quoteCapcom updated their Ryuusei no Rockman site, finally detailing some information about the Brother Band System. There are three advantages of using the Brother Band System:
1. Favorite Selector - this randomly picks 6 battle cards from your brother's folder. One Favorite card can be used by one of each Brothers in battle.
2. Link Ability - the more brothers, the more powerful Rock's buster will be, and his HP will increase.
3. Best Combo - combo attack made up of 7 battle cards, used consecutively in a chain attack. You even have the ability to name your special combo attack. Brother's can use each other's combo attacks when they are both 'On Air,' using Brother Force in battle.
Obviously, you are considered 'On Air' when you are connected to the Nintendo DS WIFI system. Every time you go 'On Air' your Brother power up data is renewed, and also opens a new feature called Card Sharing. If you and your Brother have the same card placed in your folders, that card will be powered up.
The game also has its own mini email system, as Brother can send short messages to each other, as well as attach a card to it.
The site also mention that the pendent worn around Subaru's neck will become a key item at some point in the game. oOoOo... mysterious... =D
News Credit: Atomic Fire
quoteYou can find that here.Shooting Star Mega Man
Who said Battle Network was over? Not Capcom, that's for sure.
September 23, 2006 - The Mega Man EXE series, also known as Mega Man Battle Network was finally put to rest after over a dozen games in around five years (and that's not including the Chip Challenge spin-off and GameCube platformer.) But if you thought you would never see this enjoyable but oversaturated series ever again, think again. EXE is over, but a brand new Mega Man franchise is coming to take its place, and you can see remnants of Battle Network every step along the way. And of course, even though it's a brand new game series, there are already three of them ready to buy.
Called Ryusei no Rockman in Japan (translated out to Shooting Star Mega Man, although we're sure the name will change when this title makes its inevitable journey to America), the game is the spiritual successor to Mega Man Battle Network. This time, it's all themed more after the new ZX series of Mega Men than the original EXE Mega Man, with a character that wears costumes increasingly more like that of ZX. The Mega Man storyline in this franchise doesn't seem to rely on your outside boy character controlling a cyber Mega Man anymore. This time, from what we saw in our admittedly confusing demo (this story hardly makes sense in English, much less Japanese), you finally are the Mega Man, playing as a boy who can use his Mega Man visor to view the cyber world underneath modern life. As day turns to night, you creep into the cyber world -- the TGS demo had us for some reason talking to anthropomorphicized trucks and full-sized trains with faces. Eventually, you slip fully into the cyber world (which looks an awful lot like the Tron-like world of Battle Network) and begin to battle as Mega Man.
Instead of the flat 2D battle grid seen in the GBA games, this new series uses more three-dimensional elements than ever before. The graphics are still simple sprites, but now the battles take place with a view behind the back of the Mega Man as he fires away at enemies in action-RPG encounters. As in Battle Network, you only have a limited range of motion due to the game's 3x5 grid (in fact, there's less range than before since you are now always on the last edge of the grid), but your Mega Man is much more versatile in his actions, including aiming to the side and shooting enemies across the grid with the right abilities set. A robust Chip system is used to allow Mega Man more powerful moves, all chosen from the touchscreen at the bottom. When battles begin, you must choose which chips you plan on using in battle, as combinations and special powers will be helpful if you face certain enemy types. Each chip has a set of usage points if you're going to choose that chip, so choose and combine the right chips but watch out to not hit the max before you have what you want. A timer will run once the fighting begins to let you know when you are allowed to pause and actively switch out chips if you need to. Special attacks should feel right at home for Mega Man Battle Network fans, including a grid deactivator (here, it looks like it turns the grid to grass) to limit enemy movement as well as your assortment of bombs, blasts, and attack multipliers. Battles can be fought against a number of enemies at a time (in fact, there are even combo techniques for hitting two at a time), and in trailers for the game some incredibly wicked bosses, such as a gigantic bull that charges right at you across multiple grids, so even though it's a somewhat familiar battle system, the viewpoint does make it more exciting.
Of course, no game in (or unofficially a part of) the Mega Man Battle Network ilk would be complete without a clone version or two. For launch of Shooting Star Mega Man, Capcom is planning on delivering a full three versions of the game: Leo, Pegasus, and Dragon. Each distinuguishes itself as a new game because each includes a new suit for your character, one exclusive to each version. Amongst the powers given in each version, the Pegasus suit can fire Ice that stops enemies, Leo's red suit gives you a flame thrower, and Lizard lets you unleash a huge whirlwind. A wireless trading mode will of course let you make your friends jealous of your exclusive Mega Man.
Visually, everything is different, and yet nothing has changed. The old Game Boy overworld design from MMBN rears its head again in the incredibly simplistic 2D world view, showing little to no improvement in color, detail or even design with this new series. The new battle engine fares a little better, obviously, but it's still barely scratching the surface of the DS, using rarely-animated sprites that jump from point to point on the grid rather than fully animating sprites for the detail work. Seeing as how Mega Man Zero and ZX were so choc full of animation, we expected this game to push beyond the old games when it was first announced -- we don't need tons of 3D effects, we just need what is up on the screen to be animated and depicted well. As is, it's decent, but little special. The DS also wasn't put to full use in the control, as this game still uses good ol' D-Pad control for character control -- we might even say that the D-Pad seemed easier for selecting chips than the touchscreen since you had to take your hands off the controller to touch. On the positive tip, the game supports the Nintendo WiFi Connect, and while details were not available here (the game was shown in the TGS Kids Corner, which wasn't exactly press-friendly), the look of the Capcom website for the game hints at either a ranking registry or perhaps an online battle mode.
In its presentation qualities, Shooting Star Mega Man isn't anything to call home about, but the Battle Network series has always been about its unique gameplay, and this Nintendo DS game makes that play fresh again with its new view and gameplay features. All three versions of Shooting Star Mega Man will ship in Japan this December.
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