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Mega Man 7

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Title Screen

Mega Man 7

Also known as: Rockman 7: Shukumei no Taiketsu! (JP), Mega Man VII (US)
Developers:Capcom[1][2], unknown external company (Minakuchi Engineering?)
Publishers:Capcom[1][3] (JP/US),Laguna[2] (EU)
Platform:SNES
Released in JP: March 24, 1995[3]
Released in US: September 1995[1]
Released in MX: 1995[4]
Released in EU: November 1995[2]
Released in AU: November 6, 2014[5] (Wii U VC)


ObjectIcon.png This game hasunused objects.
GraphicsIcon.png This game hasunused graphics.
ItemsIcon.png This game hasunused items.
Sgf2-unusedicon1.png This game hasunused abilities.
DebugIcon.png This game hasdebugging material.
SoundtestIcon.png This game has ahidden sound test.
RegionIcon.png This game hasregional differences.
Carts.png This game hasrevisional differences.
PiracyIcon.png This game hasanti-piracy features.


ProtoIcon.pngThis game has a prototype article
PrereleaseIcon.pngThis game has a prerelease article
NotesIcon.pngThis game has a notes page

Dr. Willy has escaped from prison, thanks to some robots he stashed away for just such an occasion! At least inMega Man 7, they don't eventry to pretend the main villain is someone other than Dr. Wily...

Due to “Bad Timing” on part of the dev team, the game was only in development forthree months before it was released.

Contents

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Sound Test

Got a good soundtrack, too.
CodeC0062004 (C0062804 for the Japanese version) will load a sound test after the Capcom logo. The cursor used to choose between sound effects and music is invisible.

Object Viewer

Objective!
CodeC0062002 (C0062802 for the Japanese version) will load a fairly complex object viewer after the Capcom logo. Controls are as follows:

  • Left / Right – Cycle through object animations.
  • A + D-Pad – Move object around.
  • B + Up or Down – Cycle through objects.
  • X + D-Pad – Flip object horizontally or vertically.
  • Y – Play current animation.
  • D-Pad (2P) – Move cursor.
  • Y + Left or Right (2P) – Change width of cursor.
  • Y + Up or Down (2P) – Change length of cursor.

Unused Beat Weapon

Beat?
Setting7E0B9D toFF will allow you to select an unimplemented weapon, Beat, from the weapons subscreen. Beat will take the Super Adapter's place on the subscreen. Its icon has been removed from the game, however, replaced with a green M.

Beat!Rockman7Sample-BeatIcon.png
This picture of the Rockman 7 prototype shows the removed icon. Note also that its position in the final matches its position in the prototype, while the B. Shield and S. Adapter have been moved around.

...not Beat.
Unfortunately, in both versions, the weapon is completely unimplemented. Most likely, the Beat weapon would have acted like it did inMega Man 5 and6, with Beat flying into enemies while still allowing you to shoot your buster (but not charge it). In 7, the buster behavior is the same, but Beat will never appear to attack enemies, making it pretty much worthless.

This weapon was replaced some time in the game's development with the Beat Whistle, an item that lets you escape from bottomless pits.

(Source:Original TCRF research)

1P and 2P Cursors

Object Viewer ID #2C, Animations 01-02
Player one, get ready!Player two, get ready!
Variants of the stage select cursor that aren't present at all in the prototype. Thereis a 2P mode in the game, but it's a fighting game and the character selection uses no cursor. There might have been plans for a cooperative version of the main game.

(Source:Original TCRF research)

Weapon Icons

Unused Pause Menu
MM7 WeaponIcons Unused.pngMM7 WeaponIcons Menu.png

Located at$1958E0 are unused weapon icons. They use the palette from the currently loaded weapon, except for the Rush Items which use the 'common' palette which is always loaded in VRAM for things like life/weapon drops, HUD, explosions, etc. This might suggest that at one point weapon icons would be displayed on the weapon bar, in the same manner as in theMega Man X series. These unused icons don't actually match the weapon bar, but they do match the style in the pause menu. The weapon icons in the pause menu use a single palette, except for Rush Search which uses a copy of the 'common' palette.

Unused Objects and Animations

Mega Man

MegaMan7-MMUnused1.png
Mega Man doing some stretches. Possibly meant for a cutscene.

MegaMan7-MMUnused2.png
Mega Man has a throwing animation, similar to many weapons from games before it such as the Metal Blade. This being present possibly means the lineup of weapons could've changed drastically.

MegaMan7-MMUnused3.png
A bunch of sprites for varying purposes in the intro stage's car ride. Not much to say about it.

Burst Man

Object Viewer ID #0C, Animation 06
I'm gonna blow you up!
This animation of Burst Man never appears in-game. Perhaps he was meant to shoot bombs out from his head?

Junk Man

Object Viewer #32, Animations 04-07
Spinny.
There are variants of the spinning drums found in Junk Man's stage.

Bigger. Biggest!
There are four different versions of the drum, and only the two smaller ones appear in the stage.

Bunby Met

Object Viewer ID #35, Animations 00-14
Flying mushy meat balls?
This object's graphics were removed from the final version. However, the prototype still has them.

Oh, it's one of those.
Probably meant for the intro stage, where they would come in from the background after Dr. Wily escaped from prison.

Waaah! I'm shrinking!
After dropping off the Mets, they'd retract their arms and fly off. Even in the prototype version, this object isn't used, however.

There's nothing particularly funny about rubble.
Rubble graphics also appear in this object pack.

The prototype includes the sprite assembly data, but the animation data wasn't quite finished yet, only going up to0A. The final's data matches exactly what was in the prototype, just with the completed animation data added in, now going up to14. Porting the completed animation data to the prototype (or alternatively, inserting the removed compressed graphics back to the final game) makes viewing these additional animations possible.

Animations 0B-0D
MM7 Unused BunbyMetDrop.png
Here we have the Mets after being dropped off.

Animations 0E-10
MM7 Unused BunbyPropeller.gif
These are the propellers for the Bunby Tops.

Animations 11-14
MM7 Unused BunbyExplosion.gif
And lastly, 4 different colored explosions.

Time Bomb Platforms

Object Viewer ID #3B, Animations 00-07, 0B-10
One is used. Seven aren't. Makes perfect sense to me!
A whoppingseven variants of the floating Time Bomb platform are unused in the game. The only version that's used is the 4-count platform moving right. The left-moving versions aren't used at all.

Wily Saucer

Object Viewer ID #47, Animations 01-02
Here I come, Mega Man!
These two larger versions of the escaping Wily Saucer aren't used in the final but were used in the prototype.

Bass

Object Viewer ID #4A, Animations 19-1A
blah blah blah...
Bass talking and standing upright while in his Treble fusion state. He never gets a chance to do this.

Blink blink
Bass standing upright in his Treble fusion state.

Shade Man Objects

Object Viewer ID #4F, Animation 05
Seizure time!
An odd object found in the same pack as the other Shade Man projectiles. Might have been meant to appear around Mega Man while petrified.

Eddie

Object Viewer ID #57, Animation 01
I'm not hyper! Seriously!
Eddie standing still. He constantly rocks back and forth in-game.

Dr. Light

Object Viewer ID #74, Animation 07
OBJECTION!
Dr. Light talking while pointing. Looks rather strange, which is probably why it wasn't used.

Hyper Bolt

Object Viewer ID #86, Animation 0E
Hyperactive Hyper Bolt
An odd image of the Hyper Bolt found with the rest of the graphics in Big Eddie's.

Hey, free stuff!
The black lines in the image fit perfectly with the Bolt counter in Auto's shop. Was this used for free items?

Huge Weapon Capsule

Object Viewer ID #8D, Animation 01
It's so huge!I want one, dangit!
Definitely meant to be something that could be found with Rush Search, but none are placed in-game.

The item is fully functional, though, and acts like an instant W-Tank (similar to how the huge energy capsule acts like an instant E-Tank). It can be placed in-game by setting7E19CA to1F and7E19CB to0B. This will take the place of the first item on-screen.

Dr. Wily Cutscene

MegaMan7 Wily Intro.png
Dr. Wily is only seen from the chest up while he's hovering over Earth menacingly in the intro. Removing layers while this is happening shows unused portions of his body that reveals he has some rather... odd proportions.

(Source:Sprites, Inc.)

Unknown Item

Object Viewer ID #8D, Animation 06

Yeah, what is this thing?


Another item that never appears in the game. Perhaps this acted like an instant S-Tank?

(Source:Original TCRF research)

Regional Differences

Opening

MM7IntroChrono.png
The Japanese intro listed the previous six games with their release years.Mega Man 10 would do the same thing fifteen years later.


Mega Man 7 Region Error.png
This screen is shown when starting the US or Japanese version of the game on a PAL system. You're still allowed to play a single level either by starting a new game or using a password, but when you exit the level the game will reset. This was not yet added in the prototype and was removed in the European release (though the text remains in the ROM, unaltered).

Title Screen

Japan International
RM7FinalTitle.pngMegaman7Title.png

Just like all other Mega Man sequels before it, the subtitle was removed in the localization. In Japan, the full title is Rockman 7: Shukumei no Taiketsu! (宿命の対決!, lit. "Showdown of Destiny!").

Boss Select

The boss introduction scenes have small flavor text in the Japanese version:

StageText
Freeze ManDON'T SLIP!
Junk ManFORGOTTEN FACTORY
Burst ManBOMB BOMBER BOMBEST
Cloud ManWATCH YOUR STEP
Spring ManBOYOYON PARADISE
Slash ManJURASSIC JUNGLE
Shade ManMYSTERY! THE HORROR
Turbo ManCHAMP OF THE ROADS

Weapon Get Cutscenes

In the Japanese version, Roll or Rightot (Auto) may replace Dr. Right (Dr. Light) in the scenes explaining the abilities of the Special Weapon obtained, each with their own humorous response.

Roll

JapaneseTranslationWeapon
ロックマン:このフリーズクラッカーは、

こおりのたまを うちだすんだよ。

ロール:わあ きれい!

これで ブローチが つくれないかしら?

ロックマン:きっと ロールちゃんに にあうと

おもうよ。

Rockman: Freeze Cracker shoots out balls of ice.

Roll: Wow, how pretty!

I wonder if I could make a brooch out of this?

Rockman: I'm sure it will suit you.

Freeze Cracker
ロックマン:ジャンクシールドは、

まわりの スクラップを

あつめて うちだすんだよ。

ロール:そうじがたいへんだから

いえでは つかわないでね。

ロックマン:はい…

Rockman: Junk Shield is launched by

collecting scrap from all around.

Roll: It's hard to clean up, so don't use it in the house.

Rockman: Okay...

Junk Shield
ロックマン:デンジャーラップは、

ばくだんを あわにつつんで

はっしゃするんだ。

ロール:あらちょうどよかった、

はかせの つくったガラクタが

いっぱいあって こまっていたの。

まとめて ばくはして ちょうだい。

ロックマン:ロールちゃん…きびしいなあ…

Rockman: Danger Wrap wraps a bomb in a bubble

and launches it.

Roll: Oh, that's just what I needed. I was having trouble

with all the junk the doctor had made.

Blow it all up, please.

Rockman: Rolly... You're relentless...

Danger Wrap
ロックマン:このサンダーストライクは、

でんげきのたまを うちだすんだ。

ロール:あらうれしい、これで でんきだいが

せつやくできるわ!

ロックマン:・・・・

Rockman: Thunder Strike launches balls of electricity.

Roll: Oh, how nice. This will save us

a ton of money on the electric bill!

Rockman: ...

Thunder Strike
ロックマン:このワイルドコイルは、

ぜんごに バネを はっしゃするんだ。

ロール:あら、バネ?

はかせの ベッドの しゅうりに

つかえるかしら?

ロックマン:ムリだよ…

Rockman: Wild Coil fires springs back and forth.

Roll: Oh, springs? Do you think we

can use them to fix the doctor's bed?

Rockman: Out of the question...

Wild Coil
ロックマン:このスラッシュクローは、

どんなものでも きることが できるだ。

ロール:それじゃ、このごろ おにわのきが

のびすぎているから きっておいてね。

ロックマン:ロールちゃんには かなわないなあ…

Rockman: Slash Claw can cut through anything.

Roll: Well, the trees in the garden have been

overgrowing lately, so please take care of them.

Rockman: I'm not as good as you...

Slash Claw
ロックマン:このぶきは クラッシュノイズといって、

きょうりょくな はかいおんぱで

てきを やっつけることが できるんだ。

ロール:あら、それって ライトはかせの

うたごえよりも すごいの?

ロックマン:ロールちゃん…きびしいなあ…

Rockman: This weapon is called Crush Noise, and it can

destroy enemies with powerful destructive sound waves.

Roll: Oh, is that even better than Dr. Right's singing voice?

Rockman: Rolly... You're relentless...

Crush Noise
ロックマン:このバーニングホイールは、

ほのおの しゃりんを うちだすんだ。

ロール:あらちょうどよかった。

こんやの ごはんは バーベキューに

しようと おもってたの!

ロックマン:ちょうどよかったといわれても…

Rockman: Burning Wheel shoots out wheels of fire.

Roll: Oh, just in time. I was thinking of having

a barbecue for dinner tonight!

Rockman: I wouldn't say "just in time" to that...

Burning Wheel

Rightot (Auto)

JapaneseTranslationWeapon
ロックマン:このフリーズクラッカーは、

こおりのたまを うちだすんだよ。

ライトット:なヌ!クラッカー!?おいらクラッカーは

だいこうぶつダスー!おクレーおクレー!

ロックマン:クラッカーといっても

たべものじゃないって!

Rockman: Freeze Cracker shoots out balls of ice.

Rightot: What?! Cracker?! Crackers are

my favorite food! Gimme gimme!

Rockman: It's not edible crackers!

Freeze Cracker
ロックマン:ジャンクシールドは、

まわりの スクラップを

あつめてうちだすんだよ。

ライトット:スクラップじゃなくて

ネジを あつめてくれれば

よかったダスね。

ロックマン:だいじょうぶ!

ライトットのネジも

ちゃんと あつめるよ。

Rockman: Junk Shield is launched by

collecting scrap from all around.

Rightot: I wish it had collected

screws instead of scrap.

Rockman: Don't worry! I'll make sure to

get the screws for you.

Junk Shield
ロックマン:デンジャーラップは、

ばくだんを あわにつつんで

うちあげるんだ。

ライトット:はなびダスか、ドンときて、パッとちる。

はなやかダスなあ…

ロックマン:ちょっと、ちがうんだけど…

Rockman: Danger Wrap wraps a bomb in a bubble

and launches it.

Rightot: It's like fireworks, it comes with a bang

and goes with a whimper.

So gorgeous...

Rockman: That's not exactly it...

Danger Wrap
ロックマン:このサンダーストライクは、

でんげきのたまを うちだすんだ。

ライトット:ワー、カミナリさまダスー!

おへソとられるダスー!

ロックマン:おまえ、いつのじだいの

ロボットだよ…

Rockman: Thunder Strike launches balls of electricity.

Rightot: Whoa, it's the god of thunder!

It'll take my belly button!

Rockman: Which era's robot are you...?

Thunder Strike
ロックマン:このワイルドコイルは、

ぜんごに バネを はっしゃするんだ。

ライトット:このバネを りょうあしに つければ

ジャンプりょくが アップして

スーパーライトットのかんせいダス!

ロックマン:そんなこと、ないって…

Rockman: Wild Coil fires springs back and forth.

Rightot: If I put these springs on both feet, I'll have

more jumping power and I'll be Super Rightot!

Rockman: No, you won't...

Wild Coil
ロックマン:このスラッシュクローは、

どんなものでも きることが できるだ。

ライトット:すごいダスー

スXラXダーひXゅう みたいダスー!

ロックマン:それは いわない やくそくだろ。

Rockman: Slash Claw can cut through anything.

Rightot: Awesome!

It's like S*r*der Hi*yuu!

Rockman: You promised not to say that.

Slash Claw
ロックマン:このぶきは クラッシュノイズといって、

きょうりょくな はかいおんぱで

てきを やっつけることが できるんだ。

ライトット:ZZZ…ダス、Z..ZZ.ダス…

ロックマン:こっちのほうが はげしいや…

Rockman: This weapon is called Crush Noise, and it can

destroy enemies with powerful destructive sound waves.

Rightot: ZZZ... Z... ZZ...

Rockman: This one's even more relentless...

Crush Noise
ロックマン:このバーニングホイールは、

ほのおの しゃりんを うちだすんだ。

ライトット:これで きょうの ふろたきは

ロックマンの しごとダスね。

ロックマン:そうなのかなあ…

Rockman: Burning Wheel shoots out wheels of fire.

Rightot: Now it's your job to heat the bathwater today.

Rockman: Is it really...?

Burning Wheel
(Source:Rockman Perfect Memories)

Weapon Names

Four of the weapons have slightly different names:

JapanInternational
Thunder StrikeThunder Bolt
Crush/Crash NoiseNoise Crush
Burning WheelScorch Wheel
Blues ShieldProto Shield

Curiously, in the International releases of the arcade game,Mega Man: The Power Battle, the first 3 weapons kept their Japanese names. (Proto Shield doesn't exist as a weapon in that game.)

Ending

Japan International
Period period period period period period.The hell with hesitation, I AM THREATENING!

There is a slight change to the ending. In the Japanese version, after Dr. Wily tells Rockman that robots cannot harm humans, Rockman stops charging his Buster and remains silent. In the English translation, the silence is replaced by a threat to kill Wily, although the text speed was not changed.

Revisional Differences

  • Presumably for copyright reasons, the version of the game emulated inMega Man Legacy Collection 2 removes both the Famicoms in the background of Junk Man's stage and the Game Boy that can sometimes be dug up with the Rush Search. These changes were not reverted for the Nintendo Switch release. Interestingly, the platforms designed to look like Famicom controllers later in the stage weren't altered, likely because the resemblance is much harder to notice.
OriginalMega Man Legacy Collection 2
Rockman 7-Famicoms & GameBoy.pngMMLC2 MM7 JunkManLevStart.PNG
  • During the ending, there's a typo in the original English script, where Mega Man says, "I don't trust you, Wily! I gonna do what I should have done years ago!!" This was fixed in theMega Man Legacy Collection 2 where his line is, "I don't trust you, Wily! I'm gonna do what I should have done years ago!!"
  • In the original English script, Bass utters "damn" in Shade Man's stage. However, in bothMega Man Anniversary Collection andMega Man Legacy Collection 2, he says "darn".
OriginalMega Man Anniversary Collection

The entire credits sequence was heavily neutered inMega Man Anniversary Collection, possibly due to issues emulating some graphical effects used in the original SNES version. All graphics, including the Robot Masters and the final cast photo scene, were removed and replaced with simple scrolling text on a black background. The Robot Master designer credits were consolidated and placed between the sound composer and special thanks sections, and Bass and Treble are still (rather awkwardly) mentioned between the special thanks and the "AND CAPCOM ALL STAFF" message.

  • TheAnniversary Collection title screen removes the sound option.
  • In the GameCube version ofAnniversary Collection, the music is awkwardly slower than the original's, probably due to emulation issues. This is not present in the PlayStation 2 version, however.
  • When Wily's Capsule explodes after beating the final boss, the white flash that appears is noticeably shorter in bothMega Man Anniversary Collection andMega Man Legacy Collection 2. A white flash is also absent in the latter, during the ending when Wily's Castle bursts into flames, making the transition less seamless.

Anti-Piracy

When an enemy is shot with the Mega Buster, the game does a test write to SRAM, which isn't present on the retail cartridge but commonly found on devices running copies of games. Successful writes are counted and once the counter reaches 128, Mega Man's input will be completely randomized and he'll fall through the floor when teleporting in at the start of a level.

Demo Recording Functionality

Another set of routines that try to write to SRAM are the ones used to record the demo seen after the game's opening. They are still in the ROM and would write the player's progress such as levels beaten and items collected before recording the player's input. As stated, this wouldn't work on the retail cartridge since it lacks SRAM, but would be fine on the development hardware.

References

  1. 1.01.11.2Videogame Advisor - August 1995, p. 28
  2. 2.02.12.2Fun Generation 1995-11, p. 51
  3. 3.03.1GDR スーパーファミコン ソフト一覧 1995年 - SUPER FAMICOM Software List 1995
  4. RF Generation: Mega Man 7 (Nintendo SNES)
  5. Mega Man 7 - Game - Nintendo World Report
v · t · e
TheMega Man series
NESMega Man •Mega Man 2 •Mega Man 3 (Localization Prototype) •Mega Man 4 (Localization Prototype) •Mega Man 5 •Mega Man 6 •Wily & Right no Rock Board (Prototype)
Game BoyMega Man: Dr. Wily's Revenge (Prototype) •Mega Man II •Mega Man III •Mega Man IV •Mega Man V •Wily & Right no Rock Board
DOSMega Man •Mega Man 3
SNESMega Man 7 (Prototype) •Rockman & Forte •Mega Man's Soccer (Prototype)
GenesisMega Man: The Wily Wars
Game GearMega Man
ArcadeMega Man: The Power Battle •Mega Man 2: The Power Fighters
PlayStationMega Man 8 (Prototypes) •Mega Man: Battle & Chase
Sega SaturnMega Man 8
GameCube, PlayStation 2, XboxMega Man Anniversary Collection
Game Boy AdvanceMega Man & Bass
J2MEMega Man
PlayStation PortableMega Man Powered Up (Demos)
PlayStation 3, Xbox 360, Wii(Ware)Mega Man 9 •Mega Man 10 (Prototypes)
WindowsMega Man Legacy Collection •Rockman Strategy •Mega Man 11
Nintendo 3DSMega Man Legacy Collection
Nintendo Switch, PlayStation 4, Xbox OneMega Man Legacy Collection •Mega Man 11
Mega Man X
SNESMega Man X •Mega Man X2 (Prototypes) •Mega Man X3 (Prototypes)
Game Boy ColorMega Man Xtreme •Mega Man Xtreme 2
PlayStationMega Man X3 •Mega Man X4 (Prototypes) •Mega Man X5 (Prototypes) •Mega Man X6 (Prototype)
Sega SaturnMega Man X3 •Mega Man X4 (Prototypes)
WindowsMega Man X3 •Mega Man X4 •Mega Man X5 •Mega Man X7 •Mega Man X8
PlayStation 2Mega Man X7 (Prototypes) •Mega Man X8 (Prototype) •Mega Man X: Command Mission (Prototype)
PlayStation PortableMega Man Maverick Hunter X
Mega Man Legends
PlayStationMega Man Legends (Prototypes) •Mega Man Legends 2 (Prototypes) •The Misadventures of Tron Bonne
Nintendo 64Mega Man 64 (Prototype)
WindowsMega Man Legends •Mega Man Legends 2
Mega Man Battle Network/Star Force
Game Boy AdvanceMega Man Battle Network •Battle Network 2 (Prototype) •Battle Network 3 •Battle Network 4 •Rockman.EXE 4.5 Real Operation •Battle Network 5 •Battle Network 6
Mega Man Battle Chip Challenge
GameCubeMega Man Network Transmission
WonderSwan (Color)Rockman EXE WS
Nintendo DSMega Man Battle Network 5: Double Team DS •Rockman.EXE: Operate Shooting Star
Mega Man Star Force •Mega Man Star Force 2 •Mega Man Star Force 3
Windows, PlayStation 4, Nintendo SwitchMega Man Battle Network Legacy Collection
Mega Man Zero/ZX
Game Boy AdvanceMega Man Zero •Mega Man Zero 2 •Mega Man Zero 3 •Mega Man Zero 4
Nintendo DSMega Man Zero Collection •Mega Man ZX •Mega Man ZX Advent
Other
iOS, AndroidRockman Xover •Mega Man X DiVE
Related
Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii U, Linux, Mac OS XMighty No. 9 (Prototypes)
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