Cryo's Mega Man: Dual Override Robot Master Design Contest Review
We're looking for designs of a Robot Master who has a right arm with immense suction powers!
Twenty finalists are in, and as a classic Mega Man superfan with a small audience, I have thoughts to share on all of them in a place more permanent than Discord. View the designs here.
A: Sanitize Man
He's not much to look at from a distance, but that humble orange and ivory color scheme calls to mind classic electronics like the Famicom and NES Zapper, fitting a more tired-looking and utilitarian guy. The supplemental sketches show a lot of thought into making him a workable boss fight, and little 'breaks' from the Robot Master template in the feet scrubbers and head light give him identity that fits modern Mega Man design.
B: Vortex Man
DemNikoArt is a masterful 3D artist I already knew from YouTube, and Vortex Man exemplifies that mastery. The main render exudes aura without forgetting that classic Mega Man needs to be comical or charming, thanks to the huge torso and thin limbs. The black and yellow is a fairy unique scheme that, alongside the tubes, calls to mind older Lego Technic and Blacktron. My only complaint is that making the feet smaller than the standard boot design makes little sense for such a big guy.
C: Battle Man
I'm a big fan of when Robot Masters combine concepts that don't necessarily mesh in the abstract. Burst Man combines bubbles and bombs, Clown Man combines electricity and grappling, and Nitro Man combines motorcycles and saws, all of them making for some of the more memorable cast members in their respective games. So I'm all for a hardened warrior type who inexplicably leverages a vacuum. However, I'm not seeing much of a vision beyond the 'suck em in and bop em' described in the text. Some more sketches conceptualizing the actual fight would have done wonders.
D: Spiral Woman
Mega Man isn't beating the misogyny allegations with these Woman contestants, though Spiral here is easily the least offensive. The color scheme and pattern motifs are very respectable; the skirt and visible hair, less so. The idea that a female Robot Master has to scream feminine is holding us back.
E: Osoji Man
Yellow and purple make Osoji leap off the webpage compared to his rivals, but the design doesn't quite follow through on grabbing your attention. He's big, and he's clean, but he's not much more than that.
F: Dredge Man
The upper arm tank and design flourishes are a bit excessive, but I love the core idea and colors here. We could use another shot at a wood-based design, and a more aquatic angle is a great excuse for it.
G: Flex Man
This art sheet is rather difficult to parse, and Flex is a bit too faithful to the contest template for my tastes, but I love the idea of a gentlemanly scrap thief, if I'm interpreting this right.
H: "Tube Man"
I'm glad to see a 'visor eyes' design get represented. However, too many details are concentrated on the upper body, and the inflation gimmick feels like retreading Block and Bounce from the last game.
I: Vacuum Man
It's easy to tune out after hearing that name, but I really like this one for feeling closest to pre-11 design conventions. The color scheme and roomba angle give identity without feeling too high-concept.
J: Cleaner Man
Meanwhile, this one absolutely nails 11's style. He could use a bolder concept and a color scheme that isn't literally Block Man's, but I'd sign off on putting him into a game the fastest.
K: Vac Woman
Vac should have gone the Design C route and fully leaned into the punk rock angle, leaving the embarrassing maid stuff behind and making the suction a point of intrigue. What's with the feet!? If you aren't doing something radical and the focal point of your design, you gotta have those boots! Are we so afraid of women with substance? Alongside the eye rolling lore on the right, this was clearly a waifu first, good Robot Master second.
L: Cleanser Man
I see the vision, and I respect it. However, I think Mega Man needs to keep flamboyance on a tight leash. I favor classic Mega Man for its chunkier, humbler robot designs. Stuff like this is more the realm of X and Zero series. Tundra Man has taken up that budget for at least another game.
M: Maestro Man
Easily the most creative take on the suction arm, and he gets huge points for that. He's just a bit hard to look at, unfortunately. The head has too much going on between the mustache, note flourish, stripe of keys, and neon eyeliner.
N: Sweeper Woman
Only the face feels particularly 'Mega Man', and even then it's just another Splash Woman. The rest is a mix of unsightly technogreeble and the most basic 'maid' interpretation imaginable. Another Woman who seems designed with less-than-pure intentions; don't think I don't see Mega Man's ass getting grabbed there!
O: Recycle Man
I like the colors, but you can't get away with mostly just making another Dust Man by making him Recycle's brother. This feels self indulgent in a way I'm surprised made it to the finalists. Recycling is such a broad concept, surely we can be bolder.
P: Vacuum Man
I only just realized there are two Vacuum Men. Oh well. I love the 'brainiac' angle and the CWU-01P looking device in his head, but there aren't any supplements showing WHY the suction should be going to his head over anywhere else, if that's indeed the intent. A design this simple needs to do more work to sell me.
Q: Cactus Man
I'd love to see a Cactus Man someday, but this is way too involved. It reminds me of modern Pokemon design, where Pokemon look busy or strange in still images in service of a very narrow, game context sensitive payoff. The imposing body and transformation mechanics would make him a standout fortress boss, but it's too much for a Robot Master.
R: Veldt Man
Now here's how you do a context sensitive design. The default body still has a standalone 'point' to it, as an elephant abstraction that may take a few moments to parse, but the capacity to expand solves the minor mystery of those cracks on his torso. It enhances, rather than compromises. Holy yap on the lore, though.
S: Juggle Man
Juggle Man is very creative and well considered for gameplay. So why don't I like him more? I think it's the fairly generic body combined with the disembodied head. The package ends up feeling incomplete, insubstantial, in a way most Robot Masters are not.
T: Valve Man
Did they know they were saving the best for last? Valve Man has it all: a resonant concept, thorough gameplay consideration, and the perfect amount of detail. My only nitpick is that he's cheating a bit on the 'suction' concept, focusing on expelling water.
With all the comments out of the way, here are my design power rankings:
Capcom, Hire This Man: Vortex, Valve
One Step from Greatness: Sanitize, Dredge, Flex, Vacuum (I), Cleaner, Vacuum (P), Veldt, Juggle
Needs Another Pass: Battle, Spiral, Osoji, "Tube," Cleanser, Maestro, Recycle, Cactus
Get Outta Here: Vac, Sweeper
He's not much to look at from a distance, but that humble orange and ivory color scheme calls to mind classic electronics like the Famicom and NES Zapper, fitting a more tired-looking and utilitarian guy. The supplemental sketches show a lot of thought into making him a workable boss fight, and little 'breaks' from the Robot Master template in the feet scrubbers and head light give him identity that fits modern Mega Man design.
B: Vortex Man
DemNikoArt is a masterful 3D artist I already knew from YouTube, and Vortex Man exemplifies that mastery. The main render exudes aura without forgetting that classic Mega Man needs to be comical or charming, thanks to the huge torso and thin limbs. The black and yellow is a fairy unique scheme that, alongside the tubes, calls to mind older Lego Technic and Blacktron. My only complaint is that making the feet smaller than the standard boot design makes little sense for such a big guy.
C: Battle Man
I'm a big fan of when Robot Masters combine concepts that don't necessarily mesh in the abstract. Burst Man combines bubbles and bombs, Clown Man combines electricity and grappling, and Nitro Man combines motorcycles and saws, all of them making for some of the more memorable cast members in their respective games. So I'm all for a hardened warrior type who inexplicably leverages a vacuum. However, I'm not seeing much of a vision beyond the 'suck em in and bop em' described in the text. Some more sketches conceptualizing the actual fight would have done wonders.
D: Spiral Woman
Mega Man isn't beating the misogyny allegations with these Woman contestants, though Spiral here is easily the least offensive. The color scheme and pattern motifs are very respectable; the skirt and visible hair, less so. The idea that a female Robot Master has to scream feminine is holding us back.
E: Osoji Man
Yellow and purple make Osoji leap off the webpage compared to his rivals, but the design doesn't quite follow through on grabbing your attention. He's big, and he's clean, but he's not much more than that.
F: Dredge Man
The upper arm tank and design flourishes are a bit excessive, but I love the core idea and colors here. We could use another shot at a wood-based design, and a more aquatic angle is a great excuse for it.
G: Flex Man
This art sheet is rather difficult to parse, and Flex is a bit too faithful to the contest template for my tastes, but I love the idea of a gentlemanly scrap thief, if I'm interpreting this right.
H: "Tube Man"
I'm glad to see a 'visor eyes' design get represented. However, too many details are concentrated on the upper body, and the inflation gimmick feels like retreading Block and Bounce from the last game.
I: Vacuum Man
It's easy to tune out after hearing that name, but I really like this one for feeling closest to pre-11 design conventions. The color scheme and roomba angle give identity without feeling too high-concept.
J: Cleaner Man
Meanwhile, this one absolutely nails 11's style. He could use a bolder concept and a color scheme that isn't literally Block Man's, but I'd sign off on putting him into a game the fastest.
K: Vac Woman
Vac should have gone the Design C route and fully leaned into the punk rock angle, leaving the embarrassing maid stuff behind and making the suction a point of intrigue. What's with the feet!? If you aren't doing something radical and the focal point of your design, you gotta have those boots! Are we so afraid of women with substance? Alongside the eye rolling lore on the right, this was clearly a waifu first, good Robot Master second.
L: Cleanser Man
I see the vision, and I respect it. However, I think Mega Man needs to keep flamboyance on a tight leash. I favor classic Mega Man for its chunkier, humbler robot designs. Stuff like this is more the realm of X and Zero series. Tundra Man has taken up that budget for at least another game.
M: Maestro Man
Easily the most creative take on the suction arm, and he gets huge points for that. He's just a bit hard to look at, unfortunately. The head has too much going on between the mustache, note flourish, stripe of keys, and neon eyeliner.
N: Sweeper Woman
Only the face feels particularly 'Mega Man', and even then it's just another Splash Woman. The rest is a mix of unsightly technogreeble and the most basic 'maid' interpretation imaginable. Another Woman who seems designed with less-than-pure intentions; don't think I don't see Mega Man's ass getting grabbed there!
O: Recycle Man
I like the colors, but you can't get away with mostly just making another Dust Man by making him Recycle's brother. This feels self indulgent in a way I'm surprised made it to the finalists. Recycling is such a broad concept, surely we can be bolder.
P: Vacuum Man
I only just realized there are two Vacuum Men. Oh well. I love the 'brainiac' angle and the CWU-01P looking device in his head, but there aren't any supplements showing WHY the suction should be going to his head over anywhere else, if that's indeed the intent. A design this simple needs to do more work to sell me.
Q: Cactus Man
I'd love to see a Cactus Man someday, but this is way too involved. It reminds me of modern Pokemon design, where Pokemon look busy or strange in still images in service of a very narrow, game context sensitive payoff. The imposing body and transformation mechanics would make him a standout fortress boss, but it's too much for a Robot Master.
R: Veldt Man
Now here's how you do a context sensitive design. The default body still has a standalone 'point' to it, as an elephant abstraction that may take a few moments to parse, but the capacity to expand solves the minor mystery of those cracks on his torso. It enhances, rather than compromises. Holy yap on the lore, though.
S: Juggle Man
Juggle Man is very creative and well considered for gameplay. So why don't I like him more? I think it's the fairly generic body combined with the disembodied head. The package ends up feeling incomplete, insubstantial, in a way most Robot Masters are not.
T: Valve Man
Did they know they were saving the best for last? Valve Man has it all: a resonant concept, thorough gameplay consideration, and the perfect amount of detail. My only nitpick is that he's cheating a bit on the 'suction' concept, focusing on expelling water.
With all the comments out of the way, here are my design power rankings:
Capcom, Hire This Man: Vortex, Valve
One Step from Greatness: Sanitize, Dredge, Flex, Vacuum (I), Cleaner, Vacuum (P), Veldt, Juggle
Needs Another Pass: Battle, Spiral, Osoji, "Tube," Cleanser, Maestro, Recycle, Cactus
Get Outta Here: Vac, Sweeper




