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Mega Man 7

Mega Man 7 is a action-platformer developed and published by for the Super Nintendo Entertainment System (SNES). It was first released in on March 24, 1995, followed by on September 1, 1995, and Europe on November 20, 1995. As the seventh main entry in the classic series, the game follows the titular robot hero, created by Dr. Light, as he thwarts the evil Dr. Wily's latest scheme after the doctor escapes from prison and deploys an army of rogue robots to terrorize the city. In the game's core gameplay loop, players navigate side-scrolling levels filled with enemies and obstacles, culminating in boss battles against eight unique Robot Masters—Burst Man, Cloud Man, Freeze Man, Junk Man, Mash Man, Shade Man, Slash Man, and Spring Man—each granting a new special weapon upon defeat that can be used to exploit weaknesses in other bosses. A notable addition is the in-game shop run by Auto, where players can spend collected bolts to purchase power-ups, energy tanks, and upgrades like the Super Adaptor for enhanced abilities. The title introduces , a powerful rival robot built by Wily with his canine companion , who aids in certain stages and battles, adding and cooperative elements to the . Graphics and audio were upgraded for the 16-bit SNES hardware, featuring colorful sprites, detailed backgrounds, and a memorable composed by Yuko Takehara, Toshihiko Horiyama, and Tomozawa. Mega Man 7 marked the series' transition to 16-bit consoles and is the only classic-numbered entry on the SNES, bridging the era with later titles. It received praise for its challenging level design, boss variety, and innovations like the shop system, though some critics noted sluggish controls compared to prior games. The game has been re-released in compilations such as Mega Man Legacy Collection 2 in 2017 for modern platforms including , , and PC, with added features like rewind and challenge modes.

Story and Characters

Plot

Six months after the events of , Dr. Wily remains imprisoned following his defeat at the hands of . As a backup plan, Wily activates four dormant robots from a hidden laboratory—Mega Torker, HannyaNED², Gockroach S, and —which converge on the prison and use a to orchestrate his explosive escape. An alert reaches Mega Man, who pursues the fugitives through an introductory stage, ultimately destroying the escaping robots and forcing Wily to flee. Mega Man then tracks Wily's influence across the globe, first confronting four Robot Masters created by Wily and responsible for initial widespread chaos: Freeze Man with his severe weather control, Junk Man amid urban waste crises, Burst Man triggering chemical disasters, and Cloud Man disrupting aerial operations. After defeating them, Mega Man learns that Wily has attacked a robot museum, stealing and reprogramming four additional robots: Mash Man, Shade Man, Slash Man, and Spring Man, who then begin causing further havoc with structural collapses in factories (Spring Man), terrorizing forested regions (Slash Man), igniting fires in urban areas (Mash Man), and spreading eerie darkness (Shade Man). Mega Man defeats these four as well. Amid these battles, Wily unveils his latest creations, and his canine companion , who initially appear as allies but reveal their loyalty to Wily; Mega Man defeats in a direct clash, though he manages to escape. Infiltrating Wily's fortress, Mega Man overcomes , Gockroach S, a revived HannyaNED², and again in an intensified rematch—before facing Wily himself aboard the Wily Machine 7. After destroying the machine and Wily's subsequent escape vehicle, Mega Man flees the self-destructing fortress as it explodes. Wily is ultimately recaptured and returned to prison, but a post-credits scene shows Bass, undeterred, vowing revenge against Mega Man.

Characters

, originally named , is the and a robotic created by Dr. Thomas Light. Designed with advanced to think and feel like a , he is equipped with the versatile Mega Buster arm cannon and serves as the primary defender of humanity against threats posed by rogue robots. His blue armor and determined personality have made him a symbol of justice throughout the series. Supporting are several key allies from Dr. Light's laboratory. Dr. Light, a brilliant and inventor, acts as a paternal figure, providing guidance, upgrades, and strategic advice from his base. , a helpful mechanic , manages the shop where acquires enhancements using collected bolts. , a loyal canine-shaped companion, offers adaptive support through forms like the Jet Adapter for flight, Sub Adapter for underwater travel, and Power Adapter for enhanced strength. The primary antagonist is Dr. Albert W. Wily, a obsessed with through his robotic inventions. Imprisoned at the outset, Wily masterminds a scheme involving reprogrammed robots to escape and unleash chaos, drawing on his history of villainy against . His cunning and persistent nature drive the central conflict. Serving as a rival is Bass, designated SWN-001, a black-armored super engineered by . Wily specifically to outmatch . Armed with the powerful Bass Buster and paired with —a wolf-like that provides boosts in flight, power, and other capabilities—Bass exhibits an aggressive, hot-headed personality and unwavering loyalty to Wily, often clashing with to prove his superiority. The game's eight Robot Masters are specialized combat , four created by . Wily (Burst Man, Cloud Man, Freeze Man, Junk Man) and four stolen and reprogrammed from a (Mash Man, Man, Slash Man, Spring Man), each featuring unique designs and thematic origins tied to their functions. Freeze Man, an ice-themed weather disruptor with a crystalline blue-and-white , was originally prototyped for non-polluting energy . Junk Man, a hulking compactor built from scrap metal in earthy tones, embodies industrial waste processing. Burst Man, a chemical bomb expert with a green-and-yellow motif, specializes in hazardous . Cloud Man, a storm generator clad in gray-and-white cloud-like armor, controls atmospheric phenomena. Spring Man, a bouncing trap specialist with a coiled, red-and-blue spring-loaded body, focuses on elastic mechanisms. Slash Man, a predator featuring sharp claw appendages and green armor, mimics hunters. Man, a bat-like in purple and black with wing motifs, was designed for in a haunted house attraction. Mash Man, a fiery wrestler-themed in orange and red with flame patterns, was intended for work involving high-heat materials. Each has specific weaknesses to other Robot Master weapons, enhancing strategic interactions. Minor characters include the four robots that aid Wily's : Mega Torker, a bulky drilling machine with a helmet-like head; HannyaNED², a demonic masked with fiery accents; Gockroach S, an insectoid crawler with segmented brown armor; and , a naval-themed battleship with cannon arms. In Wily's fortress, these include rematches against Gockroach S and HannyaNED², along with encounters against .

Gameplay

Core Mechanics

Mega Man 7 is a side-scrolling in which players control the protagonist through various stages filled with enemies and obstacles. Basic movement includes jumping to reach platforms, sliding by pressing down and jump simultaneously while running to dash horizontally and avoid attacks, and climbing ladders to navigate vertical sections. The default weapon, the Mega Buster, allows players to fire rapid shots at foes, with the option to hold the fire button for a charged shot that delivers greater damage in a powerful blast. Levels consist of eight main Robot Master stages followed by phases in Dr. Wily's fortress, each featuring environmental hazards such as spikes, bottomless pits, and patterned enemy encounters that require precise timing and positioning to overcome. Players collect energy pellets dropped by defeated enemies—small ones restoring 2 units of health and large ones 10 units—to replenish Mega Man's energy meter, which depletes partially upon taking damage from enemy contact or projectiles, accompanied by a brief red flash. For example, Robot Master stages often incorporate these hazards in platforming challenges, demanding jumps over pits while dodging projectiles. Progress is saved using a 16-digit password system generated based on cleared stages, allowing players to resume from the stage select screen without restarting the entire game. Mega Man's canine companion, , provides utility devices obtained as items within stages to aid navigation. The Rush Coil enables high bounces for reaching elevated areas, the Rush Jet allows limited aerial flight across gaps, and Rush Search facilitates uncovering hidden items by digging at marked spots. Compared to earlier entries in the series, Mega Man 7 exhibits a slower overall pace, attributable to the Super Nintendo Entertainment System's hardware enabling larger sprites and more detailed animations that reduce on-screen action density. The game also introduces a shop accessible from the stage select menu, where players can spend collected bolts on enhancements, though this feature expands beyond basic controls.

Robot Masters and Weapons

Mega Man 7 features eight Masters, each guarding a unique stage themed around their design and abilities, serving as the primary bosses in the game's opening acts. Defeating a Master grants their signature , which can be cycled through using the Select button and consumes energy with each use. These weapons not only provide offensive variety but also exploit specific weaknesses in other bosses, encouraging players to tackle them in strategic sequences to minimize difficulty. energy is replenished by defeating certain enemies that drop energy pellets or by using Energy Tanks, while full health restoration comes from Tanks. The Robot Masters are divided into two sets of four, unlocked progressively after clearing initial stages. Their stages incorporate environmental hazards that tie into the boss's theme, such as precarious platforms or elemental dangers, requiring precise platforming and combat to navigate. Below is a summary of the Robot Masters, their stage themes, primary weaknesses, and acquired weapons with key strategic applications.
Robot MasterStage ThemePrimary WeaknessAcquired WeaponWeapon Description and Strategic Use
Burst Man with bubbling liquids and explosive hazardsFreeze CrackerDanger WrapFires adhesive bubbles that trap enemies or temporarily; strategically used to immobilize foes like Cloud Man or activate switches by encasing objects, though risky if misaimed against spikes.
Cloud ManSky city with floating platforms and wind gustsDanger WrapThunder BoltSummons a vertical from above; ideal for stunning grouped enemies or powering dormant machinery in stages like Junk Man's scrapyard, and exploits conductive materials in bosses.
Junk ManScrapyard filled with conveyor belts, magnets, and falling debrisThunder Bolt ShieldCreates an orbiting barrier of junk that blocks frontal attacks and can be thrown as projectiles; provides defensive utility against swarms in environmental hazards and shatters brittle foes like Freeze Man.
Freeze ManSnowy with slippery paths and freezing windsJunk ShieldFreeze CrackerLaunches a freezing orb that splits into shards upon impact, spreading in multiple directions; freezes water or lava surfaces for traversal and halts mobile enemies, particularly effective against heat-based threats like Slash Man.
Slash Man ruins with swings and predatory robotsFreeze CrackerSlash ClawDelivers a short-range horizontal claw slash; excels in to sever obstacles or chains, and disrupts mechanisms in bosses like Spring Man.
Spring ManToy factory with bouncing platforms and elastic trapsSlash ClawWild CoilThrows a coiled that bounces off walls; charged versions leap higher for elevated targets, useful for navigating vertical stage sections and overwhelming agile bosses like Shade Man.
Shade ManSpooky graveyard under a with swarmsWild CoilNoise CrushEmits a bouncing sonic wave that ricochets off surfaces; disorients audio-sensitive enemies and penetrates shields, strategically charged for maximum damage against speedy opponents like Turbo Man.
Turbo ManIndustrial racetrack with speeding vehicles and flame jetsNoise CrushScorch WheelRolls flaming wheels that burn on contact; sets flammable stage elements ablaze to clear paths and inflicts ongoing damage, particularly potent against explosive or fluid-based vulnerabilities.
Strategic progression often follows weakness cycles to optimize boss fights and item collection. For instance, starting with Burst Man using the default Mega Buster allows acquisition of Danger Wrap for Cloud Man, chaining into Thunder Bolt for Junk Man, Junk Shield for Freeze Man, and Freeze Cracker for Slash Man, easing the first set. The second set can then loop with Slash Claw on Spring Man, Wild Coil on Shade Man, and Noise Crush on Turbo Man, minimizing energy use and health loss. Stage threats amplify these dynamics, such as icy slips in Freeze Man's area demanding careful movement or magnetic pulls in Junk Man's yard that interact with metallic weapons like Junk Shield for defensive plays.

Additional Modes and Features

Mega Man 7 incorporates several additional gameplay modes and features that enhance progression, provide utility during stages, and encourage replayability beyond the core Robot Master battles. Central to these is the Bolt Shop, run by the robot (with assistance from ) and accessible by pressing the SELECT button on the Robot Select screen. Players collect bolts dropped by defeated enemies and environmental pickups—small bolts worth 4 each and large ones worth 8—to purchase essential upgrades, including extra Energy that increase maximum capacity, Super (also known as M-Tanks) that grant temporary invincibility and restore all health and weapon energy upon use, the Rush Jet for horizontal flight across gaps, the Rush Search device for uncovering buried items, and 's Whistle to summon the bird companion for automatic enemy destruction in emergencies. These purchases carry over via the game's password system, allowing strategic resource allocation to ease later challenges. Rush Search serves as a versatile exploration tool, summoning to dig at marked spots in stages to reveal hidden rewards such as weapon energy capsules, 1-Up extra lives, or even secret passages leading to bolts or power-ups. This item is initially obtained in Freeze Man's stage but can also be bought in for broader use, promoting thorough stage navigation and rewarding attentive players with balanced ammo distribution and survival aids. Complementing this, the Rush Super Adaptor is unlocked by collecting four hidden circuit plates spelling "RUSH"—one each in the first four Robot Master stages (Burst Man, Cloud Man, Junk Man, and Freeze Man)—transforming into a temporary armored form that merges enhanced buster power, flight from Rush Jet, and high jumps from Rush Power for superior mobility and offense in tough sections. Additionally, the Energy Balancer, a collectible found in Shade Man's stage by using Rush Search beneath the floating VAN Pookin during its boss fight, automatically allocates picked-up weapon energy pellets to the special weapon with the lowest reserves, streamlining ammo management without manual switching. Bass appears in select stages as a rival, offering optional cooperative assistance against enemies or challenging Mega Man directly, adding dynamic rivalry elements to the single-player campaign. A secret Versus Mode adds competitive depth, unlocked by entering the password 1415 5585 7823 6251 on the password screen, then holding L and R buttons while pressing Start, which requires a second controller for two-player battles in a simple arena. Players can select Mega Man or Bass, with Bass offering a distinct aggressive playstyle through faster base movement, a Bass Buster with rapid-fire capability and diagonal aiming (but unable to copy or use Robot Master weapons), an air dash for quick evasion and positioning, a rising kick for close-range combos, and an upward evade maneuver. This mode emphasizes direct duels over platforming, providing a fresh contrast to the single-player campaign and highlighting Bass's rival dynamic. The game's climax unfolds across four Wily Castle stages, each with escalating difficulty, original music themes evoking tension and urgency, and environmental hazards tailored to test acquired weapons. The fourth stage rematches all eight Robot Masters in sequence, followed by the Wily Machine 7 boss fight, vulnerable primarily to the Thunder Bolt which targets its exposed eye for maximum damage; upon defeat, Wily ejects in an escape ship form known as the Wily Capsule, weak to charged shots of the Wild Coil that allow to bounce upward and strike its underbelly. These phases demand adaptive weapon use and precise timing, serving as a comprehensive review of the game's mechanics. Replay incentives are bolstered by the password system, a grid-based code generated after key events like Robot Master defeats or encounters, which encodes progress details such as cleared stages, inventory items, shop purchases, and totals for seamless resumption from the Robot Select screen. Post-completion passwords enable free selection of any stage for farming, item hunts, or , while full collection runs—such as gathering all plates or shop upgrades—facilitate optimized no-damage challenges or alternate boss orders, extending the campaign's longevity without resets.

Development and Production

Background and Rushed Schedule

marked the continuation of 's classic series on the , succeeding , which had been released exclusively for the in 1993. This entry arrived amid the commercial success of the parallel subseries on the SNES, yet allocated limited resources to the project, reflecting a perception that the traditional 8-bit formula might not compete effectively in the evolving 16-bit market. Development commenced in late 1994 and concluded in a remarkably brief three-month period, spanning November 1994 to February 1995, under a stringent deadline set by . The small team, comprising approximately 10-15 members including planner and director Yoshihisa Tsuda, operated under intense pressure during this timeframe. The game was developed using the engine from the series to expedite . This accelerated schedule was influenced by the ongoing shift from to SNES hardware across the franchise, necessitating rapid adaptation while the X series consumed significant company focus. To meet the tight constraints, the developers reused select assets from earlier games, such as enemy designs and sound effects, to streamline production without extensive new creation. The team worked in a cramped office environment, leading to confirmed challenges like poor air quality from overcrowding that prompted intervention by inspectors, though such conditions were not formally denied by the staff. Initial planning emphasized revitalizing the series' core formula through the introduction of as a rival character, a key addition to inject fresh dynamics. elements, including the in-game shop system, were included to enhance player engagement efficiently.

Design Choices and Innovations

Mega Man 7 introduced and his canine companion as recurring rivals to the protagonist, with featuring a double-jump and rapid-fire Bass Buster, elements that foreshadowed expanded roles for the character in subsequent titles. This addition brought a dynamic presence, contrasting Mega Man's traditional solo progression while teasing future narrative and mechanical depth. To enhance player agency, the game implemented a shop system managed by , where collected bolts could be exchanged for upgrades like energy tanks and enhancements, infusing RPG-like progression into the platforming formula. This mechanic encouraged for , diverging from prior entries' reliance solely on pickups. Level design capitalized on the SNES's capabilities for larger, more detailed sprites and vibrant environments, exemplified by Cloud Man's stage with its floating platforms and weather-manipulating hazards that demanded precise navigation. Interactive elements were emphasized through weapon versatility, such as using special abilities to solve environmental puzzles—like powering mechanisms with acquired tools—to unlock paths and rewards, making stages more engaging and replay-focused. Among its innovations, Mega Man 7 featured distinct musical themes for each Wily Castle phase, varying from intense rock riffs to atmospheric builds that heightened tension across the finale. A secret versus mode, unlocked via a special password, allowed players to control in two-player battles, promoting replayability through alternate character handling and competitive play. While direct fan-designed content remained limited, subtle like hidden capsules and rooms nodded to series traditions without overhauling core design. The rushed three-month development schedule led to compromises, including comparatively simpler animations that lacked the fluidity of contemporaries. These choices omitted advanced features like multiplayer beyond the basic versus mode or sophisticated enemy AI, prioritizing a stable core experience over expansive experimentation. Key team contributions shaped these decisions, with illustrator Hayato Kaji emphasizing detailed, expressive boss sprites to maintain visual appeal amid constraints. Yoshihisa Tsuda focused on refining the core loop of weapon integration and stage fun, ensuring enjoyable special weapon interactions despite the tight timeline and small team size.

Audio and Presentation

Soundtrack Composition

The soundtrack of Mega Man 7 was a collaborative effort by a team of ten sound staff members, primarily composed by Yuko Takehara for the main themes, Toshihiko Horiyama (credited under the alias Krsk) for boss tracks, and Tomozawa (credited under the alias V-Tomozoh) for stage music, with additional contributions from Ayako Mori, Ippo Yamada, and others including Tatsuya Nishimura, Hiroshi Shimada, Noriko Ando, Atsushi Mori, and Nariyuki Nobuyama. Utilizing the Super Nintendo Entertainment System's SPC-700 sound processing chip, the music features 16-bit compositions that fuse upbeat rock and elements, enabling longer loops and richer arrangements compared to the 8-bit entries in the series. Notable tracks include the energetic opening theme that sets an adventurous tone; Robot Master stage themes such as Freeze Man's chilling, melodic ice motif and Slash Man's rhythmic, tribal percussion; the Wily Castle phases with their progressively intense builds; and the ending credits track, which evokes a triumphant, orchestral swell. Composed amid the game's accelerated development schedule, several tracks incorporate recurring motifs from earlier Mega Man titles to streamline production. The complete soundtrack was officially released on November 21, 2007, as Rockman 7: Shukumei no Taiketsu! Original Soundtrack by Team Entertainment, compiling 37 tracks from the game. The soundtrack's diverse compositions have received praise for their energetic variety and enduring appeal, influencing the rock-infused style of Mega Man 8 and inspiring ongoing remixes within dedicated fan communities.

Graphics and Technical Aspects

Mega Man 7 features 16-bit sprites designed by artist Hayato Kaji, marking a significant evolution from the 8-bit entries with larger, more detailed character models and enhanced frames. Mega Man's idle pose, run cycle, and jump mechanics exhibit smoother transitions and greater expressiveness, while Robot Master designs incorporate dynamic elements like Junk Man's stage integration for added visual depth. These sprites leverage the SNES's capabilities for richer shading and proportions, though some critics noted the increased size contributed to a sense of on the standard 256x224 resolution screen. The game's visual design emphasizes vibrant, stage-specific color palettes to enhance thematic immersion, such as cool blues dominating Freeze Man's icy environment and lush greens in Man's forest setting. Parallax scrolling adds depth to backgrounds in select areas, notably Cloud Man's aerial stage with layered cloud formations that shift at varying speeds relative to the foreground. Cutscenes advance the narrative through static portraits, text dialogue, and simple animations, providing context for key events like Dr. Wily's escape. Technically, Mega Man 7 operates primarily in SNES Mode 1, supporting up to 256 colors for backgrounds without employing the console's signature Mode 7 for rotation or scaling effects. Sprite handling adheres to hardware limits of 32 sprites per frame and 8 per scanline, resulting in occasional priority flickering during intense sequences with multiple on-screen elements, such as enemy swarms or weapon effects. The game forgoes battery-backed SRAM saves, opting instead for a password system to track progress, weapons, and sub-tank locations across sessions. Sound effects utilize the SNES's SPC-700 audio chip for sampled noises, including metallic shatters for the Freeze Cracker weapon and explosive bursts during boss encounters. The title's rushed three-month development schedule imposed constraints, leading to unimplemented features like additional adaptations and minor inconsistencies in enemy movement patterns across stages. Original SNES releases maintain a 4:3 without support, though later ports in the 2 introduce optional widescreen modes via stretching or pillarboxing for modern displays.

Release and Reception

Release History and Ports

Mega Man 7, known in Japan as Rockman 7: Shukumei no Taiketsu!, was originally developed and published by for the (SNES). It launched in on March 24, 1995, followed by a North American release on September 1, 1995, and a European release on November 20, 1995. The game was distributed on standard 16-megabit ROM cartridges and received a Kids to Adults (K-A) rating from the (ESRB) in , reflecting its mild animated violence suitable for younger audiences. Regional variants of the original release were largely consistent in core content. All versions shared the same gameplay and levels, though the North American box art depicted a more dynamic pose for compared to the Japanese cover. Initial sales for the SNES version totaled approximately 280,000 units worldwide, with the majority coming from . Subsequent re-releases expanded accessibility through digital platforms. In 2014, ported the game to the , launching in on August 6, on September 12, and on November 6, adding features like save states and support. The title arrived on the eShop in 2016, with a release on June 16 and European on July 14, preserving the original SNES experience with minor enhancements for handheld play.) The most significant modern re-release came with Mega Man Legacy Collection 2 in 2017, which bundled Mega Man 7 alongside Mega Man 8, 9, and 10. This compilation launched on August 8 for PlayStation 4, Xbox One, and Windows PC via Steam, introducing quality-of-life features such as rewind functionality, a challenge mode, and a museum gallery with concept art. A Nintendo Switch port of the collection followed on May 22, 2018, making the game available on hybrid consoles with portable play support. By June 30, 2025, Mega Man Legacy Collection 2 had sold over 1 million units across platforms. As of November 2025, no official standalone of Mega Man 7 has been released, though fan-organized events commemorated its 30th anniversary throughout the year with retrospectives and playthroughs. The game remains accessible digitally via the Mega Man Legacy Collection 2 on supported platforms and legacy services where available.

Critical and Modern Reception

Upon its release in 1995, Mega Man 7 garnered mixed-to-positive reviews from critics, with an aggregate score of 73% based on 18 publications. provided scores of 8.5/10, 7/10, 7/10, and 7/10, averaging approximately 7.4/10, commending the game's upgraded visuals and challenging gameplay while critiquing occasional control inconsistencies and repetitive elements. Reviewers commonly praised the title's enhanced sound quality and detailed graphics, the introduction of the playable character as a fresh addition to the series, and a generally fair difficulty progression that balanced accessibility with platforming demands. However, criticisms focused on the game's rushed development feel, including clunky jumping mechanics, unoriginal level designs, and a perceived lack of innovation compared to the more advanced series. In modern retrospectives from the to 2025, opinions have shifted toward greater appreciation, often portraying Mega Man 7 as an underrated entry in the series. IGN's 2008 retro review scored it 7/10, acknowledging its despite flaws, while Nintendo Life's 2016 analysis awarded 7/10, highlighting its competent platforming, vibrant graphics, and enjoyable music as enduring strengths. A 2025 design analysis emphasized the game's strong level variety and replay value, crediting its efficient structure for holding up well despite production constraints. The title's 30th anniversary in 2025 prompted fan celebrations that underscored its lasting appeal, including community playthroughs and discussions of its contributions to the . Mega Man 7's legacy includes solidifying Bass as a recurring rival and ally in subsequent Mega Man media, influencing his expanded role across games and adaptations. Its inclusion in re-release collections, such as the 2017 Mega Man Legacy Collection 2, has driven continued sales and accessibility on modern platforms, introducing the game to new audiences. Fan-driven content, including mods and soundtrack remixes, remains active in online communities. In 2025, Capcom reaffirmed Mega Man's importance as a key intellectual property during its shareholders' meeting, noting ongoing considerations for revivals that indirectly nod to the charm of entries like Mega Man 7. The game has no major awards but frequently appears in retrospective "best SNES games" lists, such as the SNES subreddit's top 100 rankings.