subdirectory_arrow_right Captain Commando (Game), Capcom (Company)
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Attachment It is often said that Mega Man was once used as Capcom's mascot in the 1980s, in a similar way to how Nintendo and Sega use Mario and Sonic respectively. Like many other statements of platforming characters being used as corporate mascots, this is untrue, as Mega Man has never been used to promote the wider Capcom brand of software outside of his own games or crossovers in which he appears. However, Capcom did have a mascot in the 1980s: the titular hero of Captain Commando - many earlier NES Capcom games were branded as part of the "Captain Commando Challenge Series", including licensed titles such as DuckTales, with game manuals having signed messages "written" by Captain Commando. Despite this, Captain Commando was never released on the NES.

Capcom's former community manager Seth Killian addressed Capcom's current lack of a mascot and Mega Man's use as an unofficial mascot on the Capcom-Unity forums in 2009:

"...we don't have an "official" mascot. We have a logo, that’s it.

As far as unofficial mascots go, however, yes, MM would definitely be that. I have actually heard someone discuss this, and I think the reasoning was something akin to Mega Man best embodying the spirit of the company.

So apparently in addition to making great games, Capcom is also here to save the planet from overthrow by evil robot masters (and according to recorded history so far, I'd say we're doing pretty well–2009 and still no overthrows)."
person Rocko & Heffer calendar_month November 15, 2023
Example of a Challenge Series manual:
https://www.thegameisafootarcade.com/wp-content/uploads/2017/02/Duck-Tales-Game-Manual.pdf

Example of a Challenge Series box:
https://imgur.com/AktT0EB

Seth Killian on Capcom's mascot:
https://nintendoeverything.com/?p=22493
subdirectory_arrow_right Mega Man Zero (Collection)
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Attachment Defeating an enemy with a non-buster weapon in the Japanese version of the Mega Man Zero series would make robot characters spout out something resembling blood. It was removed in the US/European versions. Oddly enough, the rating for the Japanese version of the Mega Man Zero series were unaffected.
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Rockman.EXE WS is a side-scrolling platformer in the same style as a classic Mega Man game. It's based on the first two seasons of the MegaMan NT Warrior anime. It was released for the Japanese-only WonderSwan Color, but an English patch has also been released online.
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Keiji Inafune, who is often called the father of Mega Man, did not actually create him. Inafune's mentor at Capcom, who was the designer of the original Mega Man, gave Inafune a basic concept of what Mega Man was supposed to look like and he was tasked to clean up the concept for use in the game. Inafune didn't get to completely design a Mega Man protagonist from scratch until Mega Man X, where he created Zero.
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Attachment In Japan, most of the classic Mega Man games have subtitles.

Rockman
Rockman 2: Dr. Wily's Riddle
Rockman 3: Dr. Wily's Last Moment!?
Rockman 4: A New Ambition!!
Rockman 5: Blues' Trap!?
Rockman 6: Greatest Battles in History!!
Rockman 7: Fated Confrontation
Rockman 8: Metal Heroes
Rockman 9: Revival of Ambition!!
Rockman 10: Threat from Outer Space!!
subdirectory_arrow_right Mega Man Battle Network (Collection), Mega Man Star Force (Collection)
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The Battle Network and Star Force series are an alternate timeline, separate from the classic series, X, and so on. Instead of building robots which led to the Robot Apocalypse, Dr. Wily and Dr. Light (who is Dr. Tadashi Hikari in the Battle Network games, his name meaning 'Right Light' in Japanese) created the internet which led to taking advantage of electromagnetic waves in the Star Force series.
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According to Keiji Inafune, the decision to make Mega Man blue was based on the fact that, out of the 56 colors that the NES color palette has, blue has the most variety. This helped show off his moves as they could be more detailed.
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Attachment There were plans for a first-person shooter in the Mega Man universe. Codenamed "Maverick Hunter", it was being developed by Armature Studio and was cancelled after six months of development during the first half of 2010.
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The sound effect for landing from the first two Mega Man games is part of the sound effect for getting hurt from Thunderbirds.