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EZRetro’s Review: Mega Man The Sequel Wars Episode Red (Mega Drive)

20250111 182810

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When I spot anything tagged as “homebrew” in the retro gaming world, I typically avoid them due to past experiences with subpar Famicom and SNES bootlegs (particularly that notorious NES Mortal Kombat clone). So when Mega Man: The Sequel Wars was released approximately two years ago, I dismissed it. Looking back, I regret not giving it a chance sooner.

This homebrew draws inspiration from Mega Man: The Wily Wars, released on the Mega Drive in Japan on October 21, 1994, and internationally in April 1995.

My connection to Wily Wars is rather personal. I received a Japanese copy as a Christmas gift in 1994 from a relative who visited Japan just days after the game’s launch.As someone who grew up playing Rockman 1 on the Famicom, switching to the Mega Drive version proved to be an adjustment that impacted my overall experience.

The gameplay’s slower pace became immediately apparent, but the most significant hurdle was adapting to the new control scheme.

During intense platforming sequences where split-second timing is crucial, I found myself second-guessing button inputs – a critical issue in a series known for its precise jumping and shooting mechanics. The 3-button Sega controller, with its larger form factor compared to the compact Famicom controller, required a considerable period of adaptation.

However, The Wily Wars did excel in its technical presentation. The Mega Drive’s Yamaha YM2612 FM synthesizer delivers richer background sound compared to the Famicom’s modest 5-channel RP2A03 chip.

Visually, the Mega Drive’s ability to display 64 colors simultaneously from a palette of 512 offered a significant upgrade from the Famicom’s limited 25 colors on screen from a 54-color palette. This enhanced color depth brought Mega Man’s world to life with more vibrant environments and detailed character sprites.

Despite these technical improvements, the control scheme remained a persistent obstacle. While the Japanese copy’s language barrier didn’t significantly impact my enjoyment. After all, Mega Man’s straightforward “defeat the Robot Masters” premise hardly requires extensive narrative understanding.

But the adjustment from Nintendo’s intuitive control layout to Sega’s three-button configuration proved to be a more substantial challenge than anticipated.

Fast forward to January 2025, having just finished Mega Man Powered Up on the PSP, I found myself scrolling through sites searching for another platformer to sink my teeth into, preferably something from the 8-bit or 16-bit era.

That’s when I stumbled upon recommendations for Mega Man: The Sequel Wars. Without anything better to play, I decided to give it a try.

Development

The Sequel Wars started as a small project by RetroBlast Studios – just three ROM hackers who decided to try their hand at a full homebrew release.

Development kicked off in late 2022, with a simple premise: create another 16-bit Mega Man game that actually ran well on the Mega Drive.

After making the rounds on various beta testing forums throughout 2023, the game finally dropped in October of that year.

What caught my attention wasn’t just that they made another Mega Man game – we’ve seen plenty of those – but that they actually fixed the technical issues that made me struggle with The Wily Wars back in the day.

The game runs at a proper speed now, and doesn’t chug when too many sprites hit the screen. Whether this was from better optimization or just stricter sprite limits, I honestly don’t care – it works, and that’s what matters.

Core Mechanics

The team clearly learned from The Wily Wars’ shortcomings. The controls feel more responsive, with jump physics and shooting mechanics that finally feel right on the Mega Drive hardware.

Playing it now, I don’t have the same control scheme complaints I had with Wily Wars – partly because I’m using a Bluetooth controller or touch screen controls on my phone instead of wrestling with that chunky three-button Mega Drive controller.

Don’t get me wrong, I love Sega. In fact, I was team Sega during the console wars back in the day. But for Mega Man, I’ll have to side with team Nintendo on this one.

While it’s still very much a Mega Man game at its core – run, jump, shoot, steal Robot Master weapons, repeat – they added something called “Weapon Fusion.” It lets you combine weapons you’ve collected for different effects.

At first, I thought this would overcomplicate things, but it’s actually pretty straightforward. You can mix the Metal Blade with ice weapons for freezing saw blades, or combine fire and electric weapons for some interesting results. It adds options without overcomplicating the core gameplay.

The level design also shows they understood what they were working with. Instead of trying to stretch typical Mega Man stages across the Mega Drive’s wider screen, they built levels that actually make sense for the hardware.

The result feels natural rather than forced, (yep, I’m talking about you Mega Man 1-7 on mobile) which is more than I can say for some official ports I’ve played.

Episode Release Schedule

Currently, The Sequel Wars is being released in episodes, with Episode Red covering the entirety of Mega Man 4’s content available now.

The next installment, Episode Blue, which will tackle Mega Man 5, was announced on the Sequel Wars YouTube channel nine months ago.

While nothing is confirmed, there’s speculation about an April 2025 release for Episode Blue – here’s hoping the wait won’t be too long.

How to get the game

You can find the rom the usual way by looking it up online. Since this homebrew is pretty much talked about these days specially right after they put out a teaser for episode blue, it shouldn’t be hard to find.

As for emulation, any Sega Mega Drive emulator will do the job, depending on your platform of choice.

Android users might want to check out Lemuroid from the Play Store, which includes a Genesis emulator.

Personally, I use Pizza Boy SC Pro, a paid emulator available on the Google Play Store, and it runs the game perfectly.

The Verdict

The Sequel Wars proves itself as an excellent entry point for both series veterans and newcomers alike.

One of its strongest features is the extensive customization options available at the start.

Players can adjust difficulty settings, toggle infinite lives, select different buster charge types, enable air dash and double jump abilities, increase Mega Man’s movement speed, and even choose between three playable characters.

These options let you tailor the experience to your preferred play style, making it accessible while maintaining the challenge for hardcore fans who want it.

EZRetro

EZRetro is an avid retro gamer with a passion for RPGs and strategy games. From classic titles to modern hits, he's explored countless pixelated worlds and intricate battlefields. Currently, he enjoys mobile gaming, particularly PC ports that bring his favorite games to his phone. When not creating game content, you can usually find him with his phone in hand, playing a long session of XCOM 2 or quickly hopping between different game emulators.

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