The Rockman EXE Zone https://www.therockmanexezone.com Your primary source for all things Mega Man Battle Network and Mega Man Star Force. News, factoids, community and more! Mon, 05 Jun 2017 20:48:23 +0000 en-US hourly 1 https://wordpress.org/?v=4.8 https://i1.wp.com/www.therockmanexezone.com/wp-content/uploads/cropped-TREZ_Favicon512x512.png?fit=32%2C32&ssl=1 The Rockman EXE Zone https://www.therockmanexezone.com 32 32 39971362 EndCycle getting online multiplayer https://www.therockmanexezone.com/general/2017/06/05/endcycle-getting-online-multiplayer/ https://www.therockmanexezone.com/general/2017/06/05/endcycle-getting-online-multiplayer/#respond Mon, 05 Jun 2017 20:48:23 +0000 https://www.therockmanexezone.com/?p=2074 Remember EndCycle, the MMBN-inspired indie game by 12B3 Games? Though the Kickstarter for the project failed to meet its goal, the team has nonetheless been toiling away on the game. Today the team published a trailer featuring a brand new feature: online multiplayer! Fortunately, we won’t have to wait long to try it, as 12B3 […]

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Remember EndCycle, the MMBN-inspired indie game by 12B3 Games? Though the Kickstarter for the project failed to meet its goal, the team has nonetheless been toiling away on the game. Today the team published a trailer featuring a brand new feature: online multiplayer!

Fortunately, we won’t have to wait long to try it, as 12B3 noted that the online multiplayer will be available to everyone on 1 July 2017. In addition, they will be launching a Patreon to support the game’s development.

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Catch the TeamBN Summer Showcase 2017 in June https://www.therockmanexezone.com/general/2017/04/20/catch-teambn-summer-showcase-2017-june/ Thu, 20 Apr 2017 21:20:56 +0000 https://www.therockmanexezone.com/?p=2067 This summer, speedrunning group TeamBN will be hosting their eighth bi-annual marathon: the TeamBN Summer Showcase 2017. Tune in to see each of the Battle Network and Star Force games being completed at breakneck pace, as well as catch up on recent developments with various community events and projects. The new marathon will start on […]

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This summer, speedrunning group TeamBN will be hosting their eighth bi-annual marathon: the TeamBN Summer Showcase 2017. Tune in to see each of the Battle Network and Star Force games being completed at breakneck pace, as well as catch up on recent developments with various community events and projects.

The new marathon will start on June 16th, 2017, at 1:00 AM UTC / 6:00 PM PDT / 9:00 PM EDT / 3:00 AM CEST / 10:00 AM JST. It will run for just under 2 days. As usual, you’ll be able to catch stream on TeamBN’s Twitch channel. The marathon is still a ways off, but don’t worry — we’ll remind you once we get closer to the date.

The exact schedule is not set in stone yet, but TeamBN have revealed the list of games being played. Fan games showcased this time include MMBN Chrono X, MMBN 3D, Shanghai EXE and MMBN Project Genesis, as well as MMBN-inspired indie games Tri Wing and EndCycle. You’ll also be able to see the Battle Chip Gate, a Japan-exclusive peripheral that connects to the games, in action with demoes and runs for BN5 and BN6. Additionally, get a taste of competitive MMBN multiplayer with an N1GP Exhibition Match!

Here’s the full list of games announced; check back later for the full schedule.

  • Mega Man Battle Network 1
  • Mega Man Battle Network 2
  • Mega Man Battle Network 3
  • Mega Man Battle Network 4
  • Rockman EXE 4.5: Real Operation
  • Mega Man Battle Network 5 (+ Progress Chip Gate demo)
  • Rockman EXE 6 (with Beast Link Gate)
  • Mega Man Star Force 1
  • Mega Man Star Force 2
  • Mega Man Star Force 3
  • Mega Man Battle Chip Challenge (+ BCC plays BCC)
  • Mega Man Network Transmission
  • Rockman EXE WS
  • Mega Man Battle Network Chrono X (+ Q & A)
  • Mega Man Battle Network 3D (+ Q & A)
  • Mega Man Project Genesis (+ Q & A)
  • Shanghai EXE: Genso Network
  • Tri Wing (+ Q & A)
  • EndCycle (+ Q & A)
  • N1 Grand Prix (exhibition match)

Marathon schedule (TBD)
TeamBN Twitch channel
TeamBN Twitter feed

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Kickstarter for EndCycle now live! https://www.therockmanexezone.com/general/2017/01/28/kickstarter-endcycle-now-live/ Sat, 28 Jan 2017 16:14:54 +0000 https://www.therockmanexezone.com/?p=2042 12B3 Games has launched a Kickstarter for their indie game, EndCycle. If you watched the last TeamBN marathon, you might’ve caught a glimpse of this game already. EndCycle is slated for Windows, Linux and macOS, and the team is looking to raise €10,000 to fund the development of the game. The game stars Fin, your […]

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12B3 Games has launched a Kickstarter for their indie game, EndCycle. If you watched the last TeamBN marathon, you might’ve caught a glimpse of this game already. EndCycle is slated for Windows, Linux and macOS, and the team is looking to raise €10,000 to fund the development of the game.

The game stars Fin, your average guy whose life is upended when his peaceful hometown of Everod is invaded by the evil organization Azure Shield. To stop them, Fin will need to travel the world of Anika and seek help from the team of good guys, Crimson Force. As the battle between these two world powers rages, he finds himself caught in the middle and is forced to fight in order to reclaim his normal life.

The battle system in EndCycle should be immediately familiar to anyone who’s played Mega Man Battle Network before. Each battle takes place on a grid of panels, on which you and the enemy Noise monsters move around and try to hit each other with ranged attacks. You can equip up to 12 VOC attacks, and defeating Noise will get you stronger ones as well as level up your Noisicon, which lets you summon your own Noise buddy in battle. There’s also a local multiplayer mode planned that will let up to 4 players duke it out or fight together.

For the full details, make sure to check out the Kickstarter page for EndCycle. If you want to see more before jumping in, there is a newly updated, free demo available which features the first chapter of the game as well as local multiplayer.

EndCycle Kickstarter page
EndCycle demo download
EndCycle development blog
12B3 Games Twitter feed

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Mega Man Battle Network Marathon V5.5 https://www.therockmanexezone.com/general/2016/12/04/mega-man-battle-network-marathon-v5-5/ Sun, 04 Dec 2016 22:20:38 +0000 https://www.therockmanexezone.com/?p=2025 In two weeks, tune in to the new Mega Man Battle Network Marathon V5.5 hosted by speedrunning group TeamBN! Starting on December 17, 2016, the team will be racing through a number of Battle Network and Star Force games, some in ways that haven’t been seen before. This time also sees the inclusion of two […]

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TeamBN logoIn two weeks, tune in to the new Mega Man Battle Network Marathon V5.5 hosted by speedrunning group TeamBN! Starting on December 17, 2016, the team will be racing through a number of Battle Network and Star Force games, some in ways that haven’t been seen before. This time also sees the inclusion of two additional games, namely Mega Man X: Command Mission, a Mega Man RPG from another mother, and Boktai: The Sun is in Your Hand, a series which frequently crossed over with MMBN.

Additionally, this marathon is a great time to catch up with recent news in the (fan) game development community. Shown off in this iteration are several fan games including MMBN Chrono X, MMBN 3D, Shanghai EXE, MMBN Project Genesis and Kura5 (Boktai 3D), as well as MMBN-inspired games like the recently Kickstarted Tri Wing, and Endcycle (previously known as Voxel Generation). Some of the developers will also host a live Q&A following the demonstration!

The Mega Man Battle Network Marathon V5.5 will be hosted on TeamBN’s Twitch channel. It starts on December 17, 2016, at 11:00 AM UTC (that’s 6:00 AM PST, 3:00 AM EST and 12:00 PM CET). It will run for just over one day. The list of games played is as follows — check the schedule link below for more details!

  • Mega Man Battle Network 2
  • Mega Man Battle Network 3: Blue
  • Mega Man Battle Network 6: Cybeast Gregar
  • Mega Man Star Force 2: Zerker × Ninja
  • Mega Man Battle Chip Challenge
  • Mega Man Network Transmission
  • Mega Man X: Command Mission
  • Boktai: The Sun is in Your Hand
  • Mega Man Battle Network Chrono X (+ Q&A)
  • Mega Man Battle Network 3D (+Q&A)
  • Mega Man Battle Network Project Genesis (+ Q&A)
  • Shanghai EXE: Genso Network
  • Kura5: Bonds of the Undying (Boktai 3D) (+ Q&A)
  • Tri Wing (+ Q&A)
  • Endcycle (+ Q&A)

Marathon schedule
TeamBN Twitch channel
TeamBN Twitter feed

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Mega Man Battle Network 3D adds Local Multiplayer https://www.therockmanexezone.com/general/2016/08/16/mega-man-battle-network-3d-adds-local-multiplayer/ Wed, 17 Aug 2016 01:14:15 +0000 https://www.therockmanexezone.com/?p=2017 HeatPhoenix, the developer behind Mega Man Battle Network 3D, has released a new trailer for the game. It shows off Local Multiplayer support, as well as a funky Battle Chip Challenge remix! Players can use any Navi and BattleChip in multiplayer battles. As local multiplayer takes place on one screen only, each Custom Screen is […]

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mega-man-battle-network-3d-logoHeatPhoenix, the developer behind Mega Man Battle Network 3D, has released a new trailer for the game. It shows off Local Multiplayer support, as well as a funky Battle Chip Challenge remix! Players can use any Navi and BattleChip in multiplayer battles. As local multiplayer takes place on one screen only, each Custom Screen is shown one at a time so the other player can look away. An extra controller is required for player 2.

For more info, check out the official MMBN3D homepage or Twitter.

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The Rockman EXE Zone – 10th Anniversary! https://www.therockmanexezone.com/general/2016/08/12/rockman-exe-zone-10th-anniversary/ Fri, 12 Aug 2016 16:34:30 +0000 https://www.therockmanexezone.com/?p=1994 Today is a pretty special day. On August 12th 2006, MegaRockEXE and Greiga Master founded the Rockman EXE Zone from the remains of Outkast Sprites. That’s right: it’s the Rockman EXE Zone’s 10th anniversary! You may have wondered what prompted our ‘scheduled maintenance’ announcement a few days ago. If you’re a TREZ regular, you might […]

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TREZ 10th AnniversaryToday is a pretty special day. On August 12th 2006, MegaRockEXE and Greiga Master founded the Rockman EXE Zone from the remains of Outkast Sprites. That’s right: it’s the Rockman EXE Zone’s 10th anniversary!

You may have wondered what prompted our ‘scheduled maintenance’ announcement a few days ago. If you’re a TREZ regular, you might remember that on this day four years ago, we launched our new TREZ homepage. Well, times have changed and we thought it was time for a fresh new coat of paint. The result is this beautiful website you see before you! And that’s not all — we’ve also overhauled the forums, and added some new features. Read on for the lowdown:

Website

As you can see, the TREZ website has been totally renewed, with a bigger focus on content and navigation. We’ve also traded in the predominantly dark color scheme for something a little easier on the eyes and designed a new logo. It should now be easier to find the content you’re looking for or read up on forgotten news posts from the past. The new site is also better equipped for mobile devices!

Forums

Just like the website, our TREZ Forums have been outfitted with a fresh new skin. Special care was taken to make the forums easier to use on mobile devices — for instance, ads will now scale to the width of your screen. (Bet you’ve never seen a ZetaBoards forum do THAT!)

Additionally, we’ve trimmed off some of the fat to craft a sleek new front page. The number of top-level boards has been reduced, and several inactive boards have been merged to provide a smoother experience. But of course, the past is not forgotten — check out the new TREZ Archive to read old topics from the days of yore.

Note: if you’re still seeing the old forum skin, you may have to scroll down to the bottom of the page and choose “TREZ CORE Light” from the theme chooser.

Wiki

Introducing a new part of the site: TREZ Wiki! This will be a compendium of information from the games, data mined and researched by TREZ staff and contributors. Here you’ll find detailed information on games, toys, and related subjects.

Currently the wiki is still a bit empty, but that will be changing soon. That said, you can already check out our area guides which list every single random virus encounter in the series! This should be a great help if you’re replaying the old games and just can’t find that one virus that drops the chip you need.

If you spot anything a bit off in the wiki, feel free to let us know! Any comments, suggestions or feedback regarding the wiki can be posted in this topic.


And with that, we’re all set for the hopefully many years to come. Let us know what you think of the new TREZ. Suggestions, bug reports, and the like are welcome. Hope to see you around!

— TREZ Staff

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Mega Man Battle Network Speedrun Marathon V5 https://www.therockmanexezone.com/general/2016/06/23/mega-man-battle-network-speedrun-marathon-v5/ Thu, 23 Jun 2016 19:37:01 +0000 https://www.therockmanexezone.com/?p=1920 Speedrunning group TeamBN is back once again this summer with a new marathon! This weekend, catch the Mega Man Battle Network Speedrun Marathon V5 on the RPG Limit Break Twitch channel. In the span of about two days, the good folks from TeamBN will be speeding through all six main Mega Man Battle Network games, […]

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teambn-logoSpeedrunning group TeamBN is back once again this summer with a new marathon! This weekend, catch the Mega Man Battle Network Speedrun Marathon V5 on the RPG Limit Break Twitch channel. In the span of about two days, the good folks from TeamBN will be speeding through all six main Mega Man Battle Network games, as well as some spin-offs and the first Mega Man Star Force game.

Several MMBN fangames will be shown during the marathon, so if you’re not up to speed with the recent developments, this is a great way to catch up. Included in the marathon are MMBN Chrono X by MegaDudes, MMBN 3D by HeatPhoenix, and new to the marathon, Japanese Touhou-inspired fangame Shanghai.EXE Genso Network by Koki! We hear the Chrono X and MMBN3D teams will be showing off some new surprises as well, so make sure you don’t miss it.

Another highlight is BCC Plays BCC: a twist on Mega Man Battle Chip Challenge where you can submit your own Program Deck and watch your Navi duke it out live on the stream. Get those Navi Codes ready!

The Mega Man Battle Network Speedrun Marathon V5 kicks off on June 25th, at 4:00 PM UTC (that’s 12:00 PM EDT, 9:00 AM PDT, and 6:00 PM CEST). It’s set to run for roughly 37 hours, all the way throughout the rest of the weekend. You’ll be able to watch it at RPG Limit Break. The tentative list of games played is as follows; check out the full schedule for more details!

  • Mega Man Battle Network 6: Cybeast Gregar
  • Shanghai.EXE Genso Network
  • Mega Man Battle Network 4: Blue Moon
  • Mega Man Battle Network 3D (Demo)
  • Mega Man Battle Network Chrono X (Showcase)
  • Mega Man Battle Chip Challenge (BCC Plays BCC)
  • Mega Man Star Force 1
  • Mega Man Battle Network: Team Colonel
  • Mega Man Network Transmission
  • Rockman EXE WS
  • Mega Man Battle Network 3: White
  • Mega Man Battle Network 2
  • Mega Man Battle Network 1
  • Mega Man Battle Network 6: Cybeast Gregar (Randomizer)

Marathon schedule
RPG Limit Break Twitch channel
TeamBN Twitter feed
TeamBN Twitch channel

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EXE 15th: CDs Track Listings https://www.therockmanexezone.com/general/2016/04/15/exe-15th-cds-track-listings/ Fri, 15 Apr 2016 16:50:20 +0000 https://www.therockmanexezone.com/?p=1875 Two CD releases are heading our way on June 15th! The Rockman EXE Sound Box for your (sort of) complete OST goodness, and Rockman EXE 15th Anniversary Arrange Best Track featuring past EXE musical talents! Both accompanied with art by EXE official artist, Ryuji Higurashi! The full listings and art spread of the Box can […]

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Two CD releases are heading our way on June 15th! The Rockman EXE Sound Box for your (sort of) complete OST goodness, and Rockman EXE 15th Anniversary Arrange Best Track featuring past EXE musical talents! Both accompanied with art by EXE official artist, Ryuji Higurashi! The full listings and art spread of the Box can be found in the skip.


Sound Box Sample Spread

The track listing seem to just be the previous EXE OST releases, Rockman EXE Game Music Complete Works – Rockman EXE 1~3, Rockman EXE Game Music Complete Works – Rockman EXE 4~6, and Rockman EXE 5DS & 6 Music Encyclopedia repackaged. But this time, with Rockman EXE Battle Chip GP and Rockman EXE N1 Battle games’ OSTs included. This marks the first time both games’ soundtracks are seeing CD releases.

# DISC 6 Rockman EXE Battle Chip GP / Rockman EXE N1 Battle
1 Main Theme (Title)
2 Character Select / Main Menu
3 Character BGM1 (Netto & Kaita)
4 Battle Chip GP in Motion
5 Character BGM2 (Dekao & Mary) / PET Menu
6 Battle Chip Shop
7 Battle Chip GP Venue
8 Program Deck
9 Battle Corner / Battle Victory
10 Battle BGM1
11 Battle BGM2 (Finals)
12 Character BGM3 (Meiru)
13 Character BGM4 (Enzan)
14 Battle BGM3 (Final Battle & Multiplayer VS)
15 Battle Chip GP Victory
16 Staff Roll
17 Main Theme (Title)
18 Battle Chip GP in Motion/ Free Battle
19 Main Menu
20 Internet Menu
21 PET Menu
22 Friend Battle Tournament
23 Battle Chip Shop
24 Battle Chip GP Venue
25 Program Deck
26 Battle BGM1
27 Battle BGM2 (Semi- Finals)
28 Forte Appears!
29 Battle BGM3 (Finals)
30 Battle Victory!
31 Battle Chip GP Victory!
32 Staff Roll

EXE15thArrange

All the arranging musicians with the exception of Kitagawa, have contributed to the series’ soundtrack in some form. Yoshino Aoki did EXE2, EXE3, and EXE6. Kaida handled EXE1 and EXE5, Horiyama handled EXE4, and both worked on EXE4.5 together. Masahiro Aoki arranged the THEME OF ROCKMAN EXE -OSS ver.-, the title music of the Japanese-only Rockman EXE Operate Shooting Star.

# Song Arranger Original From
1 RUNNING THROUGH THE CYBER WORLD Akari Kaida Akari Kaida Battle Network Rockman EXE
2 Hometown Akari Kaida Akari Kaida Battle Network Rockman EXE
3 FIRE FIELD Akari Kaida Akari Kaida Battle Network Rockman EXE
4 VIRUS BUSTING Yasumasa Kitagawa Yoshino Aoki Battle Network Rockman EXE 2
5 YOU CAN'T GO BACK Masahiro Aoki Yoshino Aoki Battle Network Rockman EXE 3
6 FINAL TRANSMISSION Masahiro Aoki Yoshino Aoki Battle Network Rockman EXE 3
7 farewell Yoshino Aoki Yoshino Aoki Battle Network Rockman EXE 3
8 Theme of ROCKMAN EXE 4 Toshihiko Horiyama Toshihiko Horiyama Rockman EXE 4
9 Rockman EXE 4.5 Battle Song Medley Akari Kaida Akari Kaida Rockman EXE 4.5
10 A Total War Akari Kaida Akari Kaida Rockman EXE 5
11 Surge of Power!! Yoshino Aoki Yoshino Aoki Rockman EXE 6

In addition, 2 tracks from previous non-EXE based albums are included as bonus tracks. The first from Capcom Special Selection: Rockman Xover and the second from We Are Rock-Men! 2.

# (Bonus Songs) Arranger Original From
12 VS.Nebula Gray Masahiro Aoki Akari Kaida Rockman EXE 5
13 THEME OF ROCKMAN EXE Yasumasa Kitagawa Akari Kaida Battle Network Rockman EXE

Both the Sound BOX and Arrange Best Track are available for purchase on Amazon Japan.

Source: Rockman Unity, Gamer

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Rockman EXE 15th Anniversary Special Staff Talk! Part 2 https://www.therockmanexezone.com/general/2016/03/22/rockman-exe-15th-anniversary-special-staff-talk-part-2/ Tue, 22 Mar 2016 22:11:00 +0000 https://www.therockmanexezone.com/?p=1867  Part 2 of an English translation of the recent EXE developers’ interview from inside-games. Part 1 Rockman EXE’s development was actually very troublesome?! EXE had a variety of wonderful works, but to say the least that the series had a new entry on a yearly basis was really something. Was the switch to the Game Boy Advance […]

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649853 Part 2 of an English translation of the recent EXE developers’ interview from inside-games.

Part 1

Rockman EXE’s development was actually very troublesome?!

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EXE had a variety of wonderful works, but to say the least that the series had a new entry on a yearly basis was really something. Was the switch to the Game Boy Advance development environment a smooth one?

Ishihara: The Game Boy Advance was a good game system. First, you have the Super Famicom-like graphical performance in a handheld device. Then we have the form-factor of the system, which was designed fit for kids. Development was also easy to do. We [at Capcom] have made many 2D arcade games, so we were able to leverage that know-how.

Eguchi: Because it was a launch title, the schedule was a mess. We definitely could not delay it. Even though the game was releasing in March, we went home late on the previous year’s December 31st and came back to work in the morning of the January 2nd. Somehow we defended our new year’s day tooth and nail (laughs).

In any case, EXE2 was released in the same year as EXE1!

If the schedule was like that, did you develop those side by side?

Eguchi: No, as EXE1’s development ended, we started on EXE2 soon after.

Ishihara: Talking about schedules— EXE4.5’s was also quite tight, huh?

Eguchi: It was dreadful!

Matsuda: That one was definitely rough! Really…

Eguchi: [While pointing at the EXE4.5 box] This guy was done in half a year.

Ishihara: Ah— I can say it now, but those schedules were honestly terrible. Afterwards, EXE5 as well!

And EXE3 had a Black version afterwards, right?

Eguchi: The 2 versions boom had arrived.

Why did Rockman EXE end at 6?

Was it decided from the start that EXE6 would be the final work?

Eguchi: Actually, it was decided during the development.

Ah, is that why the graphics were renewed?

Ishihara: That was because of a staff member’s tenacity who became the new leader. The PET screen and such were all remade with feeling. We made it all feel fresh but soon after, it was decided that this would be the conclusion. The result is a work that’s one of a kind.

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EXE1/EXE6

After it was decided that it would be the finale, was the story modified?

Ishihara: Was the moving house arc decided because we were concluding [the story]?

Eguchi: That was planned from the start, but the circumstances around it were changed, you know? The point was to have activity in a new environment, then have the ending be like a reunion.

By the way, when planning for new titles, we think about what should be next. However for EXE6, we were also thinking “this might be the end” .

Now, how did this become the conclusion?

Eguchi: EXE had been with the Game Boy Advance since its inception. Before EXE6, we had decided that “when the hardware changes, we’ll create a new Rockman.” Ever since the announcement of the DS, this had been our objective.

By the way, EXE6 was no. 1 in our survey of “Best [battle] system in a numbered entry”. As for me, it was the perfect system to conclude on.

Eguchi: EXE6 was incredible, right? I was at the tournaments commentating, but my commentating couldn’t keep up with EXE6. There were things happening I couldn’t even really understand. It was like “You can do that?!”.

English translation by HeatPhoenix
Edited by MidniteW

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Rockman EXE 15th Anniversary Special Staff Talk! Part 1 https://www.therockmanexezone.com/general/2016/03/21/rockman-exe-15th-anniversary-special-staff-talk-part-1/ Mon, 21 Mar 2016 20:14:20 +0000 https://www.therockmanexezone.com/?p=1847  Part 1 of an English translation of the recent EXE developers’ interview from inside-games. Profiles Koetsu Matsuda Position: Programmer Job: Systems, General battle Favorite Character: Toadman, Gospel Favorite Battle Chip: Area Steal, Variable Sword Masakazu Eguchi Position: Planner/Master Job: Scenario, Map, General text Favorite Character: Haruka Hikari (Mom), All of Meijin’s Navis Favorite Battle Chip: Kawarimi Yuji […]

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649866 Part 1 of an English translation of the recent EXE developers’ interview from inside-games.

Profiles

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Koetsu Matsuda
Position: Programmer
Job: Systems, General battle
Favorite Character: Toadman, Gospel
Favorite Battle Chip: Area Steal, Variable Sword

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Masakazu Eguchi
Position: Planner/Master
Job: Scenario, Map, General text
Favorite Character: Haruka Hikari (Mom), All of Meijin’s Navis
Favorite Battle Chip: Kawarimi

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Yuji Ishihara
Position: Designer
Job: Design of mainly cyber characters
Favorite Character: Program-kun
Favorite Battle Chip: Area Steal

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Hayato Kaji
Position: Designer
Job: EXE1 character design and in-game pixel art
Favorite Character: Netto and Enzan
Favorite Battle Chip: Long Sword

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Tokiko Nakashima
Position: Designer
Job: Mainly NPCs, Viruses, etc. 4.5’s UI.
Favorite Character: Rockman, Aquaman, Forte, Netto, Yaito, Dingo
Favorite Battle Chip: Roll

It started as a horror game… Rockman EXE

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If it isn’t Meijin-san with that white coat!

Eguchi: No need for formalities!

Thank you very much for giving us the privilege of gathering these staff members for this round-table discussion— 10 years after the last entry in the series.

Eguchi: It’s been such a long time. Since the launch of EXE6, I think. At any rate… all of us have gotten older! (laughs)

Ishihara: Back then, Matsuda’s hair went all the way to his shoulders. (laughs)

Matsuda: Right right, I had blonde hair. (laughs) I still clearly remember how the development went— We were developing a launch title for the Game Boy Advance. That day’s environment felt fresh.

Now that you mention it— It was a launch title, wasn’t it? Even though EXE was of the first generation (of GBA titles), it already gave an impression of perfection.

Eguchi: Actually, the team’s first game was a horror game.

Oh? What do you mean?

Eguchi: It started with, “what should we make for the GBA?” It had us making a game that links to your heartbeat with a wearable device. The theme was “having fun while your heart pounds”-horror game.

Matsuda: I went to Expoland’s haunted house for research.

Kaji: You remember it quite well, huh? (laughs)

Eguchi: Thinking that now… how did that become EXE? (laughs) I wonder…?

Kaji: Certainly, the mechanics became quite difficult to handle.

Matsuda: After that, card games gained popularity around that time. We wanted to reap the trend while upholding Capcom’s pride.

And when you truly think about it— That’s how EXE came to be, correct?

Eguchi: Of course. I can say with confidence that it followed the proper process, but it had that sort of feeling at the time. (laughs)

Looking at the computers and internet affairs from that time— Windows 95 had come out, Y2K didn’t happen, the worldview had really become one of [computer networks].

Eguchi: We spoke about this earlier— At the time, card games were popular so it started [with a card game only Capcom could make] as the theme. In addition, this project’s goal was decided from the start, it was decided that Rockman’s IP would be used. The system was a mix between Rockman’s action and a card game. This became Data Action.

In short, the cards were replaced by data as Battle Chips and using those to fight was the Rockman character. Adding to that was that the worldview, quite appropriately a network society. And just like that, those became the setting and system from the very start.

Upon constructing the system, what points were you focused on?

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Eguchi: EXE was an action game with no jumping. Innovative, right?

Ishihara: “Let’s make a game where a kid who’s not great at the action, can rely on strategy instead and still win.” That was something we kept in mind at the time.

Lately, smart housephones and smart houses have been coming about, and everything’s connected through the internet. You can also easily talk and reply to people with a smartphone. For better or worse, that which occurs in EXE has been steadily coming to fruition in reality. How do you feel about that as the creators?

Eguchi: Finally, the times have caught up. (laughs)

Everyone: (laughs)

Eguchi: Originally we took great care to make it, so to kids it would be like “standing on your tippy-toes”. Let’s take cellphones as an example. At that time, adults had cellphones but they wouldn’t let kids touch them. So there was that “longing” for that. So we expanded on that “standing on your tippy-toes” feeling by adding the PET factor (into the setting).

We took great care for this “standing on your toes” feeling for the story/scenarios, too. We drew on [a probable near future] as a theme. First and foremost, we thought to create an world that kids would say, “If net society was real, it’d be kinda like this!”

Matsuda: Definitely, “standing on tiptoes” was something that we kept in mind greatly.

Part 2

English translation by HeatPhoenix
Edited by MidniteW

The post Rockman EXE 15th Anniversary Special Staff Talk! Part 1 appeared first on The Rockman EXE Zone.

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