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Mega Man 7 Blows Up Its Sprites but Retreads the Blue Bomber’s Familiar Path

A solitary review of Mega Man 7 upon the Super Nintendo, wherein old demands meet a new coat of paint, and the result is but fair.

By mitch·3 min read
A blue armored figure moves through a narrow mechanical passage, pursued by the shadow of a fallen foe.

Mega Man 7 arrives on the Super Nintendo, SNES, with bigger sprites, a new coat of paint, and the same demand it always made: beat eight robot masters, then take on the final boss. The formula is old. The results here are mixed.

New Faces, Familiar Ground

The eight robot masters give players fresh foes, and each one carries a distinct power that becomes ready for use once he falls. That chain still works the way it always has: beat one, take his power, use it against the next. It remains the heart of the game, and it holds up again here.

Mega Man 7 also brings back a shop system, letting players spend bolts collected in levels on parts and upgrades. It is a welcome addition of choice, though it adds time between stages that some players may not want.

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The Cast

The game depends on its cast to give the fights personality. The eight robot masters vary in design and challenge, and a returning rival character adds an extra layer to the usual arrangement of stage and boss.

Here are the pieces that make up the systems on offer:

  • A shop system for spending collected bolts
  • A returning rival character and companion
  • Larger character sprites than earlier games in the series

The Bigger Sprites

The bigger sprites are the most visible change, and they do not always help. Levels feel tighter than before, and platforming parts that once felt open now feel narrow. Mega Man 7 asks players to move through the same kind of hazards as before, but the larger scale of the characters leaves less room for error.

Pauses between levels break up the pace.

None of this ruins the game. It simply holds the pace back for players used to the series moving fast.

How It Plays Out

The stage order still lets players choose their path, facing robot masters in whatever sequence they like. That freedom is part of what has always made the series pleasant to return to, and Mega Man 7 keeps it the same.

Here is a rough sense of how a full run through the game breaks down:

Part What Happens
Opening Stages Player picks the first robot masters to face, gaining new powers
Middle Stages Remaining robot masters fall, powers add up, shop upgrades come into play
Late Stages The rival character appears again, adding pressure before the run to the final boss
Closing Stage Past bosses return in the player’s way ahead of the final fight

The closing levels lead to the final boss, and the last part of the game brings back the series’ habit of putting past bosses in the player’s way again before the final fight.

Weighing It Up

Mega Man 7 does enough right to satisfy longtime players of the series. The music holds up, the puzzle of matching power to foe is still pleasant to work out, and the rival character gives the story a bit more shape than earlier games had.

But the game does not push the series forward in any important way. It repeats an arrangement players have seen many times, and the change to bigger sprites makes the platforming feel tighter rather than more exact. It is a solid game, not an essential one.

Mega Man 7 works best for people who already like this series and want more of it. Players new to the series may find better starting points elsewhere in the franchise.

SNES reviews
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