Reviews from

in the past


Okay, I’m thoroughly convinced. I’m on board with a new truth, an idea not enough people come to: it isn’t the case that Mega Man 4-6 is a bad trilogy, it’s just that Mega Man 4 is bad. 5 was an eager course correction, one that gave me hope despite a few of its failings, and 6… well… Mega Man 6 is about as good as Mega Man 2, honestly.

A lot of it is because of Rush. Since his debut, Rush was progressively getting worse, to the point of just being an irritant partner in 5. A solution was needed to make the broader cast work, and we got it in the adapters, where Man and Dog combine to become their own best friend, available in two flavours, Jet and Power. Literal game changers.

The Jet Adapter allows Mega Man the power of flight, for a very limited period of time, a frankly broken level of platforming freedom that would have destroyed any earlier entry, but here inspired better level design, and often has you needing to use the Jet form to access power-ups or correct pathways (more on that in a bit), encouraging a bit of movement off the beaten path.

The Power Adapter is also this, but insanely destructive. Short range blasts of energy that can be charged for an even shorter range hit capable of destroying guarding enemies in a single hit, or even the suspiciously cracked blocks that hide power-ups or correct pathways (more on that in a- oh I said that already). The comical way some enemies speedily bounce off screen when hit with a charged shot is ridiculously satisfying, and I think this may rank among my favourite power-ups in the franchise. It helps that there’s a (skippable) little cutscene that shows our daring duo fuse together each time you select these costumes. Camp brilliance.

Both of these suits add a lot to the game, but take away Mega Man’s slide, so they don’t feel like a guaranteed optimum strategy as much as part of a three-pronged trident in Mega Man’s arsenal now. All three ways of being are necessary, and bring something to the party.

Another new, underrated feature is the Energy Balancer, a simple addition that stops you needing to change weapon when picking up energy, instead refilling the most empty one in your arsenal, which is just… that’s how it should be. It’s mad that this hasn’t always been the case. The only downside is that it’s hidden away on a different route to the correct pathway in the stage it’s on, and as such easy to miss.

Oh, the correct pathways, yeah. So often in robot master stages there’ll be two possible routes to take, and whichever one is harder to reach will inevitably turn out to be the better path to take, and rewards you with either some items or, upon beating the robot master, one of four BEAT letters to bring everyone’s favourite bird back into your arsenal. It’s a small bit of diversity in level design that makes the game feel bigger, even if you’re unlikely to ever take the wrong route once you’re aware of the feature.

The robot masters themselves are the most Kinnikuman they’ve ever been (and they have, by nature, always felt a bit like Kinnikuman characters). By virtue of an international competition we are graced by a range of characters that feature casual regional stereotyping, yes, but not offensively so, allowing for a greater sense of cartoon silliness to what are honestly the smallest obstacles in these games at this point. I like… most of them, design-wise, and gameplay wise the balance between challenge and gleeful destroying with the correct weapon feels pretty satisfying, shout-out to Centaur Man, who poses almost no threat, but whose gimmick makes the fight feel bigger than it is.

The final run (once again in two distinct parts, for the least convincing story reasons ever) was pretty good. I had taken some night nurse before going in, so my memory is pretty fuzzy, but it flew by without frustrating me or dragging itself out, and had me chuckling at some of the boss designs, which were either silly or I was just that out of it. At one point Wily is in a big shoe. It’s not a shoe, it’s a big UFO with spikes on the bottom, but it makes me think of a shoe, and does what shoes do. That’s great. How could anyone not love that. And there’s a dinosaur, I think! And a shitty Metal Slug! How did I finish the game in this state?!

I was going to take a break after 6, expecting to feel deflated, but this slapped, I’m energised again. Time to move onto the SNES, and see what 7 brings to the table. I’m not 100% sure I ever finished it as a kid/teen. Should be fun.

I feel similar to how I did with 5, maybe I think this one's even a little worse. It's still a fine game as part of the series but just if I had to rank them this would probably be one of my least favorites if not my least favorite. Pretty much all of the abilities just feel like ones from previous games slightly tweaked. (At least the Jet and Power suits are pretty cool additions.)

I think it's hilarious that half the Robot Masters here have very obvious Pokemon-type weaknesses that make it obvious that Wind>Fire>Ice>Plant is the way to go but then you get to the other half and you're like.

What the fuck is a Native American stereotype weak to.

Aside from that, the game takes advantage of lots of alternate routes utilizing the new Rush Armors. They either let you charge up a strong punch or they let you use a jetpack. You can find E-Tanks, extra lives, and even hidden pathways that reward you with Beat plates or the Energy Balancer by taking advantage of the Rush Armors. The Energy Balancer is especially a great upgrade, because it implements something that's a default mechanic from the X series: being able to refill weapon energy of your most depleted weapon without having it equipped. It speeds up the game so much more without needing to stop, pause, switch to the weapon I want to refill, and then unpause.

The amount of alternate pathways in this game really impressed me. The "warrior" section of the Robot Masters (Tomahawk, Knight, Centaur, Yamato) all have really awesome stage design that take advantage of the Rush Armors you'd get from the "elemental" section of the Robot Masters. There's also one instance in Mr. X's Castle where you can skip most of the first stage with a secret extra route by punching a hole through a cracked wall. The game has lots of replayability as a result of having so many secret upgrades locked behind certain areas and requiring certain bosses to have been beaten before you can access an extra route in the stage. It reminded me a lot of what I love about Rockman X1, how beating Storm Eagleed will make the ship crash into Spark Mandriller's stage and disable the electricity, or fighting Icy Penguigo will freeze over the lava in Burnin' Noumander's stage.

I can see myself replaying this game a lot just to figure out how to optimize what order to fight bosses in to not just take advantage of boss weaknesses, but also get all the upgrades I want early. This game is super impressive.

Tomahawk man is a shit robot. Imagine if someone made a native american stereotype robot in the real world.

The best NES megaman game fuck you


Mostly pretty good, but the boss fights are way too simple and the endgame levels are paced horribly because of the adaptors. A strong contender for the best soundtrack out of the classic series.

Nothing to really complain about here. The inclusion of the new Rush suits helps this one stand out.

At long last, the world is at peace.

Wow! Where Mega Man 5 felt like Capcom sitting on their hands, Mega Man 6 feels like a swansong for the Blue Bomber’s run on the NES. A very inventive set of new fan-designed Robot Masters, fun weapons, and fantastic level design ensure that this one goes down easy. There’s even a jetpack suit! This has been my favorite of the NES series, without question, but it’s a bit on the easy side. Every second of this feels like Capcom telling players that Mega Man’s best days are ahead.

this is so obviously stalling before the nes died
it's just 5 but prettier

Much better than Mega Man 5 and quite the swan song for the NES Mega Man games.

They went even easier with this one which doesn't bother me too much but it does make the game go by extremely quickly. The Rush suit is a cool idea & I like the jet form a lot but swapping modes feels clunky which put me off using it unless required. There's a lot of alternate paths & unlike MM4, they're easy to notice & don't make you want to second guess every possible walk-off point. Unfortunately you're guaranteed to miss out on the ones during the first few stages you pick unless you replay them after obtaining the required suit update which feels bad. Really good use of colour & most stages feel dense & highly detailed. The Mega Man sprite during the new weapon get animation looks particularly great.

I checked and when adjusting for inflation this game woulda cost like $100 in todays money, bro imagine paying $100 for the same mega man game as the first five

Alright this is getting silly

Probably the most fun Mega Man game solely due to the amount of silly shit Rock can do in it, the plot is also pretty unique (though the Robot Masters might be a bit dated) and the weapons are fun to use
Definitely not my favorite but it’s not a bad game at all

Really good platformer. Probably the most fun classic Mega Man, all with how colorful it is and how much fun they had with the Robot Masters with this one. The Rush Armor is also a lot of fun to use.

Les nouvelles mécaniques dans les niveaux sont sympas, mais pour les pouvoirs des boss ça se voit qu'ils avaient plus d'idées. Les transformations de Mega Man avec Rush sont cool mais devoir aller dans le menu pour changer de forme toutes les 10 secondes dans les derniers niveaux c'était un peu chiant.

it's one thing to try too hard, it's a whole other thing to not even succeed.

To keep from letting the fatigue set in (if it hadn't already), Mega Man 6 adds two new Robot Dog+Robot Boy Combination Modes for Mega Man to use in his mission for everlasting peace. The hard hitting Power Adaptor makes Mega Man's charged shot deal one tick of damage more than a regular charged shot, but with a fraction of the distance. You cannot slide with it. Save for some very specific instances, it is only useful as a glorified key for breakable walls. The other adaptor breaks something other than walls, it breaks the game itself.

The Jet Adaptor lets Mega Man fly for a short period of time. You can't charge your buster with it equipped. Hell, you can't slide with it on either, but you don't need any of that. The Jet Adaptor allows you to skip almost everything in the game. What's the point in fighting a tough enemy or performing tricky platforming if you can just fly over it? I would understand this if it was a secret mode, or something that involves collecting something from each stage, but you could get this item after your first boss kill (just so long as that first kill is Plant Man).

The Jet Adaptor is what i imagine purists think an Easy Mode is. You are indeed cheating yourself by avoiding playing the game, but look at that cover art. The Jet Adaptor is front and center, Mega Man 6 WANTS you to use it. You're playing the game as intended. There's only one tricky jump towards the end you have to do with the Jet Adaptor, but everything else is just easily skipped.

And the worst part? The parts you're skipping with the Jet Adaptor aren't even all that great. This is a pretty weak Mega Man game that struggles to find an identity.

They never shoulda made Tomahawk Man, man

Slightly better than 5, but yeah, Capcom really exagerated all this way for making so many 8-bit entries for a single console alone. I guess it really it kept selling so well in Japan.

All 6 Megaman games (og 1 a little bit less) are still all great NES classics.

Posso dizer que este foi o meu favorito do nes, não sei explicar bem porque mas curti bastante da gameplay do fato vermelho. Sou capaz de rejogar.

they added the dog and made the game good

I Was Never Book Smart I'm Money Smart !!

ultra cine deluxe edition

Salvo la nueva mecanica de Rush y algunas cosas de los gráficos no destaca mucho.

I may be delusional... but this game? Fucks. The robot masters MIGHT be my favorite of the NES 6, it is hard to say but this cast is really cool to me. I also enjoy the story weirdly enough? The tone and setup are pretty much exactly what I want from Classic Mega Man. The adapters are really cool, even if I only really enjoy using 1/2 of them... The beautiful pixel art, branching levels and music come together to really work and kick ass. This is at least in the top 3 of the NES Mega Man games for me.

okay maybe i am getting burnt out by this point
some of the best NES graphics out there though


Solid game, really fun & probably the best difficulty balance of all the NES games. 100% part of the top 5 classic Mega Man games.

i love mega man. this is my fifth favorite mega man of the first six mega mans.

Honestamente, lo considero mejor que Mega Man 2 y 3 aun si es un poco blando en algunas áreas, obviamente también es mejor que el 1 y el 5, pero se sigue quedando por debajo del 4. Con eso dicho ¿Era necesario que hubieran tantos E-Tanks regados por los niveles? Esto directamente lo vuelve el más fácil de la saga y las mejoras de Rush de por sí ya facilitaban el juego. Otro problema mayor sería que el deslizamiento apesta pero fuera de eso no hay mucho más por decir, es un juego decente pero continuista, si ya sabes a lo que vas entonces pasarás un buen rato.

This game feels really underwhelming to come back to, which sucks because this is the one megaman game outside of 1 and 2 i remembered played, and the one I remembered liking a lot. I do the focus given to the rush adapter forms of jet and power, and i also do like the game's larger focus on split paths, even going as far as hiding Beat behind secret boss entrances.

But as cool as these ideas are, none of the stages or bosses from robot masters to castle bosses really do much for me. The weapons feel like worse versions of prior weapons, the bosses are pretty weak in most things outside of character design, and the wily and mr. x bosses are in a similar boat.

Nitpicky note, but I also think that a) i wish there was a quicker way to swap weapons and armors in this game specifically for how much you need those two adapters, and b) I think out of all the extra castle stuff they shove in through 3-6, this is probably the second least justified one, because Mr. X is just wily again, so you really just fight him twice.

While I'm not that interested in a lot of the bosses, here's the boss ranking

8- Yamato Man
7- Plant Man
6- Wind Man
5- Flame Man
4- Blizzard Man
3- Knight Man
2- Centaur Man
1- Tomahawk Man