Rokko Chan (ロッコちゃん) is a 2D side-scrolling platformer made in Flash. While it is technically not a Mega Man fangame, as it lacks any official characters from the series, it is largely considered by many to be one, as its art style and many of its core gameplay elements are borrowed from the series.
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Rokko Chan, an 8-flash game by King Soukutu, is an homage to the classic Mega Man games for the Nintendo Entertainment System. What separates Rokko Chan from other tributes and remakes is the level of detail the game featured in order to emulate the blue bomber’s classic titles. The combat system, the graphics, and the gameplay are all reminiscent of Mega Man’s days on the NES; this includes the classic games’ difficulty. Rokko Chan is a game that makes you work for your enjoyment.
Though this is a flash game, expect to sink some time into Rokko Chan. The game has a length that is equal to its Mega Man counter-part.
The story opens up in the year 20XX, with Rokko Chan being awakened by Dr. Thane, her father. At the same time, the evil Dr. Mad declares war on the world, and sends his robots to do his bidding. Rokko Chan hears the call to action, and rushes off to face the robot menace.
If you have ever played a classic Mega Man game, then you are already familiar with Rokko Chan’s mechanics. Rokko Chan can run, jump, shoot, and dash. The controls are responsive, and there is no delay in the actions after the corresponding buttons are pressed. The largest amount of shots Rokko can shoot from her standard weapon on the screen at once is three, just as it is in the classic Mega Man series. Rokko can (and in later levels, must) control her jumps depending on how hard the button/key is pressed. If Rokko gets hit, she gets knocked back an inch and is invulnerable for a short time. This proves troublesome in some of the trickier platform situations. The game runs very smoothly, and can hold a large number of moving objects on the screen at the same time without slowing down, so feel free to go wild with some of your weapons.
If you are planning to play this game on a windows keyboard, I suggest you reassign the controls in the options. All too often I found myself in an intense battle, only to accidentally hit the windows key and watch as Rokko is sent to her explosive demise.
If you have ever played a classic Mega Man game, then you also know what kind of difficulty we are talking about for this game. Chances are good that you will be seeing the Game Over screen quite a few times before the game’s completion. Speaking of, Rokko Chan brings back the dot and grid password system, so grab a notepad and pen.
The first screen is where the player can choose one of six robot bosses to challenge. Once the level is selected, a brief boss animation is shown before the level begins. If you have no experience with the difficult, 8-bit era games, Rokko Chan may feel a bit uninviting. The levels are difficult, and if you do not have a gamepad, the controls may take a bit to master. However, once you begin to crack into the game, and beat the first robot boss, the game opens up considerably. The level difficulty does not change significantly depending on the order you have beaten the previous levels.
The boss system has the rock, paper, scissors style that is found in the Mega Man series; each boss is weak to the weapon of another. For example, once Rokko Chan acquires Rolling Man’s weapon, she can use it to take out Lightning Man…well….lightning quick. The difficulty is in picking the first stage. While it is possible to defeat all of the bosses with Rokko’s main weapon (the Rokko Buster), it will be a little tough. Luckily, E-tanks, an item that can refill Rokko’s life energy, can be found in each level. However, some of the E-tanks cannot be acquired unless Rokko has a certain weapon. In Hockey Man’s stage, the E-tank can only be acquired if Rokko destroys an ice block with Volcano Man’s weapon. Once you defeat the first boss, it leaves you with an incredible sense of satisfaction. The first time I defeated a boss, I was so busy fist-pumping, I forgot to look at what weapon I got.
You know who doesn't have lightning anymore? Lightning Man
Each level brings its own unique challenges and keeps the gameplay fresh and exciting. With the exception of core elements, the platforming rarely repeats itself more than twice. Some of major platforming elements only appear once in the game The screen will not only be scrolling right and left, but certain sections of the game will have Rokko scaling a building or free-falling in order to continue. The gameplay does not get stale, even in the final levels. The creators manage to combine platforming elements of previous levels, while introducing new platforming challenges. You will not find yourself bored playing Rokko Chan.
Rokko Chan’s levels are finely detailed, and visually pleasing to the eye. There are rarely any blank backgrounds. Elements in both the foreground and background are dynamic, which lends the levels with a sense of atmosphere. We are not talking about anything stunning, but the visuals do keep you interested.
The levels are long, but they do not overstay their welcome. If things go smoothly, the player is looking at about 3-5 minutes of gameplay, not including the boss. Each stage has a mid-level checkpoint and a checkpoint right before the boss fight. If Rokko loses all of her lives, the player has a chance to either change stages, or start the stage again from the beginning. With the game’s difficulty, expect to see the layout of these levels quite a few times. The lack of checkpoints is not a particularly a negative aspect of the game. It makes the number of lives Rokko has that much more valuable, and it makes completing the level that much more satisfying. Extra lives can be acquired, but are somewhat rare to come across, so be sure to collect what you can.
Though the levels are difficult, they are by no means impossible. Given enough time and practice, a player can move through the levels of Rokko Chan fairly quickly, and with little to no trouble.
The music in Rokko Chan has been originally composed for the game, and really takes you back to the days of old. All of the tracks are fast-paced, and exciting.
Rokko Chan provides a standard variety of enemies with different various attack patterns. Rokko Chan will face down flying enemies, tank enemies, shielded enemies, and shooting enemies. The enemy designs fit well with their respective level themes. The enemies are numerous enough to hinder progress, but they are not so numerous as to be a chore to face. The most amount of enemies a person should expect to see on one screen is four, and only in rare occasion. They are not tirelessly repetitive, either. The game does a good job of breaking up enemy types so as to spice up the game play. I never have really faced an enemy and muttered “ugh, not that guy again.”
If I had a nickel for every giant, evil refrigerator I’ve blown-up…
The final series of levels is where the difficulty ramps up. With the difficulty as high as it already is with the previous stages, expect to see the continue screen quite a few times. This is also where the Rokko Chan’s strive to be a tribute to the classic Mega Man proves detrimental and frustrating. The final section has four levels that call upon Rokko to use all of her abilities. Once a level is beaten, the player is given no password. The player must power through all of the final levels in one sitting, or they will have to restart from the first level of the final set. With the final levels as difficult as they are, the player will be seated for a couple of hours.
The bosses of the final section are imaginative and varied, but extremely difficult. It will be tough without an E-tank backing you up. Some of the bosses cannot be hurt using your special weapons. Only Rokko’s buster can pierce their armor. The first boss fight is an intense, 2-on-1 fight with two female robots. The second fight is a side-scrolling underwater fight with a giant mechanical fish. The third fight pits Rokko against six machines, each firing the weapon of one of the six robot bosses.
The final stage consists of a boss rush with each of the six robot bosses, followed by a three-part final showdown with Dr. Mad. There is a consistent pattern in the first section of the Dr. Mad fight. With enough practice, the player will find themselves dodging all of the mad doctor’s attacks. However, all strategy seems to go out the window upon the appearance of the second form; a hovering monstrosity firing bouncing energy balls, electric spikes, and fireballs. These attacks are constant, and almost impossible to doge. Make no mistake; this fight will frustrate you to no end. I had to stock up on E-tanks and lives (which you can receive an abundance of in the previous stage) in order to successfully lock horns with the doctor.
Your reward for completing the game is an a music room, where you are able to sample the various sound tracks featured in the game, all of which are original works. You also receive two new game modes. One mode grants Rokko unlimited ammo (which I used to flood the levels with homing missles). The other mode is called “Owata Mode”. In this mode, it only takes Rokko one hit from an enemy to send Rokko into her exploding demise. You get a crown, which is like an achievement, for completing the game on “Owata Mode”. So if you are a robot or a masochist (or some crazy mixture of both), this mode is for you.
There are other crowns you can attempt to get as well:
o Save the World: What you get when you beat the game
o Tough Girl: Beat the game without any e-tanks
o Buster master: beat the game using only the default weapon
o Survivor: clear the game without continuing
o Only One: Clear the game without dying
o I Wanna Be The Human: Clear the game in Owata Mode
I got the first achievement, and I am completely fine with that.
I played this game expecting a simple tribute to the classic Mega Man; what I got was a well-made platformer in its own right. Yes, the game was difficult. However, this can be said for many well-made games in the NES era. The game flow was smooth, the mechanics were simple, and the level design made the most out of the system. If you are in the mood for solid platformer, I would definitely recommend this one, regardless of whether or not you have played a Mega Man game.
8.0 out of 10.0