those who fail, of course, end up turning to lives of crime to survive...especially the Boys and Men.    

And another thing, every Parent in Town, except for Delia, is a total loser and jerkass. Though even She has her issues. 

Moving away from Pallet Town. Generally and Culturally, leaving home to become a Trainer is considered taking full responsibility for your own life and turning your back on your home for good. This is why most Trainers who fail never come home, as they haven't got one anymore. 

Pewter City Museum has no weekend traffic and makes up for its lack of major exhibits with whatever they've dug up, from crystals to lumps of coal.

The origins of Pokemon would've been vaguely explained. Pokemon would've just appeared one night after the other.   

Most Characters of the Day from the Anime do not appear in the Novels and the Viridian Forrest Samurai is just a Bug Catcher.

Shudo had 3 Endings planned for the Anime 1 - A Pokemon Rebellion,lead by Pikachu and Meowth after the Mon are convinced that Humans were just using them as slaves. This would eventually lead to Ash realizing that he had Zero Idea as to What a Pokemon Master really was and then realizes that his Dream to become one was all for naught. 

2 - Fast Forwarding to Ash as an Very Old Man, who was recalling the Adventures that he had and Friendships that he made, right before dying, only to be woken up by his Mother as a 10-year old, ready to start his Pokemon journey.

And 3 - Mewtwo Strikes Back 

The 1st 2 planned endings would've Only worked if the Entire Anime was going to end. Planned Ending 1 especially would make it almost impossible for More Seasons to be created.  It's also worth noting that the Anime was Only gonna last 1 Season. But due to the Anime's jolt in popularity, it was decided that the Series would continue. 

With his endings shot down and the plan to continue the Anime past Kanto in the works, Shudo planned on having the Series grow with it's Audience and be maturer and maturer each Season, complete with Different Main Characters and Villains for each of the Seasons. 

As usual, the Producers hated the idea, wanting the Pokemon Anime to gain a New Audience of Youngsters with each Season, instead of just catering to the same ones who grew up with the Anime.

This is something I also agree with, as having the Series become more and more mature would alienate a whole future generation of young Pokemon Fans. After all, The franchise, as a whole, was /is supposed to be mainly targeted towards kids.  

Pokémon went on a four-month hiatus after the "Electric Soldier Porygon" incident, where thousands of Japanese Kids were hospitalized with seizures thanks to one scene in the episode. This was because the producers needed to investigate and revise the guidelines on what animation techniques were appropriate for television viewing, especially for kids. 

This event would be known as Pokemon Shock and thanks to it, the episode "Electric Soldier Porygon" was never re-aired Or broadcast in other countries.

One of Takeshi Shudo's blogs revealed that there would have been an anime episode prior to the movie where Ash and Mewtwo crossed paths, but the four-month hiatus brought on by Pokemon Shock put an end to that. Now, let's talk about the Movies Shudo wrote.

The Original idea for the 1st Movie, Mewtwo Strikes Back, was for Mewtwo to be a Villain who wanted revenge against Ash, but again, thanks to Pokemon Shock, and the Episode where Ash and Mewtwo meet getting scrapped, this plan had to be changed. The 2nd Idea was to have Mewtwo still be a Villain, but one who wanted to overthrow Humanity and rule a World of just Pokemon. 

Needless to say, Takeshi Shudo Hated that idea and rewrote the script to be much deeper....behind his Superiors backs, thanks to them being too busy dealing with ways to prevent another Pokemon Shock. 

According to His blog, Takeshi Shudo intended for Mew to be "violent and unpredictable", and was angered that humans created a clone of it. It was also revealed that Mew was intended to have a speaking role, but that was changed in later script revisions. Mew picking a fight with Mewtwo in the Final Film still conveys this sentiment.

As I stated earlier, Mewtwo Strikes Back was gonna be the finale of the Anime, but this was vetoed and turned into just a continuation of Ash's Adventures. One has to wonder what the movie would've been like had Pokemon Shock never happened? Or had the Producers Greenlit Shudo's idea for the Alternate Ending? Like with How many licks I'd take to get to the center of a Tootsie Pop... The World may Never know. Onward to the Next Movie, The Power of One.    

Takeshi Shudo's first draft for the 2nd movie, The Power of One, did not feature Ash, Team Rocket, or any of the supporting characters from the Anime at all. It was only at the urging of the higher-ups that he added them in later drafts of the script. Who would've replaced the Main Characters is a Mystery, as Shudo never really told us.

Shudo also created Lugia, solely for this Movie and future movies. He was shocked when Nintendo and Gamefreak added it to the games. Shudo also intended Lugia to be Female as the Maternal Goddess of the Sea. He was pissed when he found out that not Only was Lugia given a Male Voice in the Movie, but was also made Genderless in the games.

Shudo's original script for the 3rd movie was about a T-Rex fossil on a rampage which also addressed the idea of real animals in the Pokémon World. It was rejected because, according to the suits, a story where a bunch of minerals that gain consciousness and comes to life wouldn't be a hit. And they wanted the Movie to be a Major Hit. 

The early "Rampaging Dino Fossil" script had an entirely different story addressing the question of, "What happened to real animals in the Pokemon world". 

So, it went like this, after the discovery of a fossilized Tyrannosaurus Rex. Real animals would have been established to have existed (complete with photographs), yet no-one alive remembers seeing any. While the fossil is being studied, it comes to life and starts rampaging across the region, eventually hitting Pallet Town and Team Rocket's base. The Movie would've had Ash's Team, Team Rocket and Every Kanto Pokemon, sans Mew and Mewtwo, Ho-Oh, and Lugia team up to try to stop the Rampaging Fossil.

Where the Fossil would've ended up is a mystery, as Shudo intended to reveal it in a future Blog Post, which never happened, due to his death.

Personally, I'm intrigued on what this Alt-Pokemon 3 would've been like had it been made. Anyway, on to the creation of the Real Pokemon 3 - Spell of the Unown.

Shudo was hospitalized during the production of the 3rd movie, know known as The Spell of the Unknown. Though he recovered, he didn't feel like going back to working on it, so he asked Hideki Sonoda to finish writing the story.

Upon finding out the woman who shows up during the credits was supposed to be Molly's real mother, who was just in the hospital and not dead, Takeshi was outraged. He felt that this went against the story he was originally writing. As a result, he never wrote another Pokémon movie after this.

Y'see, Shudo felt that the relationship between a Father and a Daughter was something the media never focused too much on and so wrote the Movie with his daughter, Mii in mind (who was born when he was 45). He added the character Mii/Molly as a tribute and gift for his own Daughter, as he had serious doubts about his health and felt that he could die at any day.  

Another reason why Shudo hated the change was because Shudo's Own mother died in the hospital and felt that the change from The Mother being dead to the Mother being hospitalized, ruined the Father/Daughter connection.        

And like I stated, He was so Angry and frustrated, he never wrote another Pokemon Movie Again. Alright, on to the 4th Movie. 

The 4th Movie's plot, as we know it, wasn't supposed to exist at all, but thanks to the Producers deciding at the last minute that Celebi should be in the movie instead of the Anime, Sans the GS Ball.  

In the Anime, The GS Ball was originally supposed to be opened and contain a Celebi, which would then have its own story arc. But, the Producers decided to use Celebi in 4th Pokemon Movie instead....Sans the GS Ball! 

Though the GS Ball subplot ended up being dropped completely without a conclusion. It would be featured in the Japanese version of Pokemon Crystal, and eventually be made available worldwide in the Virtual Console version.

Takeshi Shudo had very little to do with this Movie, but it Did make a major change to one his Anime Story Arcs - the GS Ball Sidequest. Shudo was upset at his Superiors for forcing the Saga to end prematurely without a conclusion.  

Rumor has it that Movie 4 was gonna implement Shudo's 1st Ending, where the Pokemon rebelled against Humanity after being convinced that they were being used as the Human's slaves. Of course, this was before the decision to make the movie about Celebi (without the GS Ball). 

A 3rd novel was in the works, but Shudo died before he could complete it. 

Now, for some Shudo-verse Character Tidbits.

Ash Ketchum / Satoshi

- Acts fanboyish towards Pinsir, a trait not found in the anime version.

- He's ten-going-on-eleven when he starts his Pokémon journey. However, in his society, he's considered an adult. 

- He loves his Momma. 

- His father left when Ash was a baby to become a Pokemon trainer.
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Pikachu

- If Pikachu evolves into Raichu too quickly, the power boost would give it a heart attack.  

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Delia Ketchum  / Hanako

- She isn't even 30 and has a nearly 11 year old son.

- She's a minor character in the Kanto arc of the Anime and is just "Ash's mother", but here's she's given a backstory.

- Her father went on a Pokémon journey when she was a child and never returned.

- Delia is mentioned to usually wear miniskirts, while in the show she wears a longer, regular skirt.

- Though not completely contradictory, Pokémon 3 implies that Delia has a different backstory in the anime. It's mentioned that she was Professor Oak's student once, with no mentions of her restaurant from the books.

- Delia often gets mistaken for her son's older sister.

- The books go into depth on her more than the actual anime. It's also mentioned that, though she loves her son, she was happy to have him out of the house so that she can relive her youth. She also has severe issues with the abandonment by both her husband and her father

.- Even though she wanted her son to go on his journey as soon as possible so that she could relive her youth. She still loves him very much but she's clearly enjoying her independence as much as he's enjoying his.

- She's hiding more troubles than she appears to be, unlike her Anime counterpart. 

- She became pregnant with Ash around age 18. 

- At age 17, she was featured on the cover of a adult targeted magazine called Pokémon Pals, becoming both a symbol of pride for the remote and ignored Pallet Town as well as being far too good for the men of Pallet Town after such recognition. 

- She owns a restaurant, which she never has in the Anime.  :
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Ash's Father 

- He left on a Pokémon journey one day and hasn't called his family since.

- He married Delia as a teenager, not long after meeting her. He later wanted to go on a Pokémon Journey so he abandoned his wife and young son.

- He isn't given a name.
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Gary Oak / Shigeru Ookido 

- It is implied that Gary's attitude is a result of feeling pressure to live up to his family's accomplishments. He descends from the greatest Trainer in the history of Pallet Town.

- The Cheerleaders he has were hired by his Father, who's the Mayor of Pallet Town, to give his son more encouragement.

- Gary's Dad is Pallet Town's Mayor. 
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Misty / Kasumi 

- Misty Holds her father in high regard, despite the fact that both he and her mother abandoned her and her three sisters.

- Misty's sisters have darker red hair naturally and their multi-colored hair are just wigs.

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Brock / Takeshi

Brock has 20 different siblings, as apposed to 9 in the anime. He's gone through nine different dads because his mother had married various men, unlike the anime where he and his siblings share the same parents.

- He never uses Geodude and never catches Zubat.

- He hits on any girl he thinks is pretty, even Misty. In the Anime, he only flirts with girls and women who are either older or the same age as him, and he never hits on his traveling companions.

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James / Koujiro 

- Everytime James hears an expression or figure of speech, he needs to look it up.

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Jessie / Musashi 

- Jessie had a mother, who was a high ranking member of Team Rocket, thus why she's a member too.

- Unlike Ash's and Gary's Fathers, Jessie's Mother has a name - Miyamoto.

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Meowth / Nyarth 

-Besides the Human Language (Japanese), Meowth can also speak and understand various Pokemon Languages too

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Giovanni / Sakaki

- Giovanni's Mother was the Original Leader of Team Rocket, before he took over.

- His Mother is/was known Only as Madam Boss.

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The Narrator 

- He's snarky in these Novels.

- He's rumored to be Takeshi Shudo himself. 

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Now it's time for some Wild Mass Guessing, where I give my own theories about the Rest of Takeshi Shudo's Pokemon World that was never revealed.

Note: Since Shudo only did the Original Series (which covers kanto through johto), I'll only be focusing on that. 

Note: These guesses are in NO WAY Word of God and are just Theories, Theories that Could be Proven False later.

Since the 2nd Light Novel ended with Ash defeating Lt. Surge for the Thunderbadge, I'll start these theories with the St. Anne/SS Anne episode. In Shudo's Novels, it is said that many young Men and Women (mostly men) who fail at being Pokemon Trainers and have no means of getting a Job, turn to crime. Well my theory is that when Ash and his Team encounter the Greater Team Rocket, they recognize some of the Grunts as Old Friends and Acquaintances.

Giovanni would've acted much Much more like a Yakuza Head than in the Main Anime.

Brock would've attempted to flirt with Erika and then, Sabrina. Erika would've shot him down and Sabrina, thinking that Brock's advances as sheer stupidity, would've actually hurt him. Brock never flirts with them in the Anime Proper.

Speaking of Sabrina, She would've been much more Dangerous and much Creepier than she was in the Anime.

And due to that dumb "Fired After 5 Loses in a Row" rule for the Gym Leaders, it would've explained Why Erika has such strict standards for Challengers, Why Sabrina is downright Mean and Scary, Why Koga's Gym if full of Dangerous Traps, and Why Blaine hid his Gym in a Volcano, only allowing Trainers who pass his test to Challenge Him. They didn't want to lose their livelihoods, so they needed to take precautions. None this is explained in the Anime. 

As for Giovanni, he likely didn't care too much about losing his Gym License, as he was the head of the biggest Crime Organization in The Joint Kanto-Johto Regions....and possibly the richest. 

Speaking of, It might have been revealed that the Viridian City Gym would've been used as one of Many Rocket-Owned Business. Or even a front for one of their HQs. Maybe Both. Again, Why Team Rocket Owns an Official Gym goes unexplained in the Anime.

I doubt, I may be in the wrong here, that The Rocket Duo, Cassidy and Butch, would've been featured in the Novels.

The Rocket Trio's backstories Would've been explained a bit more than what was seen or told in the Anime. Shudo liked the Rocket Trio more than any other Antagonist in the series, so this would've made sense.

My guess is that Jessie was abandoned by her Mother at age 10,so that she could provide a better life for her by joining Team Rocket, eventually becoming a Top Agent. Jessie would've then later joined Team Rocket to follow in her Mother's footsteps.

James's parents, like in the anime, were oppressive toward their son. So He ran away to join Team rocket, where Jessie, already a member, would've taken a liking to James and would've convinced Giovanni to let him join.

As for Meowth, his backstory would've remained the same as in the Anime, except he would've fathered a Bastard Meowth with ,his then girlfriend, Meowsie.

Whether or not Brock would've perused a career in Pokemon Breeding in these Novels is anyone's guess, as Shudo never really mentioned it. I'd like to think that he still does.      

I'd like to think that the Indigo Tournament, had Shudo reached that point in his Novels, would've been the same in the Anime, but Ash and Gary would've taken their losses harder, due to the current situation in Pallet Town (mentioned above).

However, for Gary, I'd imagine he'd go into Politics and join the Oak Political Dynasty, or at least become a Pokemon Researcher, following in his Grandfather's Footsteps, like he did in the Anime.

While Ash would consider joining Team Rocket, though he would be convinced by Prof. Oak, Delia, and His Friends not to. Plus, Oak would tell Ash that by coming in 16th at the Tournament, he did better than Any Pallet Town Trainer..including Pallet Oak, His Father, and Grandfather. And with that, Ash would be encouraged to continue his Pokemon Journey.

Now for some Orange Islands Saga Theories. I believe that Tracy Sketchit would've been a bit more perverted, when he's sketching girls and women that he thought were pretty, he draws them in a very mature way. This Is Takeshi Shudo's World, after all.

In the Actual Anime, Tracy's perverted tenancies are way way more subtle, as when he sketches women and girls, he draws them as is. 

The GS Ball Quest would've started here, just like the Anime, with Prof. Ivy giving the GS Ball to Ash and Co. Speaking of Prof. Ivy, She would've likely been very flirtatious in these Novels, very much unlike her Anime Counterpart. Again, Welcome to Shudo's Pokemon World. 

Misty would've develop more of a Girl-Crush on Lorelei (Kanna) than what was depicted in the Anime. I believe Shudo would've done this too.

Now for some Johto Theories. It would've been revealed that the Reason Brock left Professor Ivy was due to the fact that she was either a Married Woman Or a Lesbian....maybe. This is just a widespread Theory, which may or may not be fact. In the Anime, it was never explained Why Brock left Prof. Ivy.

Speaking of Brock, I wager that in Shudo's Johto Saga, He would hit on The 3 Female Johto Gym Leaders in a more adult way. This is how Shudo envisioned The Character, after all.

As stated earlier, The GS Ball Quest Was gonna have a definitive conclusion near the end of the Johto Saga of the Anime, which it would've been revealed that the GS Ball would've contained Celebi. Well, here's how I'd think this abandoned Arc would've been:

Kurt gives Ash and Co the GS Ball back and there would be a reveal that it contains Celebi. Team Rocket finds out about it and plans on stealing the Ball, unleash Celebi, and use it's powers to take over the World.. This would've been the Anime debut of the Rocket Execs from Gold and Silver. The Arc would end with the Rockets arrested (though not the main trio) and Celebi roaming free. 

Again, this is me Wild Mass Guessing on how the Episode might have gone, had the Show's Producers  decided to give the GS Ball Quest an ending, instead of just leaving it incomplete.

It is unknown if Shudo would've implemented one of his 2 planned ending for these Novels.

Now, everyone is wondering about The Elite 4 and Johto Gym Leaders? Well, as far as the Elite 4 goes, Shudo himself never really said anything about any penalties for them if they lose. So there's that.

As for the Johto Gym Leaders? There's evidence to suggest that Shudo abandoned his infamous "5 Losses And You're Fired" Rule for the Gym Leaders after the Kanto Saga, as the Johto Gym Leaders are a bit more chill than their Kantonian Counterparts and don't seem to mind losing. 

So I figured that instead of the Johto Leaders being Total Retards, that stupid Shudo rule was thrown out before the start of the Johto Saga, 

And that's all I got for these Theories. Theories that show how things Might have been, had Takeshi Shudo lived and made more light Novels (not to mention finishing and publishing his 3rd one).         

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For more Info on Shudo's Works. Please go  to the following addresses: https://pokemonthenovel.dreamwidth.org/380.html and https://lavacutcontent.com/takeshi-shudo-ending-pokemon/

That was a completely interesting romp, wouldn't ya say. Well, that's it for now. So, Until Next Time, Punch a Nazi, Kick a Commie, Resist Modern Attitudes, and Stay Gold!  

R.I.P.

Takeshi Shudo

8/18/1949 - 10/29/2010 

Tuesday, July 29, 2025

Personal Nostalgia - Saturday Morning Shows

Saturday Morning Cartoons were a great part of my life. I watched SatAM Cartoons all of the time,I rarely missed my dose of Saturday AM goodness and if I did happen to miss it,my uncle always managed to tape some of the shows (mostly from the cbs block).

Anyway,when I was young(sounding like an old man here,lol!) There were initially 3 SatAM blocks to choose from. Each of the 3 big networks carried a fun block. Though,back then,I was avid NBC and CBS SatAM watcher...back when they had Real Saturday Morning blocks. I kinda ignored ABC for the most part. And when Fox started their block,I kinda ignored for the most part as well.

Some of the shows I watched on CBS were: Garfield and Friends(still love this show),Fat Albert(hey!hey!hey!), Cadillacs and Dinosaurs (a few times),Wild C.A.T.S.(watched a few times as well),Muppet Babies(used to love this one),Where's Waldo(a fun show),CBS Storybreak(didn't get into this much),Aladdin(fun show),The Little Mermaid(sometimes),and of course Teenage Mutant Ninja Turtles (best show on the block! cowabunga!).

I also watched Beakman's World,Pee Wee's Playhouse,and Hey Vern! It's Earnest! Of course,these 3 weren't cartoons,but they were still entertaining nonetheless.

For NBC,I remember watching: Alvin and the Chipmunks (decent show still),Pro-Stars(only 4 times,though i re-watched it when it began running on abc family when it was the family channel),Camp Candy(corny but enjoyable. r.i.p. john candy),The Adventures of Super Mario 3(still a favorite to this day),The New Super Mario World (entertaining,but a downgrade from the other mario cartoons),Ed Grimley(watched this a handful of times),Mr.T (i pitty da foo'),and of course Captain N (decent show that I thought was awesome.).

I also watched some non-animated stuff like Saved By The Bell,Hang Time,and California Dreams. They were fun to watch..and they still are.

In 1992,when NBC ditched their animated shows(though in their defense,some of the live-action stuff was pretty decent). I started paying more attention to Fox and ABC. CBS started airing Disney Cartoons,Fox Kids was starting to gain popularity,and ABC was starting getting good. They too started airing Disney Cartoons...as well as the Hannah-Barbera and Looney Toons stuff,which they have been doing since the beginning.

Anyway,ABC got even better a year later with the debut of an awesome batch of cartoons. Cartoons such as: Sonic The Hedgehog: The Animated Series (aka Sonic SatAM. this show got me heavely into abc's block),Tales from the Crypt Keeper(a lighthearted version of the semi-hit horror series),Bump in the Night(a weird,but entertaining show),Cro(the dude who played doogie houser's best friend voiced the title character),and of course Reboot(a show with a pretty cool concept).

And Yes,I watched them All. I even watched School House Rock when It was on.

The Fox Kids SatAM block wasn't lacking in entertainment either in 1992. They had: Batman:The Animated Series(aka the greatest batman tv show ever),Tiny Toon Adventures(amusing show),Beetlejuice(funny show,too bad the voices sucked),Tom and Jerry's Kid's(a decent show that i used to watch quite a bit),Bobby's World(a fun show),and Eek The Kat (one of the few canadian-american collab shows i liked).

I watched Fox and ABC religiously.In fact,because of this I found myself watching CBS and NBC even less. I stopped watching both in 1994. But could you blame me,ABC and Fox were awesome.

In 1994,Fox Kids got even better with shows such as: X-Men(never cared much for this show back then,though i do now),Spider-Man(loved this show),The 2nd season of Power Rangers(not live action,but still something i watched),and The Tick (spooon!)

Yup in 1994,Fox Kids became the Kings of Saturday Mornings. However their dominance would be challenged one year later by the mostly awesome KidsWB. Even though '94 was the year of Fox kids,ABC still had some cool shows up it's SatAM sleeve. Besides newer seasons of their cool shows,we also had C.O.W. Boys of Moo Mesa.

So in 1994,Fox was my main sourc for SatAM Entertainment..though i often times flipped the channel to ABC if Fox was airing an episode of a show that I didn't care for.

Well in 1995,when KidsWB debut,I had completely forgotten about NBC and CBS and often times ignored ABC. My focus was soly on Fox Kids and KidsWB. Kids WB's shows,for the most part,aired nothing but awesome cartoons made by Warner Brothers.

Both blocks had been an important part of my youth,though I watched Fox Kids more and when ABC's Block became 'One Saturday Morning',I watched that a lot as well. This block aired mostly Disney Cartoons. Some of the cool shows this block had were: Pepper Ann(one of my faves),Disney's Doug(good,but nick's version was a bit better),Recess(fun show),Mighty Ducks(ducks rock!),Quack Pack(90's version of ducktales),Fillmore(a decent show about high school kids that are detectives),The Weekenders(another really fun show),Mickey's Mouse Works(a fun show that brought mickey and co into the 90's.),House of Mouse(love the fact that all of the disney toons interact with one another),and Squigglevision(one of the few non-disney shows. it was a funny show).

OSM also had some live action segments like Manny The Uncanny. They also had this weird-ass segment called Mrs. Munger's Class. It had talking yearbook pictures..weird.

On a side note,after the SatAM goodness was done,I stay tuned to(or went back to)Fox for WWE Superstars. What Joyus Times.

Anyway,As years past,Saturday Morning entertainment went from Great to Mediocre. And it all started when 4Kids Entertainment Entered the Picture. During that time ABC's block was getting bad and the KidsWB block was getting mediocre. Though,it Did become my New primary source for SatAM Entertainment. And just for kicks,I tuned into the Fox Box (4kids block) to see what was going on.

In 2003,I started to watch the Fox Box more mainly because most of the new shows (new at that time)on KidsWB were kinda bad. Plus Fox Box was airing Teenage Mutant Ninja Turtles 2k3.

Oh,and I Only tuned in to ABC for Power Rangers and Kim Possible,but that's all. Anyway,throughout 2004,I was alternating between Fox Box and Kids WB. Later on in the year,Fox Box became 4Kids TV and things started getting bad...so bad that i went back to KidsWB. Only a small handful of shows were watchable on the 4Kids block. Thankfully,KidsWB was getting a little better...not that much though.

In 2005,Everything got worse. KidsWB started airing,and soon favoring,Canadian crap. ABC Kids(abc's block) was also getting worse and soon the Only good show was Power Rangers. Plus,4Kids' Mediocrity seemed everlasting. It wasn't long until Saturday Mornings Died.

However,things were going fine for ABC Family. They kept me entertained until the "Kids" block was canned back in 2006. A shame I didn't pay much attention to this block in it's early years...at least the SatAM edition of it. :(

Anyway,rewinding a bit to 1999 and Toonami:The Rising Sun. I rarely watched it,as the programing was just the Toonami line-up rearranged and put on Saturday Mornings.The block didn't last long.

Also,The USA Network had a Weekend Block called 'Action Xtreme Team',but I only watched it on Sundays. I'll talk about it another time.

In 2008,Beakmen's World would air after that awful 4KidsTV Block. Sadly it was canned almost a year later. When KidsWB became CW 4Kids very few shows were good. Spectacular Spider-Man,Yu-Gi-Oh!,and Kamen Rider Dragon Knight were the Only shows worth watching.

After watching Kamen Rider Dragon Knight,I tuned into ABC for Power Rangers RPM (the final official disney power rangers series).

In 2009,I only watched the Yu-Gi-Oh! Animes and that's all...that and Turtles Forever. Sadly,Kamen Rider Dragon Night was canned (before the final 2 episodes..baka 4kids)and Spectacular-Spider Man was nowhere to be seen.

In 2010/2011, I only watched CW 4Kids (then known as toonzai) for the Yu-Gi-Oh! shows,but that's it. I soon  payed no attention to the God Awfulness that was Toonzai.

Oh,and ABC's block had gotten Way Worse. In 2012, It's became a small block of Educational Shows for Babies. Ugh! Also 2012, Saban would take over Toonzai and rename it to Vortexx, that sucked too (i'll talk more about this another time).

I'd be lying to you if I said I didn't miss my Saturday Morning Programming(especially the cartoons). Unfortunately,4Krap's Ambitions and Saban's Stupidity completely obliterated what little life traditional Saturday Morning TV had. 

As for ABC,NBC,CBS,Fox,and The WB (know known as the CW): I'll never forget the great things you gave to,not only me,but Millions of Americans. Before you went to hell,you guys were the Masters of Saturday Morning Entertainment! Thanks for the fond memories!

Well that just about wraps it up for this edition of Personal Nostalgia. Tell me what you all think? And if you want you can share your own SatAM Memories. Like to here them.

Until next time, Punch a Nazi, Kick a Commie, Resist Modern Attitudes, and Stay Gold.   

Monday, July 28, 2025

Master List - Every NES Game I've Played

Now You're Playing With Power! 

In the premier episode of Master List, I'm gonna repost a List that I had on my older blog. So, today, I''m gonna be listing Every NES game I ever played.

This list will be comprised of games that physically own,followed by the ones I had on emulation.

Now,let's get to it.

The Nintendo Entertainment System: The NES was my 2nd Game System (with the Atari 2600 being the first). I actually owned 2. The first one,which I got in '86,broke,so in 1989,I got a new one (which was a hand-me down). Anyway,I used to have a lot of fun playing this thing with my friends cousins,and even my sister. Today,My NES is in semi-working condition. You can thank the original design for that.

Super Mario Bros/Duck Hunt: This game was a pack-in with My first NES. I played both games a lot. I especially loved Super Mario Bros,which my Uncle Willie helped me with. Duck Hunt was also fun. Shame I can never play it again,due to the NES Zapper not working with Modern TVs. Same goes for the other Zapper game I own,Wild Gunman.

Legend of Zelda: Got this game as a 1988 Christmas Present along with Zelda II. Had a tough time with this one at first,nowadays,it's no sweat. I own the Gold Cart versions of both this game and it's sequel.

Zelda II - The Adventure of Link: Got this with Zelda 1 on XMas of '88. Played this game more than Zelda 1. Had fun music. Especially loved the Palace theme.

Super Mario Bros. 2: Got this on my B-Day in 1989. Playing this game for the first time was a fun,yet surreal experience for me. This was due to how different this game was to the original. Today,it's one of my all-time favorite games.

Wild Gunman: Got this game and a 7 others from a relative in 89. The only other Zapper Game I have,besides Duck Hunt. Had fun playing it. 

Exitebike: '89 Gift Game 2 of 7. A fun moto-racing game that I also played a lot. The course creator mode was a cool addition.

Baseball: '89 Gift Game 3 of 7. This was my first Sports game (if you don't count duck hunt). Played this game a lot too.

10-Yard Fight: '89 Gift Game 4 of 7. It's a weak football game,but still a small nostalgic trip for me.

Top Gun: '89 Gift Game 5 of 7. It's dog fightin' on the NES! "Danger Zone" not included,unfortunately.

Mach Rider: '89 Gift Game 6 of 7. Fun racing game that allows you to shoot enemy vehicles. It was Road Blasters,before Road Blasters.

Urban Champion: '89 Gift Game 7 of 7. Urban Champion is the Grand-daddy of All Fighting Games. The game is endless,so it gets boring after a while. Still,Urban Champion deserves respect for being the very first - or,at least,one of the very first - Fighting Games ever. 

Super Mario Bros. 3: Got this as a gift in 1990. My Favorite Mario Game. The movie 'The Wizard' introduced me to this game.

Marble Madness - Got this as a gift in 1990. A fun, yet somewhat challenging game where you guide a Marble though a race under a time limit. I liked this one. Especially the music.

Teenage Mutant Ninja Turtles: Got this as an X-Mas gift in 1990. One of the hardest games on the NES. Got stuck on the 'Hudson River Bomb Disposal' Mission all of the time when I was young. Now I have issues with Stages 4 and 5. Never beat this game as a result. Still like this game reguardless.

Teenage Mutant Ninja Turtles II - The Arcade Game: Got this great title in 1991 on my B-Day. Used to play the Arcade version a lot as a kid,so I was all over this port. Played this with my sister a lot. 

Vegas Dream: In 1991,my Late Grandpa (god rest his soul) bought me 4 NES games. And Vegas Dream was one of them. My dad and grandpa used to love this game. I do as well.

Mike Tyson's Punch-Out: One of the 4 games in that '91 "gift set". A very fun and addicting game. Got as far as the 2nd fight against Bald Bull.

Metal Gear: The 3rd in Grandpa's '91 "Gift Set" was Metal Gear. A very tough game that paved the way for the Metal Gear Solid series. Snaaaaakkke!!!

Renagade: The 4th and final Game in Grandpa's 1991 "Set". This game was the 1st in the famous Kunio-kun franchise,just reskinned for American Audiences. 

Donkey Kong Classics: Bought this at Toys 'r' Us in 1991. Awesome game,that sadly uses the NES version of Donkey Kong. So,no Pie/Cement Factory.

Pac-Man (Tengen Cart) - Given to me as a gift by a relative (not the same one who gave me that 7-game set in '89) in 1991. This is the only Tengen Carted NES game I own. 

Super Mario Bros.: Got this as a gift in 1991. Despite owning it already.

Castlevania III - Dracula's Curse: My first Castlevania game was a 1991 X-Mas Eve Gift from my Maternal Uncle. Difficult as all hell and I still can't beat it to this day. Same goes for every Castlevania game I own or ever played.

Ninja Guiden: I would get the entire Ninja Guiden Trilogy as an X-Mas gift in 1991 (alongside a a couple of other titles). Despite the toughness,the NES Ninja Guiden Trilogy Is Vastly Superior to the 3D Games. Fact!!

Ninja Guiden II - The Dark Sword of Chaos: The best of the Trilogy. Has more to offer than the 1st game and is more fun than the 3rd.

Ninja Guiden III - The Ancient Ship of Doom: The weakest of the Trilogy,but Still Superior to the 3D Games.

Double Dragon II - The Revenge: Besides the Ninja Guiden Trilogy,I'd also get this game and Mega Man 2 for X-Mas in 1991. This is the Greatest Double Dragon Game. 

Mega Man 2: This was my gateway into the Mega Man franchise,and I've been a Mega-Fan ever since.

Battletoads: A 1992 B-Day Gift. One of the toughest games Ever!! The infamous Turbo Tunnel was my stopping point for this game. I just didn't have the patience to practice. Still don't actually. Reguardless of this,I still think Battletoads is a Worthy addition to my collection.

The Simpsons - Bart vs the Space Mutants: Bought this at Toys 'r' Us in 1992. I Love the Simpsons. So getting this game was a must for me back in the day. I enjoyed this one.

Dr. Mario: Another '92 TrU buy. A fun puzzle game with a very memorable commercial.

Mega Man 4: The next Mega Man game I got was Mega Man 4,which was on my B-Day of 1992. I would get The 1st and 3rd games soon after. 

Mega Man: Got this and Mega Man 3 as Post-B-Day Gifts in '92. After playing 2 and 4,Mega Man 1 was a downgrade. Hard as all hell too.

Mega Man 3: The other '92 Post-B-Day Gift. Mega Man 3 is My all-time favorite game in the Mega Man Classic series. The Best of the 6 NES titles.

Widget The World Watcher: Liked the cartoon,so I decided to try the game out and bought at Toys 'r' Us in 1992. It was a decent little game. Had a sequel on the SNES too.

WWF Wrestlemania - Steel Cage Challenge: My dad bought this game used at Gamestop in 1994 and I disliked it. Why? 3 things - Bad Controls,Slow Characters,and An Evil CPU. Now tbe game isn't too bad with another player,but best of luck trying to find someone to play it with you. Instead of playing this game,I just keep it as a collectable.

Mega Man 5: Got this and Mega Man 6 for X-Mas of 1994. The fun and unique stages kept me coming back.

Mega Man 6: The weakest of the NES Mega Man titles and the Only one published by Nintendo in North America.

Bomberman: The first NES game I bought at Gamestop in 1999. My buddy,Phil got me into the Bomberman series.

Final Fantasy: Bought this at Gamestop in 1999. My buddy,Phil also got me into this series as well. After playing Final Fantasy 7,I wanted to experience the game that started it all.

Castlevania: Bought at Gamestop in 2000. Because I had the 3rd game in the trilogy,I wanted to get the other 2 as well. Fun game,but very hard.

Castlevania II - Simon's Quest: Bought This at Gamestop in 2000. The first Metroidvania,before the genre was even known as such. My experience with this game was both harsh and confusing.

Double Dragon: Bought This at Gamestop in 2000. To complete the Double Dragon trilogy on the NES,I had to get this game and the 3rd installment. Fun title,but lacking compared to it's sequel.

Double Dragon III - The Sacred Stones: Bought at Gamestop in 2000. The Waekest of the NES Double Dragon Trilogy. Wasn't a huge fan of it. Today,I just keep it as part of my collection. 

Teenage Mutant Ninja Turtles III - The Manhatten Project: Got this at Gamestop in Late 2000. A very difficult,but fun game. and the first Completely Original TMNT Beat-em Up since the 1st arcade title.

Tetris (Nintendo Version): I've played this game over at a relatives house back in the Early 90's and loved it. I already had the Game Boy port,so I passed on owning the NES version. But,Years later in 2000,I bought this game on a bargain at Gamestop. Tetris on the NES would mark the Final game I ever got for the system.

And now for the games I've played through Emulation!

Jackie Chan's Action Kung-Fu: A fun game,with good music. I recommend this title. 

Metroid: I love this game.  Sure its really hard and can get confusing without a guide,but I love this game. I later would get it off of the Wii Virtual Console.

Kid Icarus: Not as fun as it's sister series,Metroid,but it's still a decent game. It got 2 sequels,one for the Game Boy called Myths qnd Monsters and the incredibly awesome Kid Icarus Uprising. All 3 games are super hard.

Final Fantasy II: The Real Final Fantasy 2. Didn't really care for this game too much,just wanted to see what the game was like. Had an interesting level-up game mechanic,though.

Final Fantasy III: The True Final Fantasy 3. This game introduced the Customizable Jobs System,a system which would be improved upon in Final Fantasy 5.

Rockboard: More like Rock-Bored! Look,I'm all for a Mega Man boardgame,but just not this. The rules were a bit confusing,the gameplay wasn't that good,and the music was mediocre. I played a fan translated version of this game.

WWF Wrestlemania: WWF's first console title. It's just okay. Nothing special.

WWF Wrestlemania Challenge: I hated the isometric style of this game. The play control was lacking too.

WWF King of the Ring; The Best NES WWF game. Have this for the Game Boy,and it's pretty much the same. The only differences between the 2 are: 1 -Color and 2 - Undertaker and Bam Bam Bigelow are playable in this version. 

Gradius: Wanted to try out the first title Konami's Shoot em-Up franchise,so I downloaded this game. Gotta say,it's a really good game.

Maniac Mansion: I've heard of this game and how cool it is,so I decided to give it a shot. It's as cool as they say,but the point-and-click nature of this game isn't very ideal with the standerd NES controller.

Rad Racer: Square's first racing game. good game,but the VR mode was unnessasary.

Rad Racer II: The improved sequel. VR Mode not included.

Tetris 2: Have the Game Boy version,so I wanted to try out it's NES counterpart. It's basically the same game,only with color.

Street Fighter 2010: The Absolute Worst Street Fighter Game Ever!! EVER!!!!!

The Krion Conquest: A cute,but hard-as-hell Mega Man clone. The sprites look very Mega Man-esque too.

Adventure Island: The first game in a forgotten franchise. Adventure Island was very hard,but had a certain charm to it. 

Bomberman II: Played this only for the battle mode,which was introduced in this game. Though it improves upon everything from the original.

Donkey Kong 3: Stanley the Bugman is one of Nintendo's Forgotten Heroes. Tough tomplay without a turbo controller.

River City Ransom: The 1st game I downloaded off of the Wii's virtual console. A fun,but tough,Beat 'Em-Up that's a localization of the 2nd Kunio-Kun game. NES fanatics consider this game Legendary.

Kirby's Adventure: The 2nd NES title I got off of the Nintendo VC. I've never had a chance to play a Kirby game before,so I just had to get this. I had a fun experience with this game and could easily tell why this title was held in such high reguard.

Mighty Final Fight: Don't let this game's SD looks fool you,this is one Super Tough game.

Quite a long list,huh? Well,I plan on doing one for Every System I've Ever Played in the near future,so look out for that.

I'm done for now,so I'm gonna head out. So until next time, Punch a Nazi, Kick a Commie, Restist Modern Attitudes and Stay Gold.  

Friday, July 25, 2025

My Youtube Channel

For the first Link, I'm gonna share my Youtube Channel (yup, I Have one of those.). Even though, I Don't have any videos of my own, I Have a wide collection of vids from other users. So if you're interested in various things Retro, like gaming, music, commercials, tv shows, and more, stop on by my channel and enjoy.

https://www.youtube.com/@ModernVintageTV0 

Mega Man Factoids

For the first episode of Factoids, I'm gonna be reposing My Mega Man Factoids from my original blog...only This time I'll be adding in the Corrections to some of the facts that I posted. I'll also add in one or 2 New facts about one of my all time favorite franchises.


Anyway,let's get started.

Let's kick things off with a piece of trivia from the latest entry,Mega Man 11. As many of you know,most X Series Maverick Bosses receive name changes when brought to the West.

Well,Capcom has finally done it with the Classic Series. 2 Robot Masters got name changes for unknown reasons. Impact Man and Bounce Man are called Pile Man and Rubber Man,respectively,in Japan.
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And now,let's continue with the game that started it all,Mega Man 1.

Mega Man 1 was made by Capcom under Keiji Inafune,who was still a rookie at the time. Because Inafune wanted a more detailed game,he decided to make Mega Man blue..this was due to the NES color palette having more Blue.
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During development of Mega Man 1,everyone at Capcom Japan was having a bit of trouble coming up with a name for the game and it's title character. They eventually came up with these names: Mighty Kid,Knuckle Kid,Battle Kid,Rainbow Warrior Miracle Kid,and Battle Rainbow Rockman. They chose the 5th name,but shortened it to just Rockman. The rainbow part comes from Mega Man's ability to change colors every time he equips a Master Weapon.
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There were a few unused ideas that never made it to the first game. There were plans include 8 Robot Masters instead of just 6. 2, an Aquatic Robot Master and the Legendary Bond Man were scrapped. Though the Aquatic Robot Master, known as Bubble Man, was repurposed into Ice Man.

Bond Man received concept art and was even featured in a Manga by the legendary Hitoshi Ariga,creator of the Mega Man Megamix and Mega Man Gigamix Mangas (though with a different design).

Besides Bond Man and Bubble Man, the other 6 Robot Masters designed at that point were Cut Man, Guts Man,Bomb Man,Elec Man,Fire Man, and Oil Man. Bubble Man was reworked into Ice Man and Oil Man got cut along with Bond Man. Oil Man was later revived for Mega Man Powered Up,though with a redesign.And Bubble Man's name was saved for the the next game. 

Bubble Man's weapon fired bubbles the player could ride on. And Oil Man's weapon made enemies slip.

Additionally, Bond Man had a different design to the more commonly-known Ariga one, and he used a handheld helicopter blade to fly. This helicopter is also included as a weapon, likely as a utility before the Magnet Beam was created.

Anyway,Bond Man's weapon would've stopped enemies in their tracks. This attribute was given to Ice Man's weapon.  dropped due to limited cart space.

And according to developers,Mega Man's helmet crest would've also changed shape depending on which weapon he was currently using. This look would've been inspired by the heroes of Ninjacaptor,a Japanese Toku show. 

However,due to software limitations,this was never implemented. We Would see this idea revisited and reworked in Mega Man 11,however.
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Also,the MM1 story was gonna be a bit longer. After defeating the Robot Masters,Rock would've returned home and Dr.Light would've informed him that Roll was captured by Wily. Rock would've stormed Wily's lab to rescue his robo-sis and stop the mad scientist. During those final stages,Rock would've battled Roll,who would've been converted into a Giant Mech. These story ideas were dropped quickly.
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Thanks to Capcom USA not understanding Japanese Fiction Naming Customs,Rockman was changed to Mega Man in the U.S. See,the reason why Rockman is named Rockman,is because his civilian name is Rock. Obviously,Capcom USA didn't get this,and changed the name. Plus,they thought Rockman sounded wimpy.
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Due to a very short deadline,Capcom USA had less than a few hours to create the American Box Art for MM1. And so Bad Box Art Mega Man #1 was born.
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Now let's talk about the most Famous game in the franchise,Mega Man 2!

Capcom Japan didn't want a Mega Man 2 at all,but Keiji Inafune still felt that the series had life. So he struck a deal with his superiors,and they agreed to let him make the game,if he and his team worked on it in their own spare time. Inafune agreed and Mega Man 2 was eventually created.
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There were some concepts that never made it into MM2. Once such concept was that Mega Man could burn the trees in Wood Man's level if he used Atomic Fire on them. It was scrapped due to software limitations. Another concept was that the Piko-Piko Master battle was gonna be much harder,with the boss taking away floor space.

Another unused concept was the Player Select option,where you can choose either Mega Man or Roll.
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Also in MM2,A Metool Generator was created,but for some reason went unused. It can still can be found within the games Data,though.
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Mega Man 2 was a bit rushed, as according to Akira Kitamura, the games producer, the game's bosses were to have multiple weaknesses, including that Damned Boo-Beam Trap from Wily Stage 4. This and a few other things were abandoned due to Capcom's deadline.  

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Mega Man 2 was also the first game to feature a Boss Design contest. Unfortunately,it was Japanese only.
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For unknown reasons,Capcom USA used some strange concept art of Wood Man in the Mega Man 2 manual,instead of his official art.

This 'concept' Wood Man had a Leafy Breastplate and a... Fiery Fist!? A fire wielding Wood Man? Truely Bizzare.
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There are 2 very famous Japanese Music Video tributes to MM2,'Okkusenmon' and 'I Can't Beat Airman'. Both are cool to listen too.
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The U.S. Version of 2 had a difficulty selection. This was put in place to help American Gamers get into Mega Man. Normal is the easy mode. While Difficult is the True normal mode.
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Going back to MM1 for a second to give you this interesting tidbit: Journey's song "Faithfully" sounds similar to Elec Man's stage music. Listen to Both Songs and you'll agree.
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Here's another bit about Mega Man's origins.

Mega Man was loosely based on Astroboy. Both are robots created by a kindly scientist and fight evil. Plus in MM1's ending,Rock has a similar hairstyle to the legendary anime hero. And, to add on to this, Capcom thought about acquiring the Astroboy license, before they decided to just make something original. 
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Here's something amusing: Sailor Moon's Tuxedo Mask is very similar to Protoman. They Both look basic,yet cool. They have pre- entrance gimmicks (proto has his whistle and tuxy has his roses). And They are always there to save the Main Hero of the series.(sailor moon and mega man).
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While we're on the subject of Anime Comparisons!

Mega Man and Protoman are loosely based on Speed Racer and his older brother,Racer X. Proto and Racer X are the long lost older brothers of Mega and Speed respectively,who disappeared after an accident. Plus,both Racer X and Proto are mysterious and they save their younger brothers.
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Moving right along..

Various Mega Man characters have made cameo appearances in other Retro Capcom Games.

Mega Man,Roll,and Rush make a small cameo appearance in Super Gem Fighter. Also making a Cameo is Mega Man X,Zero,and Iris.

In Marvel Super Heroes vs Street Fighter,there is a Mega Man banner in the mall stage. In that same stage a person in a Mega Man costume is surrounded by a crowd of people.

In Megaman Legends 2. Ice Man and Kalinka are pictured on some Manga. Best of all,in the bar is a TV showing a Rockman Anime. Also,In one of the Mega Man Battle Network games,there's a poster of Duo(i think in lans room).
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Felicia and Mega Man must be friends,because In Super Gem Fighter,she uses his moves. In this brief cosplay,the Night Warrior can attack with a Short-Range Mega Buster Shot and has a Slide Kick.
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Now on to My personal favorite game in the Classic Series,Mega Man 3.

Mega Man 3 has a host of unused and altered content. For example: There is minor evidence to suggest that Wily Stages 4 and 5 were supposed to be a single stage. The biggest giveaway is the fact that the Boss Rush and the Wily Battle usually take place in 2 different stages (Wily Stage 4 and Wily Stage 5 respectively), where in other Mega Man titles, the Boss Rush and Wily battle take place in the same stage.

Also in Mega Man 3,there is reason to believe that the Final Stage was originally gonna be longer. Biggest proof comes from the Large Energy Capsule at the beginning of the stage. There's also the stage theme,which is too long for a short stage.

Speaking of long/short music. The Wily's castle theme was a bit longer then what we normally hear. This is because the music was supposed to be part of a longer scene. The music was initially supposed to begin a bit after Dr.Light informs Mega Man that Wily stole Gamma.

Speaking of,Wily was supposed to rise above a city and up to a mooned night sky. In the final,the city and moon are deleted. Don't ask me why.

Gemini Man level once had Saturn-esque Planets in it's background.

According to the MM3 Prototype,Magnet Man and Snake Man were originally gonna host Doc Robot...Not Needle Man and Spark Man. The Proto Stage Select screen shows that Snake Man and Needle Man and Magnet Man and Spark Man have swapped places. More evidence of this comes hidden inside the MM3 Rom,where broken tiles from Magnet Man's level can be found. Doc Robot's host levels have a 'broken' theme to them.

And finally,In the Rockman 3 Beta,Protoman transforms himself into Break Man in Gemini Man's level,while in the Final,he just stands there for a few seconds. This is evidence that Proto was supposed to transform into Break Man then and there,but Capcom either forgot to implement it or decided not to use it due to technical issues,as if you visited Gemini Man first,you'd face Break Man in other levels. That might've been a bit too tough to program in,a problem Capcom didn't wanna deal with,so they left the transformation out.

More proof that Mega Man 3 was somewhat rushed.
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Next up..Japan-Only Titles!

There've been a small number of Mega Man games that never saw release outside of Japan in Any form...not even in Compilation games.

The first game to stay in the land of the rising sun,was Rockboard. Rockboard was a Japanese-style board game,similar to Monopoly. Mega Man only appears as the GamesMaster,and not as a player character. There were 5 Playable Characters: Dr. Light,Dr.Wily,Dr.Cossack, Kalinka Cossack, and Roll (in her first playable appearance).

The reason for the lack of a U.S./Euro/Aussie release was simple: It was an NES game made in 1993. The game was quite text heavy and by the time proper translations would've been completed,it would've been 1994,the year that the NES officially became obsolete.

The next Japan exclusive game was The SNES/Super Famicom version of Mega Man and Bass. We would eventually get the GBA port,but it's somewhat watered down and inferior too the original.

Next up is Super Adventure Rockman,which was mostly an FMV game. But unlike the ones seen on the Sega CD,this one's actually good.

The Japan exclusive Wonderswan handhelds would get their own Mega Man titles...3,in fact. The first was for the Original Wonderswan called, Rockman and Forte: Challenger from the Future. It was a traditional platformer with a Really High difficulty level,in fact,some stages are downright unfair.

The next 2 games were for the Japan-Exclusive Wonderswan Color. These games were part of the Battle Network series. We have Rockman EXE WS,which was an extremely hard platformer,with some unfair elements. Capcom would do this type of thing again for the Battle Network series with Mega Man Network Transmission for the Game Cube.

Rockman EXE Battle Chip GP was a Tournament-style game using Battle Network's battle mechanics. In this game you can play as a Navi other than Mega Man,which was cool. Unlike the other 2 Wonderswan games,this one received a port on the Game Boy Advance,which was released worldwide.

The Neo Geo Pocket Color,which sold poorly in the States,had a Mega Man title too: Rockman Battles and Fighters. This Japan-exclusive was an 8-bit compilation port of the 2 Arcade Titles,Power Battles and Power Fighters. The game looks pretty good,plays good too.

Rockman Complete Works was a PSX re-release of the 1st 6 Mega Man titles. Bad News: it's Japanese Only, Worse News: it's 6 individual discs that were sold separately,Good News: Each game has some cool extras,Even Worse News: Our version of Complete Works,Mega Man Anniversary Collection,lacks these extras.

Rockman Battle and Fighters was a PS2 exclusive compilation disc that contained the 2 Arcade games....with a few extras.

Other Japanese Battle Network/EXE exclusives include: Rockman EXE 4.5:Real Operation,a game that takes place between EXE4 and EXE5; Rockman EXE: The Medal Operation,an Arcade title; And Operate Shooting Star,a remake of EXE1,that doubles as a crossover between EXE and Ryuusei No Rockman.

And finally,Various Mobile Games were also kept in Japan,including,Rockman DASH: Great 5 Island Adventure and the infamous,Rockman XOver.
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Back to Mega Man 1! The opening to Bon Jovi's (She’s A Little) Runaway sounds like the character select screen in Mega Man 1. Listen to Both Songs and you'll see (hear) what I mean.
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Here's some more nutty trivia: The Krion Conquest is an NES game that has heavy Mega Man influences,so heavy that it could be considered a Clone. The sprite art and main heroine are solid proof of this. Nice game,but the difficulty level is extremely high.
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It's Mega Man 6 Time!

Keiji Inafune wanted to end the Classic Mega Man series at 6,so that he could focus on the then-new X Series. However,Capcom wanted more Classic Mega Man and convinced Inafune to let the Series continue.

And unlike with the "X6 Fiasco" (I'll talk more about that later),Inafune warmed up to Capcom's decision and even had a hand in the creation of most future classic series titles.
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Initially Mega Man 6 was never supposed to leave Japan,but Nintendo of America stepped in and volunteered to both publish and translate the game for North America. Capcom reluctantly agreed to Nintendo's request and Mega Man 6 was brought to North America.

The reason for Capcom refusing to release the game outside of Japan varies. But it gave Nintendo temporary co-ownership of all things Mega Man 6 in North America. Full ownership would eventually revert back to Capcom USA in late-1996.
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Mega Man 6 is the ONLY game in the whole franchise to have Robot Masters designed by North Americans. Famed magazine,Nintendo Power,in conjunction with Capcom USA,held it's own Robot Master design contest for the game. Thousands were submitted,but only 2 got excepted. Knight Man and Wind Man were designed by Daniel Vallee and Michael Leader respectively.
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And the nutty trivia just keeps on coming!

Capcom's Viewtiful Joe looks similar to Protoman. He's a red-clad hero who wears a mask similar to Proto's visor,as well as a short scarf.
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Guts Man is Wily's Favorite Robot Master. Here's proof: Statues of Gutsman can be found in Wily's final stage in MM1. The Gutsdozer in MM2. MM3 has the Gutsman-like Junk Golems. MM5 has Stoneman,whose a brick-themed Gutsman. And MM7 has the Gutsman abomination,Guts Man G.
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The Mega Man franchise is chalk full of musical references!

Mega Man's real name is Rock. His sister's name is Roll. Rock and Roll....get it? Also Rock has an older sibling named Blues aka Protoman. Break Man,Protoman's/Blues' one-time identity,is also a musical reference (to breakdancing,an uber popular dance style of the late 80's and early 90's).

Beat and Tango,2 of Mega's pets,also have music based names.

Mega Man has a rival named Bass,who has a wolf named Treble. Their Japanese names are Forte and Gospel. Plus,Wily has a pet bird called Reggae.

Some of Wily's other robots are also named after musical terms (enker,quint,ballade,and punk).

Duo is also a robot whose named after a musical term.

For the X Series,we have the Twins Techno and Middy. And the Mavericks in American version of X5,are all named after members of the band,Guns 'n Roses.

The Battle Network series and Legends series both contain musical references too. But,I'll let you guys find them yourselves.

It's strange,but with all of these musical names,Capcom has yet to create a musical-based Robot Master.

The Archie Mega Man Comic has Tempo,the civilian alias of Quake Woman,an Archie exclusive Robot Master.
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Now some trivia related to Dr.'s Light and Wily.

Dr.Wily looks is based on Albert Einstein. Dr. Light was loosely based on Thomas Edison...though His look was based on Santa Clause.
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Here are 3 bits of trivia on X and Zero.

X and Zero are the only ones in their respective families that are not named after musical terms. X was named after his unlimited potential and Zero was named after Kamakaze Fighter Pilots, as well as Patient Zero, due to him carrying an infectious virus (the wily virus).
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In Mega Man's Power Battles ending,Dr.Light mentions that he's working on an Advanced AI program. This is the ONLY reference to X in the original series. In Bass' Power Battles ending,Dr. Wily mentions that he's creating a powerful Robot that will destroy Mega Man. The robot Wily's talking about is none other than,Zero. But Wait there's more: In Bass' Power Fighters ending,Zero is not only talked about,but his plans are actually shown.
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Classic Mega Man's looks and mindset are that of a 12-year-old boy. While His Brother X,who's supposed to be younger,has the looks and mindset of a 17-year-old. Zero has a slightly older mindset.
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Since Mega Man 4,Dr. Wily has been using the Disappearing/Reappearing saucer as his final attack. Stupid and Repetitive Crapcom!
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Here's an interesting fact that connects Evil Energy,Roboenza,and the Maverick Virus.

Believe it or not,The Evil Energy from Mega Man 8 is basically a prototype of the Maverick Virus from the X series. The Roboenza virus from Mega Man 10 was created from the Evil Energy. And in turn,Roboenza was modified into the Zero Virus,which eventually became the Maverick Virus in the X Series.
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This next bit is for all the Sony Haters.

Due to Sony of America's hardassness,Mega Man Battle and Chase was not allowed to come to America,so it didn't. However,it was included as a hidden game in the Mega Man X Collection. 

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Sony America and Capcom USA were unsure if Mega Man 8 and Mega Man X4 would sell in the States,due to most American Gamers moving on to 3D gaming. And to add oil to this fire, were American Gaming Journalists,who claimed that Playstation Gamers wouldn't be interested in 2D platformers. This line of thinking was eventually discarded by Capcom USA and Sony of America and the Mega Man Games were released Stateside.  .

Capcom Always intended for Mega Man 8 to be on the Sony Playstation, And Sony of America agreed to approve the game if it had something special over the Saturn version. What they got was a collector's full-color anthology booklet enclosed with the first editions of the North American release.

The Saturn version has more content due to Capcom having the extra time to polish the game after the PS1 release.  
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Classic Series Music had a way of sneaking into the X series!

In Mega Man X1 and the PS1 version of Mega Man X3 contains remixed versions of the "Selected Boss" theme from the original series. Part of Mega Man X5's Intro theme is a remixed version of Mega Man 3's "Get Weapon" theme. Also in Mega Man X5,a remixed version of the Mega Man 1's "Fortress Boss" theme is played during the battle with the Shadow Devil.
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Random Tidbit # 2,000! The Joes and Metools are the Franchises most recurring stage enemies. They appeared in many forms throughout the series.
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Here's the first bit of Legends Trivia.

In Japan,Mega Man Legends is called Rockman DASH. DASH is an acronym which stands for Digouters Adventure Story in Halcyon Days. (shouldn't it be DASHD instead?)

Anyway,Digouter is the Japanese name for Diggers.
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Here's the ONLY bit of Mega Man and Bass Trivia.

Most of the enemies in Mega Man 8 are reused in Mega Man and Bass. Judging by how well the PSX/Saturn graphics are handled on Super Famicom/SNES,the system was more powerful than we thought. However,despite the 32-bit graphics,the Music and Sound is still 16-bit. In fact,most of the sound effects were recycled from Mega Man 7.
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Here's 4 more MM1 tidbits. Last ones,I promise!

Mega Man 1 is the only game in the series that doesn't have a "Map" for Wily's Skull Fortress Or a "Get Weapon" Screen. It's also the only game where Mega Man lacks Buoyancy when in water and spikes can still kill him if he's invincible.
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The first part of Mega Man 1's ending theme is also the 1st part of Mega Man 2's Intro theme.
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Mega Man 1 is the Only console title in the Franchise with a Scoring System
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Mega Man 1 was created because Capcom wanted to really bust into the home console market. Prior to Mega Man,all of Capcom's console games were just ports of their arcade titles. They wanted something original,a game that was exclusively for the home console market.
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Here's an example of careless translation!

In Mega Man 7,Mega Man threatens to kill Dr.Wily. However,in Rockman 7 Rock does no such thing. Mega Man's "Threat" is nothing more than a localization error.
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Here's some more MM7 trivia for ya: In Spring Man stage,you can find Astro Man's plans hidden in the background.
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Believe it or not,there have been some Mega Man Classic titles where Dr.Wily was Not the Final Boss. These titles are: Mega Man 5 GB,where the final boss was Sunstar; Super Adventure Rockman,where the final boss was Ra Moon's Shin Yellow Devil aka The Ra Devil; And the non-canon Rockman and Forte:Challenger from the Future,where the final battle was with Rockman Shadow.
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Auto Survived Through The X-Series?! Acording to Capcom Japan he did! See,in Volt Catfish's MMX3 PS1 intro,Auto can be seen watching TV. The scene is very brief,so it's kinda 'blink and you miss it'. The canonicity of this moment is questionable and might just be an Easter Egg.
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Here's a fun bit of trivia for ya: When we Americans first played Mega Man 6,we thought that Yamato ment Samurai. However,thanks to the Internet,we now know what the True meaning of that word is.

A Yamato is a Japanese word that describes Japan itself. It was originally a province in Feudal Japan,where it was the center of Japanese cultural and political activities. The word “Yamato” is beloved by many Japanese because of what it symbolizes.

On a similar note: Tengu Man is based off of a mythological Japanese demon with wings and a long nose. They are sometimes associated with birds...mainly crows.
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One final piece of MM6 trivia for ya.

Europeans Never got Mega Man 6 when it was first released. So they never had a chance to play the game (ligitly) until it was released on the European Virtual Console on June 2013.
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How about some Battle Network trivia?

As you know most Original Series robots have Battle Network counterparts. Only instead of robots,they're Net Navis. The only Robot Masters that Don't have Navi Counterparts (yet) are Crash Man,Hard Man,Gemini Man,Crystal Man,Centaur Man,Spring Man,Burst Man,Clown Man,Grenade Man,Frost Man,Astro Man,Pirate Man,Dynamo Man,Time Man,Oil Man,All but 1 of the American PC Robot Masters,All but 1 of the Rockman and Forte Wonderswan Robot Masters,All of the Mega Man 9 and 10 Robot Masters,All of the Mega Man 11 Robot Masters,The 3 Members of the Genesis Unit,2 of the 3 Mega Man Killers,and The Stardroids.

Clock Man from Rockman and Forte WS and Shark Man from Mega Man 3 PC were 2 obscure Robot Masters that were turned into Net Navi's. Though ClockMan.EXE's only appearance was in the Japan exclusive,Rockman EXE Operate Shooting Star.

Also,Punk was the Only Mega Man Killer to ever receive a Navi version.
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Ring Man's Navi counterpart is Ring,a female Navi who made her only appearance in Mega Man Battle Chip Challenge. She's basically what a RingMan.EXE would look like if he was genderbent.
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And now even More Random trivia.

Dr.Wily's 1st stage theme in Mega Man 2 is by far the most popular Mega Man theme ever. In fact,This song has been remixed and rearranged many times by loyal Mega Man fans. Some consider it overraded.
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The Mega Man Starforce games have EXE/Battle Network models hidden within them for testing purposes.  
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Time for some genderswapping madness.

Mega Man 9's Splash Woman is the first (and so far only) Female Robot Master. Though this originally wasn't the case,Splash Woman was originally Ocean Man in the game's planing stages.

There Was a female Robot Master in the planning stages,however,named Honey Woman,who would eventually become Hornet Man. Because he still wanted a female Robot Master,Keiji Inafune replaced Ocean Man with Splash Woman,as he believed that the Water Element would be better suited for a Female.

This was a really good decision on Inafune's part.
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Random Robot Master trivia time!!

Toad Man,Snake Man,Slash Man,Hornet Man,and Sheep Man are the only 5 Robot Masters that are designed after Animals. Tengu Man doesn't count,because he's not based on an Animal.

On a related note: Tengu Man,Splash Woman,Junk Man,Shade Man,and Centaur Man are all based on mythical creatures. Junk Man is based on the Frankenstein Monster,in case you guys were wondering.
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Did you know..

That due to a rushed job,Mega Man Soccer's Ending/Credits isn't properly programmed into the game. They're still in the game,they just don't load during normal play. The Ending/Credits can only be viewed with a cheat device.
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Speaking of rushed development....

The Game Gear Mega Man title was also rushed,as there are many parts of it that seem incomplete. Plus,Wave Man's stage plays Gravity Man's Music. Wave Man's music is used for the Game Over Screen. Why? because,US Gold,a 3rd rate company,made the game. Capcom only gave it licensing rights. Kinda like those lame Mega Man PC titles.
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While on the topic of the PC Games...

Mega Man had 2 crappy PC games,each game had it's own set of Robot Masters. Volt Man,Sonic Man,and Dyna Man are from the First PC game. Blade Man,Oil Man,Water Man,Shark Man,Torch Man,and Bit Man are from the Second. Even though it's the 2nd PC game,it's called Mega Man III. What the hell happened to Mega Man II PC? I guess we'll never know.

While the PC1 Robot Masters somewhat original in design,the PC3 bots are "Frankensteined". Wave Man PC is a modified Air Man with the fan replaced with water jets; Shark Man uses parts from Snake Man and Gemini Man; Bit Man uses parts from Crash Man,Hard Man,and Spark Man; Torch Man is a modified Magnet Man without the magnet and a torch arm added; Blade Man PC is a modified Metal Man with spikes and a blade launcher; And then there's Oil Man PC,who is a modified Flash Man with an oil shooter and an oil can head.

Also,each of the PC3 bots have the same movements and their standing poses are recycled from Mega Man PC1's Volt Man. Lazy!

Finally,as I mentioned earlier,Shark Man was eventually given an EXE counterpart in the form of SharkMan.EXE.
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Yay,more random trivia...

The rotating shield weapon has been a Mega Man tradition for as long as I can remember. Most Mega Man games have this type of weapon.

The only games that Don't have a Rotating Shield Weapon are: Mega Man 1,Mega Man 3,Mega Man 8,and Mega Man and Bass.

Mega Man 2 has the Leaf Shied,Mega Man 4 has the Skull Barrier,Mega Man 5 has the Star Crash,Mega Man 6 has the Plant Barrier,Mega Man 7 has the Junk Sheild,Mega Man 9 has the Jewel Satillite,Mega Man 10 has the Water Shield,and Mega Man 11 has the Acid Barrier.

Even the terrible titles had Shield Weapons. Rockman and Forte WS has the Flame Mixer and Mega Man PC has the Force Field.
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Want More MM7 love? Coming right up!

Mega Man 7 is a great big homage to the previous games in the series. For example,That one path in Freeze Man's level,where you get the Rush Search,is very reminiscent of the end of Flash Man's level.

Freeze Man's stage also seems to be a mix between Ice Man's level and Skull Man's.

The final stretch of Cloud Man's stage is reminiscent of that final platforming area in Air Man's level. It even has similar enemies.

Slash Man's theme sounds similar to Wave Man's.

Turbo Man's stage contains homages to both Fire Man's stage and Quick Man's stage.

In the Proto Man battle,Proto himself lacks a health bar,just like in Mega Man 3.

The stage music of the Robot Museum is a medley of Guts Man,Heat Man,and Snake Man's themes.

The All Clear music (the tune that plays when you beat dr.wily) is a 16-bit remake of the All Clear music from Mega Man 3.

Burst Man's stage contains a small homage to the final Disappearing/Reappearing block section of Heat Man's stage.

There are many many more homages not listed here,try to discover the rest for yourselves. Or,I can make a comprehensive list sometime in the future.
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Random trivia time again! Hope you're not too sick of these?

The Yellow Devil,in fact,is the most revisited Fortress Guardian in the history of the franchise. It made it's debut in Mega Man 1. Without the Pause-Glitch Trick,the thing is very tough to beat.

The Yellow Devil returned in Mega Man 3,as the Yellow Devil mk.2. This battle was easier. Yellow Devil mk.3 appeared in the Arcade title,Mega Man Power Battles. It's successor,Yellow Devil mk. 3.5,was fought in Mega Man 2: The Power Fighters,the sequel to Power Battles.

The next Devil to appear was The Green Devil aka the Jello Devil. It was fought in Mega Man 8. A weaker,more pathetic version of the monster was fought in Mega Man and Bass.

Other Devil's include: The Grey Devil from Rockman and Forte WS,Dark Moon from Mega Man V GB,The Mini-Devil's and The Twin Devil in Mega Man 9; The Block Devil from Mega Man 10,who's insanely difficult on Normal and Hard modes; The Shadow Devil from Mega Man X5; Mega Man 11's Yellow Devil mk.3 (mk. 4 in reality) and the Rainbow Devil from the Mega Man Zero series.
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Did ya know that thanks to Sega of America,we never received the Genesis exclusive,Mega Man:The Wily Wars in cartridge form. Instead Sega wanted the game to be an exclusive to their then-upcoming Sega Channel. Sega got what they wanted,but we Mega Man fans didn't,as many of us didn't own a subscription to the Sega Channel. The Sega Channel wasn't that great to begin with. While America was screwed over,Europe got an official cartridge. 

The Wily Wars was eventually released on a limited edition Sega Genesis Cartridge in North America a few years ago. AND, later, was a game on The Sega Genesis Mini. And, Later Still,was made playable on the Nintendo Switch via the Online Service.
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Here's something you guys likely didn't know..

The Voice Acting for the U.S. versions of Mega Mans 8,X4,and X7 were all done in Japan by English speakers.

This explains why those games have such bad voice acting.
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Here's a Bass and Treble facts for ya:

Bass was created soley because Keiji Inafune no longer considered Proto Man to be a proper rival. Bass and Treble's early names were Baroque and Crash respectively. Both names musical references. Also,Treble was initialy a Doberman,not a Wolf.
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And now...Even More Random Trivia!!

Mega Man Wily Wars's Wily Tower contains 3 selectable bosses that could be considered Prototype Mavericks. BusterRod G,HyperStorm H,and MegaWater S,likely inspired Capcom to make all selectable Bosses in the X series Animaloid.

On a similar note these 3 bosses were inspired by characters from the legendary Chinese Novel,Journey to the West. BusterRod G was inspired by Son Wukong (aka Son Goku),the main hero of the story.
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Want more Battle Network trivia?! You got it!

Mega Man Battle Network 1 was originally gonna be 3 games. One starring Lan and Mega Man,one starring Mega Man Buster and his NetOp,Seimei Kazami,and the 3rd starring Mega Man Blade and his NetOp,Roudou Kazami. The 3 games would've had an interconnecting Story and the Lan/MegaMan game was to go alongside the then-upcoming Anime.

The Buster and Blade Mega Men and their stories were scrapped during early development.

Also,A guy named Mike Kenan was originally gonna be Roll.EXE,and then Bass.EXE's,owner. Mike would've given Roll to Mayl at a later time.

However,Mike was dropped during early production and Roll became Mayl's Navi from the beginning. While Bass became an Independent Navi.
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I have lot's of favorite Robot Masters,but Keiji Inafune's favorite Robot Master is Elec Man.
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During thier development,some Robot Masters were given prototype names.

Bright Man was Pearl Man,Pharaoh Man was Miira Man,Dive Man was Diver Man,Napalm Man was Bit Man,Plant Man was Flower Man,Tomahawk Man was Geronimo Man,Yamato Man was Musha Man,Blizzard Man was Spur Man,Burst Man was Shabon Man,Cloud Man was Smoke Man,Junk Man was Franken Man,Slash Man was Claw Man,Shade Man was Vampire Man,Turbo Man was Dash Man,Cold Man was Freezer Man,Burner Man was Blast Man,Ground Man was Driller Man,Magic Man was Magician Man,and Dynamo Man was Coil Man,Crash Man was called Missile Man,Bubble Man was called Water Man,Quick Man was called Boomerang Man,Metal Man was called Rolling Man,Hornet Man was called Sting Man (after his sex change,that is),Tornado Man was called Weather Man,Concrete Man was called Cement Man,Plug Man was called Plasma Man,Galaxy Man was once called Space Man,Jewel Man was called Diamond Man,and Search Man was called Commando Man.

And,as stated earlier,Splash Woman was once a male Robot Master called Ocean Man and Hornet Man was once a female Robot Master called Honey Woman.
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The Mega Man series is one big realm of musical references. And here's another:

Neon Tiger's Stage music sounds similar to "My Michele" by Guns N' Roses. According To Capcom Japan and Keiji Inafune,It's all a Coincidence.
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Random Trivia Time Again..this time for the X Series.

Mega Man X4's Web Spider's design was inspired by Bospider,a Fortress Boss in Mega Man X1.
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Hope you're not sick of the music related trivia either? 'Cuz,we're not through yet.

Like the Original Series,the Mega Man X Series remix's and reuses music. For instance - In Mega Man X5,Tidal Whale's 'Final' theme is a remixed version of Bubble Crab's (although originally this wasn't the case).

The Rangda Bangda's theme in X5 is a remixed version of the 'Fortress Boss' theme of X1. Plus,Dr Light's X5 capsule theme is the same as his X1's.

Megaman X2's 2nd X-Hunter Stage Theme is used for the 1st 2 Stages of Gates Lab. Also in X6,The Final Battle theme is a mix of Sigma's X1 and X2 Battle Themes.
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Did you check out Frost Walrus' Stage? Blizzard Buffalo and Chill Penguin can be seen damaged and frozen in the backround. Buffalo can be seen at the beginning of the Stage and Chill Penguin can be seen during the mid-boss battle.

I totally missed this while playing X4 for the 1st time.
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Here's another example of a Translation Screw-Up.

In Blizzard Buffalo's PS1 and PC intro,his name is misspelled. He's called Bilzard Buffalo in that intro.  
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As you know most Maverick Bosses in the Main Series are all based on creatures from the Animal Kingdom. However,there are a couple of exceptions. We have Spilt Mushroom from X4,Spike Rosered from X5,Tornado Tonion from X7, and Optic Sunflower from X8.
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Here's more music trivia! Infinite Mijinion's Music was inspired by the song "Final Countdown".
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Did you know that during the battle with Metal Sharkplayer in X6,he will often times summon the 'Ghost' of a past Maverick. He'll summon either: Sting Chameleon from X1,Magna Centepede from X2,or Blast Hornet from X3.

When Sharkplayer's Weapon,the Metal Anchor,is charged up by X,X summons the 'spirit' of Storm Eagle.
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Mega Man X5 has a bunch of Beta tunes,as well as an Unused one.

Tidal Whale's Stage,Dr.Light's Capsule,Stage Select,Mission Report,and The Ending all had different music than in the Final Game. For an unknown reason,Capcom swiped out Tidal Whale's original theme for a remix of Bubble Crab's.

Anyway 'Armageddon' was a song that was Supposed to play when you fail to blow up the Space Colony Eurasia,but for some reason Capcom neglected to put it in the final game. In the Final,the scene is silent.
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You likely didn't know that Axl was added into the series solely because Capcom wanted a hip,young character to represent a new generation of Mega Man X titles.
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Did you know that The Mavericks of Mega Man X5 have similar stages to Mega Man X4's.

Spike Rosered's stage is similar to Web Spider's. Crecent Grizzly's stage is similar to Slash Beast's. The 2nd part of Dark Necrobat's stage is similar to Cyber Peacock's. The 'stairway' section of Shining Firefly's stage is similar to Split Mushroom's.

The 'Land Chaser' section of Volt Kraken's level is similar to Jet Stingray's. Spiral Pegasus' stage is similar to Storm Owl's. And Burn Dinorex' stage is similar to Magma Dragoon.

Unfortunately,there is no similarities between Tidal Whale's stage and Frost Walrus'...Other than the fact that Both Bosses Battle you in a big Room.
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Here's something interesting: Mega Man X3 is the Only Mega Man X game has no Fire Maverick.

We have: Flame Mammoth from X1,Flame Stag from X2,Magma Dragoon from X4,Burn Dinorex from X5,Blaze Heatnix from X6,Flame Hyanard from X7,and Burn Rooster from X8.
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As you likely knew,The Mega Man X5 Mavericks are named after the Band Members of Guns N' Roses. The most noticeable being Axl The Red aka Spike Rosered being named after Axl Rose.
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Did you know that Street Fighter Moves have been used in The Mega Man X Series.

In Mega Man X1 you can receive Ryu's 'Hadouken'. In X2 you could get Ken's 'Shoryuken'. Also in X2,Flame Stag's weapon,in X's use,strongly resembles a fiery version of Guile's 'Sonic Boom'. In X4,Magma Dragoon has 'Shoto' moves.

Also in X4,a charged up Rising Fire looks similar to a fiery 'Shoryuken'. In X5,When X is wearing his Gaia Armor,he can use a move that's similar to Chun-Li's 'Kikoushou'. In X8,X can use the 'Shoryuken' if he's wearing his Ultimate Armor.

X8's Burn Rooster has Akuma's 'Tenmakujinkyaku',a move that Zero gains from the Maverick. Also in X8,Zero gains the Shoto's 'Tatsumakisenpukakyuu' from Dark Mantis. These moves can only be preformed using the Zero Knuckle.
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Here's one of the most interesting bits of trivia on this list:

Mega Man X5 was supposed to be the Final Major entry in the Mega Man X Series. Inafune wanted to end the X Series to focus on the upcoming Zero series. Capcom,however,had Other plans....
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Were you aware that The X Series has a decent amount of Unused Content and Beta Elements.

Mega Man X had a Jellyfish bot that drilled down,an Anglerge mid-boss that blew air out at X,and a Hoganmer who jumped around.

Plus,Vile had some extra attacks while in the ride armor and there was an unused path to Launch Octopus. None of these things are found in the Final.

In X2's Beta there was: A Ride Armor Rider,sans his Ride Armor,A Carry Arm that damaged you, And even a Test Enemy that looked like a Chain of Large Weapon Power-Ups.

In X3's Beta there was: An unused Ride Armor boss,Mavericks having a Maverick Insignia instead of a Doppler one, A Ganseki Carrier that moves left and right,and a Wild Tank enemy that rose up from the ground.

There was also an alternate way into Blast Hornets room. None of these things are found in the Final. Also Bit and Byte had a different look,as did Neon Tiger.

X4's Beta had a creepy looking unused mugshot,which was used as a placeholder. And in X7's Beta,X was playable from the Start.

It's also worth noting that all SNES X games have a strange unused 'W' health bar. No one really knows what this bar's purpose was.
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Did you know that Mega Man X6 is the only game where the Mavericks keep their Original Japanese names.
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Here's an example of Capcom oversight: In the official X3 Artwork,Bit always carries a shield,yet in the games he doesn't have one.
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Here's some more Beta Trivia for ya:

ln the Mega Man 8 Beta,Frost Man stage and the Stage Select had different music.

On a related note,Mega Man 4 and 7 had unused mini-bosses. The Mega Man 4 boss was a Sphinx in Pharaoh Man's level who attacked with plasma pellets and boulders.

The Mega Man 7 boss was a hovering robot that attacked with it's spike fists,it also had an electric attack.

However,as an Easter Egg,The MM7 Lost Mini-Boss can be seen in a busted-up/destroyed state at the beginning of Shade Man's stage.
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Here's something amusing! When a Mega Man X fan listens to the song "Saved By Zero" by The Fixx,they can't help but to think about Zero saving X. XD
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Did you know that some Maverick Weapons were based off of Robot Master Weapons and Vice Versa. It's true. Here's a brief list.

Boomer Kuwanger's Boomerang Cutter = Cut Man's Rolling Cutter
Launcher Octopus' Homing Torpedo = Dive Man's Dive Missile
Spark Mandrill's Electric Spark = Spark Man's Spark Shock
Morph Moth's Silk Shot = Dust Man's Dust Crusher
Gravity Beetle's Gravity Well = Galaxy Man's Blackhole Bomb
Jet Stingray's Ground Hunter = Snake Man's Search Snake
Spike Rosered's Spike Ball = Knight Man's Knight Crush
Volt Kraken's Triad Thunder = Elec Man's Thunder Beam
Blaze Heatnix' Magma Blade = Sword Man's Flame Sword
Dark Necrobat's Dark Hold =  Bright Man's Flash Stopper

Here are some of the Master Weapons that were based on Maverick Weapons.

Burner Man's Wave Burner = Flame Mammoth's Fire Wave
Freeze Man's Freeze Cracker = Chill Penguin's Shotgun Ice
Clown Man's Thunder Claw = Wire Sponge's Strike Chain
Pirate Man's Remote Mine = Manga Centepede's Magnet Mines
Nitro Man's Wheel Cutter = Wheel Gator's Spin Wheel
Ground Man's Spread Drill = Tunnle Rhino's Tornado Fang
Astro Man's Copy Vision = Split Mushroom's Soul Body

I think I missed some,but You get the idea. May make a complete list one day.
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Did you know that Frost Walrus is the first Maverick to have 2 songs used for his stage. One for the 1st half and One for the 2nd half. This Idea wouldn't be reused until Mega Man X8.
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Here are 2 bits of trivia on The X-Hunters!

The X-Hunters were originally gonna be in X1,instead of X2. I don't know all of the details,but according to some Concept art,this seems to be the case.
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Also there were originally 4 X-Hunters planned and Violen was gonna have a 2nd form.

However there wasn't enough time or money to implement them. This 4th X-Hunter was gonna be female and the 1st female villain of the entire Mega Man Franchise. it's gotta make you wonder what the 4th Zero Part was gonna be?
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Continuing on from that X5 tidbit: Capcom Japan Created Mega Man X6 without Keiji inafune's knowledge (ie. behind his back). Inafune initially wanted to end the X Series with X5,but later decided that an X6 should be made,however he wanted to wait. He wanted time to come up with fresh new ideas,weapons,and armor for the game. As well as an X Series replacement for Zero.

However,Capcom ignored him and made X6 anyway. Inafune later apologized to the fans for Capcom's deed and promised to make sure the Mega Man franchise is handled with more care in the future.

Had Capcom Japan waited,like Inafune wanted,X6 would've been on the PS2 (and maybe the gamecube).
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Did you know that out of all of the games in the Original Mega Man Series,Keiji Inafune hates Super Adventure Rockman the most. He considers the action scenes and some of the attitude too unfitting of the Classic Series.
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Did you also know that both Mega Man Powered Up and Maverick Hunter X were remakes of Mega Man 1 and Mega Man X1 respectively. Both were supposed to be the start of a brand new continuity for their respective series.

Inafune planned to recreate the first 8 Mega Man titles,as well as the first 6 Mega Man X titles..including his Own version of X6.

However,due to extremely poor sales of MMPU and MHX,this never came to be. PSP Sucks!
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Here's yet another interesting piece of random trivia.

The Final Enemy in the Original (Robot) Time-Line is Sera from Mega Man Legends 2...for now,at least. On that same note,Mega Man Starforce 3's Crimson Dragon is the Final Enemy of the Secondary (Network) Time-Line...at least,for the moment.
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Here's some common knowledge that I'm gonna drop anyway:

Originally, Keiji Inafune wanted to make Zero the main hero of the Mega Man X Series,but Capcom feared that no one would except him as a Mega Man. So Hayato Kaji's Mega Man X was chosen to be the New Mega Man,instead.

Years later,Inafune created the Mega Man Zero series.
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Here's a piece of X1 prototype trivia that very people are aware of:

Mega Man X1's Intro Stage was originally supposed to be a White City instead of a highway. This city had RT-55J as a Mid-Boss,as well as an unused flying flamethrower enemy. The White City isn't in the final game.
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Random Trivia #20XX! The Original Series Characters Aren't the Only ones to get EXE/Battle Network counterparts. Iris,Colonel,and even Zero have Net Navi counterparts.

Shockingly we never had EXE versions of X,Alia,Vile,or Sigma...at least,not yet.
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Did you know that Zero has died 3 times within the course of the Franchise. Once in X1,Again in X5,and Again in Zero 4,this time for good.
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Here's something funny: It's rumored that Sigma's appearance was based on The Original Series Character,Doc Robot.

Also,contrary to popular belief, Sigma's look was Not inspired by Sagat...or M.Bison for that matter.
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Here's something strange: During the initial battle with Optic Sunflower,The Final Weapon From Mega Man X4 can be seen in the Background...even though it was destroyed in X4.
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And now something Really Interesting: Zero was originally gonna have his own Ultimate Armor for Mega Man X4,but for whatever reason,it was scrapped. Instead of Ultimate Armor,Zero has his 'Kuro Mode',which does nothing but change his color to black.

The Ultimate Armor for Zero would've been made by Dr.Wily,Zero's creator.

Thankfully,in future titles,Kuro Mode becomes an actual power-up for Zero.
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Let's talk about the Ruby-Spears Series for a bit,shall we?

There were plans in place to create a Mega Man X spin-off animated series,but due to the main series cancellation,this plan was scrapped.

Capcom and Hamilton Comics/Publishing planned to create a comic adaption of the show,but it never came to be. Again,thanks to the show itself being canned. The comic would've been helmed Dan and David Day, 2 dudes who worked for Marvel.


Despite it being an adaption of the Classic Series,Ruby-Spears Mega Man is so loose,that it can be considered it's own Mega Man Series.

Initially,the Series was to have an art style just like Capcom's official art. There are a few reasons for the drastic change in art style:

Reason 1 - The Anime style wasn't that popular in America and we were used to a more American look to our cartoon shows. This was before the Anime Boom in 1997.

Reason 2 - In America,The 'Kid Hero' was looked down upon,so Mega Man,Roll,and Proto Man were aged up. This attitude later changed in the early 2000's.

And Reason 3 - Muscular Heroes and Villains were the Thing in 90's America.

The reason why the Mega Man 6 Robot Masters weren't in the show is because during the creation of the 1st season (1993),Capcom were still undecided as to whether or not to bring 6 over to the west. By the time the decision was made,however,the 1st season's production was just wrapping up.

As to why they weren't in Season 2. It's because Nintendo of America owned the license to Mega Man 6,thanks to them publishing tbe game in North America. Ruby-Spears likely didn't wanna pay extra licensing fees,so they've decided to just leave the MM6 Robot Masters out. The license was only temporary however,and in a few short years,it expired and went to Capcom USA.

Also,Bass and the Mega Man 7 Robot Masters weren't in the show due to the Game being made at the same time that Season 2 was.

One final tidbit,Roll RS has over 30 different gadgets/tools/appliances installed into her Utility Arm.

May dedicate a whole post to the RS series in the future.
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Here's some more Interesting Stuff:

The Mega Man Legends Series hosted a few firsts for the Franchise: The first Female Villain (tron bonne),The first Love-Triangle (rock-roll-tron),The first Evil Mega Man (mega man juno),The first female Final Boss (sera),The first Non-Robot Mega Man (rock voulnutt),The first 3D Mega Man title (mega man legends 1),The first to have an entry that Doesn't feature Mega Man at all (misadventures of tron bonne), and The first to Not follow the traditional Mega Man formula (ie. select a stage,destroy it's boss,take his weapon,repeat 7 more times and go to the fortress levels).
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Duo was originally supposed to be a Robot created by Dr.Cossack,but it was later decided that he'd come from space instead.

Despite this change,Duo still has Russian influences in his design. The 4 divits in his armor resemble coat buttons,while the top part of his head resembles Russian headwear.
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Did you know that Servbots are more popular in Japan,then they are in the States.
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In a very early build of Mega Man X (possibly the one with the white city), there was a Manticore Maverick boss never seen in the final game. X8 also has a lost Maverick boss, a Big Cat with a hook on his tail, which was only seen in a single piece of artwork that depicted him with the games 8 bosses and X.

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And finally,The Mega Man Franchise has over 150 entries. 

And that about does it for this first edition of Factoids. Hope you leaned something. 

Until next time, Punch a Nazi, Kick a Commie, Resist Modern Attitudes, and Stay Gold.  

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