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Really amazing. All the levels are fun. All the weapons are fun and useful. Charge Shots are really fun to use, but the weapons all have their uses. The bosses are really fun. The levels look great. The music is alright and the game kind of drags on near the end, but I like the plot.

As one would expect, Mega Man 3 was pretty successful for Capcom, despite not being quite on the same level as the success of Mega Man 2. Nevertheless, a sequel was already being put in development shortly after, even though at this point, given how the SNES was already out, they could have just as easily ended off the NES lineup with 3 and called it a day. Instead, however, they pressed on to make yet another set of games for the system, starting off with Mega Man 4.

So, this is where a majority of people would consider this to be the start of the ā€œlesserā€ NES Mega Man games. Not bad by any means, but compared what had come before, people would consider this, as well as the two games to follow, very samey, repetitive, and just not as interesting as before. Honestly, I completely understand where people are coming from when they say thatā€¦ but with that being said, of course I still fucking love Mega Man 4. Would I consider it as good as Mega Man 2 or 3? No, but it is still a fantastic entry in the series, and one that no fan of the franchise should pass up.

The story is pretty much the exact same, except now changing up the characters, which is fine for me, although I donā€™t understand why now in the 4th entry we are getting a cutscene that details the origins of Mega Man, the graphics are the best in the series so far, even if they appear very similar to that of the previous titles, the music is awesome, no surprise there, the control is just as tight, responsive, and fun as ever, and the gameplay is also just as fun and satisfying as every other mainline entry so far.

If you somehow need a reminder of how the gameplay in Mega Man works, then you should probably see a doctor for your memory loss issues. You run through stages, jumping and shooting through many enemies, getting health and weapon supplies along the way, defeating bosses, gaining their powers, and using those powers to your advantage in other stages. Just like with the previous games, though, they do add a few new features in this game to spice things up. For starters, this is the first game in the series to give you a charge shot, which is very great to see, as it helps out with dealing with a lot of the bigger threats that you will face throughout the game. Sure, it isnā€™t as big or effective as future charge shots from future games, but for what we have here, it is still pretty great stuff, even if the noise it makes can make other people want to permanently clog up their ears so they can never hear it. Iā€™ve just gotten used to the sound now.

In addition to all the new powers you get throughout the game, as well as the Rush abilities still here, there are also additional hidden powers that you can find in two of the levels, those being Balloon, which is just Item 1 from Mega Man 2, and the Wire, which is a grappling hook that allows you to get to places for extra goodies. Not only does this add replay value to the game, which is always appreciated, but the items themselves are very useful in several scenarios, so it doesnā€™t feel like too much stuff at once. Not much else to say about the changed gameplay, except for the introduction of Eddie, who shows up in several levels to give you an item, which you can then exploit into him giving you a free E-Tank, which is nice.

In terms of problems with the game, this goes back to something I brought up in my review of Mega Man 3: the padding. In this game, as well as the next two after this, you have to go through two separate final castles to beat the game, because the plot demands that you find out about this obvious twist that you already know going in. Granted, itā€™s not as annoying as it is in Mega Man 3, but padding is still padding, no matter what form it comes in, and needless to say, the game doesnā€™t need to be extended for this long, even if I still find it to be fun and challenging. In addition, from here on out, the Rush Jet ability gets nerfed pretty hard. In Mega Man 3, you could move about freely on Rush Jet, allowing you to get to various hard-to-reach areas with little to no trouble. Here, and in every other subsequent game to come after, you can only move up and down while moving forward constantly in the direction you are facing, which isnā€™t terrible by any means, but it just sucks compared to what we had before. There are also other minor things, like, yā€™knowā€¦ Toad Man, but that other stuff doesnā€™t really bother me too much, and none of the problems did anything to keep me from having a great time

Overall, despite the issues that it has, this is still yet again another fantastic entry in the Mega Man series, and I would definitely recommend it not just for Mega Man fans, but anyone who wants to get into the series in general. I mean, it has the origins of Mega Man in the opening cutscene, so hey, you may as well get people started on this game instead of the first one. Probably would make for a better experience.

Game #196

From an artistic standpoint, I am of the belief that a franchise shouldnā€™t surpass the number of entries fitting for a trilogy. Brevity is not only the soul of wit but also a necessity to retain the magic and integrity of a series of entertainment properties. However, my passionate sentiments would cause serious humiliation at the Capcom offices, as they would laugh like hyenas as I ran out of the room in a crying frenzy like a girl who just bombed her schoolā€™s talent show. As thankful as I am for Capcom and all of the other video game conglomerates, their ultimate goal at the end of the day is to turn a profit with their creative properties. Since Capcom now found a winning formula with their Mega Man franchise, they milked that udder dry until it shriveled up and could only produce dust. I suppose Mega Man 4 was the first entry that overstayed Mega Manā€™s welcome on the NES considering it surpasses the number of titles that make up a solid trilogy of games, so we can attribute this game to commencing Mega Manā€™s downfall further into the future. However, the strange revelation that Iā€™ve come to is that Mega Man 4 might arguably be the best game in the original series. Come to think of it, Mega Man 3 wouldā€™ve been an askew note to leave the series on, what with its unreached ambitions that fell apart in execution. Maybe a proper (and hypothetical) series send-off should signal a true return to form, and thatā€™s certainly what Mega Man 4 offers.

Alert the presses, everyone, for Capcom decided to place another mad scientist on the pedestal of Mega Man bad guys that isnā€™t Dr. Wily! Approximately a year after the events of the last game, a Russian scientist named Dr. Cossack constructs eight new Robot Masters with the intention of seizing total sovereignty. Iā€™m surprised it took Capcom this long to create a Russian villain at the helm of a megalomaniacal power surge, considering the franchise debuted in the 80s when their association with scum and villainy was at its peak. I suppose Capcom thought it would be wise to wait until the Soviet Union crumbled to feature one of their citizens in an antagonistic role so as to not sour the foreign affairs between them and Japan. Their country is only a submarine ride over from the Pacific coast of Russia, after all. Nevertheless, the fact that Capcom retired their standard bald, mustachioed bad guy here makes me beam with pride. Cossack may be committing a copycat crime here, but the slight deviation his presence represents makes a world of difference. NES franchises have been known to acquiesce to feelings of separation anxiety regarding their main villains, so I realize how hard it was for Capcom to let Wily go.

By this point in the early 90s, developers had honed the rudimentary 8-bit aesthetic into an art form. After the humble, fuzzy entry point in the first Mega Man title, Mega Man 2 made strides in elevating the visual capabilities of the NES console, just to have Mega Man 3 vomit on its contributions. One vital aspect of Mega Man 4ā€™s return to form is the pixelated splendor displayed throughout, starting from the opening sequence. Somehow, Capcom felt that an introduction detailing the genesis point of Mega Manā€™s creation needed to surpass all other 8-bit cutscenes on the system by illustrating an origin story for Mega Man. A tranquil cityscape is shown from the cycle of day to dusk, with chaotic blasts of malevolent fire disrupting the peaceful atmosphere and calling Mega Man to action out of a valiant sense of justice. We also learn that his Japanese moniker ā€œRockā€ is merely the robotā€™s birth name and that Mega Man is his crime-fighting pseudonym. We also learn from this introduction that Mega Manā€™s hair was intended to be blue, thus making the initial reveal under his helmet in Mega Man 2 to be a graphical blip. As one could probably infer from the outstanding presentation here, all of the erroneous smudges in the pixels have been wiped out. The cityscape scene is gorgeous, and the following sequence where Mega Man is riding on top of a moving vehicle is spellbinding to watch.

Of course, the effort of high graphical fidelity extends to what is present during the gameplay. A pleasing color pallet was needed in the Mega Man series after Mega Man 3ā€™s muted, flat textures that made the game look depleted. Mega Man 4ā€™s return to form also saw the revival of the visual vibrancy seen in Mega Man 2, and thank the Lords for this. Every level in Mega Man 4 looks uniquely dazzling, meeting the standard established in Mega Man 2. Ring Manā€™s stage has candy neon evaporating platforms juxtaposed with some crystalline chrome architecture. Pharoah Manā€™s tomb is built with a tan-colored brick that looks appropriately weathered enough for an ancient construction, and the flow of the sinking sand is borderline hypnotizing. The showering rain effect in Toad Manā€™s stage is only distracting on a mechanical level, and Dive Manā€™s teal foreground compliments the water splendidly. The lavender color of Skull Manā€™s stage probably doesnā€™t make sense from a thematic standpoint, but I canā€™t deny that its contrast with the bleached skeletal platforms is striking.

I suppose what is more important about the new crop of levels is their level design. Mega Man 4 doesnā€™t do too much to deviate from the series' tried and true 2D platforming from point A to B where the Robot Masterā€™s domain lies except for one true stride in ingenuity. Just because Mega Manā€™s trajectory is fairly straightforward doesnā€™t mean that each level should offer nothing but a straight line with enemies to halt progression. For the first time in series history, the levels will offer alternate paths for the player to take, usually signified by both ascending and descending ladders. Once Mega Man climbs one of these ladders in either direction on the Y-axis, surviving enemy fire and the various pratfalls will eventually lead Mega Man to the same result as the standard pathway. Sometimes, these alternate passages lead Mega Man to dead ends and the extra challenges before he hits a brick wall often lead to goodies like E-Tanks and health upgrades, rewarding the players for their troubles. God only knows we canā€™t rely on Dr. Lightā€™s new, little support bot Eddie to supply Mega Man with what he needs because the little guy seems to have difficulties discerning whether or not Mega Manā€™s health or energy is low. Heā€™s too adorably pathetic to chastise, really. Speaking of difficulties, Mega Man 4 still retains that classic NES challenge that was absent in Mega Man 2 compared to the two games that border it in the main series timeline. The game presents a smattering of dangerous sections like riding on robot enemies over pits of spikes like the bouncy grasshoppers in Bright Manā€™s stage and the floating platforms in Pharaoh Manā€™s stage. Itā€™s best to shoot first between a chasm because a cap enemy will fly upward and knock Mega Man out of his airborne velocity to his untimely demise. The midway miniboss robots resembling animals often proved to be formidable obstacles to my goal, such as the hulking whales in Dive Manā€™s stage and the hippos in Ring Manā€™s stage that spit missiles comfortably from their high perches. Because of all of these impediments prove to cause a small amount of grief to the player, Mega Man 2ā€™s one big criticism of being too easy cannot be applied here.

Good luck trying to find the correct order to defeat Mega Man 4ā€™s Robot Masters, for this lineup is when the lineup started becoming abstract. Like Mega Man 3, all of these Robot Masters were submitted by Japanese children via a contest and the best of the bunch were granted life by the developers. I donā€™t know how some kid living in Japan in the early 90s knew what a Pharaoh was, but maybe that's how advanced their education system is. Drill Man is an inspired ground-type Robot Master in the same vein as Gutsman and Hard Man, and his drill bomb weapon is like a more manageable version of the Crash Bomb. Skull Man is the coolest one here from a design standpoint, but Iā€™m not enthused by his weapon being a recycled version of Wood Manā€™s leaf shield. What makes the weapon worse is that itā€™s Dive Manā€™s weakness, and his apt dive maneuver makes sure that plenty of contact damage will occur while fighting him. Bright Man copies Flash Manā€™s time freeze move, and Dust Manā€™s mound of vacuumed trash is an effective cluster bomb. God bless Toad Man, for the developers inadvertently made him into a spongy whelp of a Robot Master AND his acid rain weapon clears the screen. Guess which Robot Master I recommend tackling first? Overall, I canā€™t find too much fault with Cossackā€™s coalition of Robot Masters. They all have interesting designs and none of their weapons fall under the category of useless junk (points directly at Top Man from Mega Man 3).

Fortunately, if the player isnā€™t content with using any of these weapons, maybe because they feel the Robot Master weapons peaked with the Metal Blade as I do, Mega Man 4 provides a suitable alternative. This gameā€™s innovative stride in updating Mega Manā€™s battle prowess is the new addition of the charge shot. By holding down the shoot button on the controller, the collective energy needed for a regular shot of Mega Manā€™s base beam builds up inside his being and radiates all over him. Releasing Mega Manā€™s edged shot will unleash a single burst of energy much bigger and much more lethal than the piddly lemon drops it normally sputters out. I probably use the standard blaster more often than most people who have played a Mega Man game, so this addition is a godsend. Iā€™ve always appreciated the variety in store with Mega Man sucking up his enemy's abilities, but I have to admit that pausing the game to cycle through the options can be a tad irksome. Revving up the blaster to blow through enemies that have stronger defenses is incredibly convenient and satisfying, and is just as crucial to Mega Manā€™s evolution as the slide move (which also returns from Mega Man 3). If it could shoot in the same number of directions as the Metal Blade, Iā€™d never use any of the alternate weapons.

Whether or not using the enhanced blaster or figuring out a Robot Masters's specific weakness works for you, it still culminates in climbing the castle of a wicked scientific genius. This time, itā€™s the blonde, bearded Cossack instead of Wilyā€™s wild eyebrows. When storming through Cossackā€™s castle, each level seems deceptively easier than the last. The castle offers some substantial sections involving Rushā€™s mechanical aid, and we can all breathe a sigh of relief that the Yellow Devil doesnā€™t make his return to pummel me to oblivion. Still, roaming through the fortress of a madman as the climax of a video game on the NES should warrant great difficulties. My suspicions unraveled with the appalling revelation that Cossack is a red-herring and that Dr. Wily has been using him as a scapegoat the entire time. Naturally, itā€™s when Wily reveals himself that the apropos difficulty curve reveals itself too, as Wilyā€™s final fight in Mega Man 4 is the most irritating one so far. The weak spot on Wilyā€™s new death machine is high enough that Mega Man must strain himself trying to reach it, and finding Wily in complete darkness while being confined to using Pharaoh Manā€™s weapon conjures up unpleasant memories of having to use Crash Manā€™s weapon in the conclusive fight in Mega Man 2, showing that the developers didnā€™t learn from their mistake.

God dammit. So much for subversion. The old saying that old dogs never learn new tricks is just as applicable to video game franchises, which is why they tend to struggle with innovation past the third entry. Yet, Mega Man 4 seemed like it couldā€™ve at least gone against the grain with the opportunity to do the bare minimum of putting another antagonist in the front seat. Alas, it seems like Dr. Wily will always be the nagging force of oppression like his NES contemporaries Bowser and Ganondorf. Up until this point, I was enjoying Mega Man 4 vastly more than Mega Man 3. Mega Man 4ā€™s back to basics after Mega Man 3 shot to the moon and missed by a mile making for the most balanced of Mega Man titles so far. Itā€™s as smooth as Mega Man 2 was without the few discrepancies that sullied its near-perfect status. If reusing the same villain in a bait-and-switch routine is the only sniggle the game has in a series filled with unfair, broken bullshit, Capcom has more than legitimized Mega Man 4ā€™s existence. Quit while you're ahead, guys.

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Attribution: https://erockreviews.com

It has been YEARS since I've played a Mega Man game. I'd heard mixed things about this particular one, but I was excited to jump back in after a long hiatus. But my excitement soon turned into nervousness when I started playing, because someone on the level design team LOVED spikes, and especially enemies coming from off-screen and knocking you into bottomless pits. It was aggravating, but, the stages got progressively easier the more weapons I unlocked (I guess that's how it goes in Mega Man, use your powers to ignore all the bullshit), so I found myself having more fun the more I pushed through. Drill Man's stage can suck it though.

Questionable design aside, there's a lot I enjoyed about Mega Man IV. The most obvious thing is the huge presentation boost. Not just the opening cutscene and the new weapon acquisition animation, but also the level themes. The coolest thing about the first Mega Man is how its level design really played into its themes; Cut Man's stage really felt like infiltrating this towering fortress, Guts Man's stage felt like descending down a huge construction shaft. MMII and III had way more visually creative themes, which was certainly for the better, but lost some of that... grounded adventurousness for lack of a better term. MMIV incorporates that same feeling, but with the way more interesting aesthetics of II and III, making for what is easily the best looking game thus far, and by a much more substantial margin than you'd expect.

I also like this game's (slight) emphasis on exploration. It's really not all that special (and from what I know the rest of the classic series and especially the X series do this way more), but it's cool to occasionally stumble upon a different path and be rewarded with the balloon and wire (which are both awesome, btw).

And the core gameplay feels just as good as ever. Mega Man's still got the slide, he has the charge shot finally, Rush still rocks, Eddie's always a welcome surprise whenever he shows up, and I think the weapons are... ok. I like how the Pharaoh Shot essential gets two fully charged shots per use by hitting an enemy while charging and then throwing it; Rain Flush and Flash Stopper are great for when you don't wanna deal with things, and I like how the level design makes you use these two like you would Rush or the items, navigating around enemies rather than strictly being combat weapons. I like the Dust Crusher and the Drill Bomb as alternatives that aren't just a worse version of the Mega Buster (although I usually just used the charge shot). The Ring Boomerang sucks, I don't think I ever used the Dive Missile for anything that wasn't a boss, and the Skull Barrier is great for letting me ignore everything in Drill Man's stage, but I rarely used it outside of that. Nothing here replaces the Mega Buster for me, nor is anything as fun and broken as the Thunder Beam or the Metal Blade, but I also don't feel like most of them are worthless imitators of my basic attack like most of MMIII's arsenal.

The soundtrack I also think is... ok. It's head-boppy enough while I'm playing, but there's nothing here'd I'd go out of my way to listen to sadly. BUT there's also nothing I actively dislike, which I think is a first for a classic Mega Man.

Yea, I guess this game being just... ok... could summarize my whole opinion on it, and I guess in that sense I don't really disagree with the consensus on this entry. And as future classic games continue to iteratively improve on the formula, maybe I won't think of this as fondly. But, frustrating as it was at times, I did have a lot of fun with this one! I wouldn't shrug it off as a worthless entry in the series, and I think it at the very least is better than both I and III.


Angel_Arle Rockman reviews
Part 1: Rockman for Famicom
Part 2: Rockman 2: Dr. Wily no Nazo for Famicom
Part 3: Rockman 3: Dr. Wily no Saigo!? for Famicom
Part 4: Rockman World for GB
Part 6: Rockman World 2 for GB
Part 7: Rockman 5: Blues no Wana!? for Famicom
Part 8: Rockman World 3 for GB
Part 9: Wily & Right no RockBoard: That's Paradise for Famicom
Part 10: Rockman World 4 for GB
Part 11: Rockman 6: Shijō Saidai no Tatakai!! for Famicom
Part 12: Rockman's Soccer for Super Famicom
Part 13: Rockman World 5 for GB

Rockman has had a whole trilogy of games on the Famicom already up to this point and the Super Famicom was out for a whole year already. It made sense for Rockman to make the jump-wait you mean weā€™re still on the Famicom? Well okay guess we arenā€™t ready yet but we will be soon just you wait! So weā€™re here again on the Famicom with Rockman 4: Aratanaru Yabou!! (Translated as Rockman 4: A New Evil Ambition!!) and this is where the series declines for most people. Youā€™ll find many who see 2 and 3 as the peak but thatā€™s those people. I havenā€™t played this one in a while and needed an updated opinion on it and Iā€™m glad I did.

Rockman 4 takes place a year after the events of Rockman 3 where a new threat arrives named Dr. Cossack. Wanting to show how much better he is then Dr. Right, he sends out 8 of his own Robot Masters and sends them out to cause havoc. The Robot Masters are named Ring Man, Dive Man, Skull Man, Pharaoh Man, Bright Man, Toad Man, Drill Man, and Dust Man. Itā€™s now up to Rockman and with the New Rock Buster built by Dr. Right, heā€™s ready for anything! Even a new friend will help you through the adventure alongside Rush. I should mention the game starts with the opening showing the origins of Rockman before we see the actual story for this game. Some might find that weird but I guess it makes sense after you finish a trilogy of games, like this will feel like the beginning of a new trilogy!

The controls this time around are about the same though it did feel like sliding could be a bit finicky but that might just be on my end. Whatā€™s new to Rockman 4 is the New Rock Buster. Ok I have to confess real quick, I goofed hard. You see I always thought the standard weapon was called the Plasma Cannon and wouldnā€™t get the name Rock Buster till this one. Apologies for being wrong but that normal one was always the Rock Buster so sorry for that mistake! The New Rock Buster lets you charge the weapon up similar to Atomic Fire from 2. Itā€™s a lot faster and can do good damage. Just donā€™t rely on it for every enemy.

If you remember one thing I didnā€™t like about Rockman 3 was how levels never always felt they belonged to a specific Robot Master. This game changes it for the better as the stage design is much better aesthetically and just gameplay wise too. You got good examples like Pharaoh Manā€™s stage having sand that leads into an inside location similar to that of a pyramid or something of the sorts. Toad Manā€™s stage has lots of water pushing you around along with rain pushing you back. Dust Manā€™s stage is trashy and even has huge compacts ready to squish you if you arenā€™t fast. Itā€™s a massive improvement over anything we have seen in the series and Iā€™d argue these are the best set of stages weā€™ve had yet. They also have the right amount of length and challenge. The only bad design I could remember is this one area you transition to in Dive Manā€™s stage that can kill you instantly if you arrive at it at the top of the screen. The stages also sometimes have your new robot friend named Eddie who can give you a random item from the likes of energy refill or even an E-Tank. If you donā€™t like what you get, just exit the room and try again, just donā€™t collect it if you donā€™t want it. The order I went to wasn't too different from my usual but it was Dive -> Drill -> Toad -> Bright -> Pharaoh -> Ring -> Dust -> Skull. Honestly it says a lot when I feel like I could even praise more than I already have like the cool enemies themed around stages too like the Skullmet in Skull Manā€™s stage that protect themselves with a skull on their back or the Rackaser in Toad Manā€™s stage that throw their umbrella at you. Though not all of it is perfect obviously like why a Totem Pole enemy in Bright Manā€™s stage? Anyway onto the actual Robot Masters!

How do those Robot Masters fight this time around? Well let me tell you they wonā€™t all be easy. Ring Man throws his Ring Boomerang very fast and he does a lot of contact damage so he is not a pushover even with the weakness. Be wary that his rings can move up or down as they retreat back. Dive Man loves to charge at you and he does a lot of contact damage. Take advantage of when heā€™s shooting Dive Missiles as itā€™s easy to destroy them. Also donā€™t jump too high due to how water works in these games. Skull Man shoots fast and can move around. His Skull Barrier keeps him fully protected so react fast once it ends. Pharaoh Man...you know it just hit me I think itā€™s been over 5 years since Iā€™ve beaten him without his weakness. So ummm, sorry I donā€™t have tips for this one. Bright Man shoots not only forward but a little above and below so be aware of that, he also does massive contact damage and will target you. If he uses Flash Stopper, just pray he wonā€™t hit you in the air if you happen to be in the air as he stops you. Toad Man is a joke. Heā€™s the easiest Robot Master in the franchise so far. Just shoot him and easily avoid his hops, a disappointing fight. Drill Man likes to dig underground and come above where youā€™re at. Just time your movement before he comes up. He also will shoot drill bombs at you on occasion so be careful. Dust Man is similar to Magnet Man where he will pull you in so just move or slide away. His Dust Crusher can also be a bit tricky to avoid but otherwise he isnā€™t too hard. Pretty good fights all around outside of Mr. Toad Man over there! I like how some are still a challenge even with the special weapons unlike in past games where a lot of them can be pushovers. Though itā€™s still the case for some of them in this game so Iā€™m not gonna say itā€™s perfect. I should also mention the weakness chain is now back to how 1 and 2 did it so donā€™t worry about more than one of them this time.

You know the time, itā€™s special weapon discussion time! I got some praise for these ones! Ring Boomerang from Ring Man is a fast projectile with adequate distance that not only never bounces away but will come back to you letting you hit enemies twice. Itā€™s great for enemies that take multiple hits or are weak to it, especially with the speed. Dive Missile from Dive Man is a fast homing missile that tracks any enemies that can take damage to it. Itā€™s great for enemies not in range for your normal buster and some enemies are even weak to it. Also has a good amount of ammo. The only problem I have with it really is the tracking on it can be iffy. Skull Barrier from Skull Man is okay. Itā€™s a barrier, it works but because I usually get it late, I never feel the need to use it but itā€™s nice you can move around with this one. Pharaoh Shot from Pharaoh Man is amazing as it lets you charge it quickly forming a projectile above you. Itā€™ll break from enemies requiring more hits but other enemies will die and let you keep the shot. Best of all, it even fires in multiple directions. Itā€™s also a good move for a majority of the mini bosses. Flash Stopper from Bright Man is if Time Stopper from 2 was really great. You stop any enemies for a bit and can easily shoot them with your buster. You canā€™t charge your buster but thatā€™s fine as it can even ignore defenses on enemies. It also only uses chunks of the ammo each time you use it meaning you donā€™t have to use it all at once. Get this weapon early if you can! Rain Flush from Toad Man is a screen nuke that takes about 2 seconds to trigger. Itā€™s useful if you donā€™t want to bother with enemies but it doesn't have the best amount of ammo. Itā€™s good for what itā€™s meant for. Drill Bomb from Drill Man shoots a fast exploding drill that you can even detonate early with the same button you shot it with. Itā€™s strong and itā€™s great for the two big enemies. While itā€™s not amazing on a lot of enemies, itā€™s still good for the instances itā€™s needed for. The move can also break down barriers though these are only in after the 8 main stages. Dust Crusher from Dust Man is a projectile that can not only hit multiple times but if it lands, itā€™ll shoot out four projectiles diagonally hitting anything in their way. Itā€™s good but sadly I wasnā€™t able to use it much in my playthrough which is a shame. This might be a hot take but I personally think this game has the most fun special weapons in the series but Iā€™ll need to replay some of the others before I make that claim. Still an amazing selection of weapons making the replayability strong in this one.

Letā€™s not forget that Rush has returned in this game but oddly heā€™s lost Rush Jet and Rush Marine. How does that even happen? Well Coil and Marine work the same but Jet was nerfed. It now forces you to move forward only letting you control it up and down. Itā€™ll also end if it hits a wall. It still has its moments and I think it was good they did nerf it but this might disappoint some. Youā€™ll need to defeat Drill Man for Rush Jet and then Toad Man for Rush Marine. Not only that, thereā€™s also special items to find this time around. In Pharaoh Manā€™s stage, thereā€™s the Balloon. Itā€™s basically like item 1 from Rockman 2 except the speed of it I think changes when youā€™re on it but I canā€™t tell. It has its moments but nothing spectacular. In Dive Manā€™s stage, thereā€™s the Wire. If you hold up and shoot then you can wire to the top of the ceiling. Itā€™s good for heights but not distance meaning itā€™s very situational. I think you can use it as a weapon but I never really try it for that. I would say itā€™s bad but I did use it a lot in the 2nd half of the game. Overall itā€™s all just kind of there but has its moments. I canā€™t complain too much but they could be better too.

Once you done the 8 stages then youā€™re ready for the final parts of the game being the Dr. Cossack stages. Thereā€™s only 4 this time and the stages are much better than Rockman 3ā€™s stages for the end game. You get a lot of utility with the special weapons. Though I do find these stages still weaker than the main eight but that could just be because they were pretty damn good. Stage 3 is notable for being an auto scroller where you can even do a funny glitch with the Wire. Just get on a ceiling with it, wait for the scrolling to push you and youā€™ll go to the skies! Hmm thereā€™s no rematch with the Robot Masters this time which is odd but thereā€™s bosses to deal with. Mothraya is pretty easy if you use Ring Boomerang though be wary of it breaking the floor. Square Machine is just kind of boring like just form already so I can win with Dust Crusher! The Cockroach Twins will start with the first one only on the ceiling while the second one will travel all around, a pretty easy fight even with the buster. Finally thereā€™s Dr. Cossack where he uses the Cossack Catcher and you better not let him catch you because it hurts like hell! Still only one form and using the buster is still pretty simple to defeat him what gives-huh who is this girl with Blues? Oh her name is Kalinka, sheā€™s actually Cossackā€™s daughter and tells you not to hurt him as it turns outā€¦DR. WILY IS THE VILLAIN AGAIN!? Ok now this crap is getting ridiculous, when will he give up?

Well now you have two more stages left to do and honestly at this point the stages are pretty standard. I wonā€™t lie, this is probably the weak part of Rockman 4, with such a strong first half, the second half just isnā€™t anything spectacular. Youā€™re just going through the motion and while Iā€™ll say itā€™s much better than how Rockman 3 handled more stages, itā€™s still not perfect here. You have a few bosses here like Metall Daddy where it likes to jump on you and send out Metalls, simple stuff really. Tako Trash would be a fun fight if they didnā€™t let you stand right on the edge where heā€™s at making it easy to spam Ring Boomerang. Then oh god not the Robot Master rematches, ughhh! Can they stop doing these? Then you have Wily himself in Wily Machine 4 where the first phase is such a joke that Iā€™m convinced the developers didnā€™t realize being very close to him lets you avoid every shot. The second form has you timing Drill Bomb explosions while dodging his huge projectiles. Once thatā€™s over, the game gives you one more room to grind weapon energy if you need to and itā€™s the final boss. Wily Capsule is oddly easy but it may be because Pharaoh Shot is just that good, itā€™s easy for him to run into the charge you have for it. If you have at least one E-Tank, youā€™ll 100% win. Finally you win and letā€™s see how Rockman handles Dr. Wily this time you wonā€™t get away this time! Oh he just conveniently landed next to a door to help him escape and then the building collapses. Well thatā€™s lame, this means heā€™s probably out to go plan another scheme. Well on the bright side at least we now have Cossack saved along with the rest of the world for now. Rockman rides a train home with Roll andā€¦Rush? Why was he there, you were with me! Also can we point out this has been Rollā€™s second appearance and the first was in the first game. What have you even been doing during these games? Still not a very spectacular end to this game, we donā€™t even see Cossack or Kalinka in this ending which is a shame.

The presentation in 4 is really good. It feels like with every sequel, Capcom finds a way to improve on these games graphically. It helps that like I said before, the levels fit the Robot Masters a lot more than they ever did in the past 3 Famicom games. Stuff like the opening and even the weapon get screen have good graphics that were never really attempted in past entries. The game even has less slowdown and flicker which is a really nice improvement, while itā€™s not 100% gone I will still easily accept that. Then we have the music and guys Iā€™m gonna be honest, itā€™s good to mixed for me. I think it has a lot of good tunes like Dive Manā€™s stage, the first Cossack stage theme, Pharaoh Manā€™s stage, and a few more but they donā€™t ever hit the highs and some are hard for me to remember. That said however, I love Bright Manā€™s theme! The ending theme is also very underrated if you ask me. Though I have to ask what the heck happened with the password theme? Itā€™s atrocious in this game, probably one of the worst songs in the franchise. I also find it interesting it has some songs from 2 like the song when you pick a Robot Master stage, the stage clear theme, and even a new take on the title screen theme for the credits. Still itā€™s good and besides my subjective takes, it doesnā€™t stop some of the impressive things done with the presentation.

Rockman 4 surprised me. It was always a game I felt like I liked more than what my old rating gave it. I used to not care about this game back when I first played it on the 3DS VC. I think after a few playthroughs itā€™s now become my favorite of the Famicom games with some really fun level design, great special weapons, good challenge on stages and bosses, and a good presentation as well. Itā€™s always surprised me that people see this game as the downfall of the Classic games. To me it really shines and I think itā€™s worth playing despite the 2nd half being a little bit of a drop in fun but again itā€™s all subjective at the end of the day. While it doesnā€™t innovate on the series further, it doesnā€™t always have to as what we have here is really fun and I now appreciate it more after writing it even if at times I sounded a little too negative. Well next time we will be heading into a dark tunnel. One of the low points of the series is next and it wonā€™t be pretty. See you for whenever that comes.

Mega Man's 4th NES romp introduces the charge shot for the buster, making this the first Mega Man game with a "complete" moveset. Although not as impactful as the slide introduced in MM3, this does still change the way you'll approach most stages and bosses.

Stages are much more setpiece-driven than before, having a lot of midbosses to utilise your charge shot against. The stage design is overall another step up in quality here, utilising more elements of conventionally "good game design", but there are more frustrating moments compared to MM3, including some complete shameless bullshit like the kaizo traps at the start of Dust Man's stage.

The robot masters feel as though they hit a lot harder compared to earlier games, which was probably a result of capcom acknowledging that the bosses need to be tuned differently if Mega Man has a charge shot, since the presence of the charge shot inherently makes boss weaknesses less important than before. Some of the bosses are the best the series has had up to this point, such as Pharaoh Man and Magnet Man, but others like Dive Man feel like a bit of a crapshoot given how fast they move and how much contact damage they deal.

So yeah, MM4 is another good blast of fun for fans of the series, but there's still a sense of something missing with the experience as a whole. Honestly the best thing about MM4 is the simple fact that it has the first set of actually good wily castle stages in the series, which is even more important for this game considering that it effectively has two wily castles.

such a good NES title. i would absolutely recommend this over the second game for newcomers, and even Capcom seemed to agree based on the intro. from the pacing to the weapons, this is just an all around solid experience that gives you some of the best of what the series would come to be known for.

Mega Man 4 is easily the best of the original 6 Mega Man games, and honestly, I think at this point it's the best game in the entire series. The newly upgraded Mega Buster adds a whole lot to the base formula, as its inclusion makes it a lot easier to fight Robot Masters with your base weapon, which makes the game more replayable as you're more capable of choosing new level orders if you get bored of the basic boss order. I found myself using just the Mega Buster to go through a lot of the later bosses in the Cossack in Wily Castles and had a whole lot more fun doing that than just spamming the weaknesses. This is easily one of the best games on the NES, and additionally one of the best games out there. Absolute must play.

Specifics:
- I found the weapons in this game to be extremely well done. None of them felt broken like in Mega Man 3, and I found myself using them all the time. I think the only one I didn't end up using much was Toad Man's ability because I wanted to keep it for when I most needed it, but my cautiousness led me to never actually use it in battle.
- The music in this game feels far ahead of Mega Man 3. My favorites were Cossack Stages 3-4, Wily Stages 1-2, Pharoh Man, Dive Man, and Drill Man.
- I'm happy to see another intro cutscene in this one after the surprising lack of one in the previous title. I really loved it.
- Rush Jet has been downgraded in this game, but I honestly don't have too much of an issue with it. Yeah, I missed being able to move more freely, but I still got plenty of use out of Jet here.
- I'm very impressed this game managed to work in 2 new utility abilities alongside rush without making the new abilities feel useless. The ballon, while basically the same as Item 1 and accomplishing much of the same things Rush Coil does, was very useful in my playthrough. Though more than Balloon, Wire was by far the most useful utility in the entire game, even more useful than Rush.
- My one big issue with this game is Phase 2 of the Wily Machine. I could not figure out how to hit Wily without having to use a utility like Balloon or Rush Coil and then immediately switching out of it. How was I going to beat him if I ran out of energy on those utilities? Maybe there was some other way that I was not aware of...
- While having to refill my Pharoh Shot for the final boss was bothersome, the final boss itself was very cool.
-I really like that this game relied on newer characters rather than just having Wily return from the jump. Works especially well since he "supposedly" died in the last game getting crushed under the rubble of the falling Wily Castle. That's something I really like in 5 & 6 too, even if they do fall back on Wily for a big reveal.

10/10

did you know that the soviet union fell less than 3 weeks after this game released? thanks for smashing communism, mega man!

Way better than Mega Man 3. A lot of great ideas are present in this game, with the power-ups from the robot masters feeling more unique, and even the transport items being updated to being balloon and wire which wasn't a necessary but much appreciated change as makes them much more inspired. The boss fights were also made a lot better, as thankfully the only repeats this time being the robot masters, and the new ones being hard but still satisfying to beat.

Overall, Mega Man 4 was the game I was hoping it to be after Mega Man 3, as it cuts down a lot of what made that game feel bloated and instead provided a much more streamlined and consistent experience.

Best one so far for me. The levels hit the sweet spot that I felt was missing in 3 with them not feeling too short but none of them overstayed their welcome. It provided a nice challenge too. The upgraded Mega Buster allowing you to charge it up now is a great addition to me. It allows for a new style of playing. Would you rather wait for a more powerful blast or try to shoot down your enemies immediately Especially since theyā€™re different levels to the charged version. Dr Cossackā€™s castle is way better than the Doc Robot levels and Iā€™m hoping nothing as lazy and frustrating as those levels will show up in this franchise ever again. Wilyā€™s castle isnā€™t stupid easy like in 3, and no stupid puzzle boss like in 2. Iā€™m gonna be honest though some of the power ups kinda suck, but it honestly felt the most versatile for this gameā€™s weapon wheel.Bright Manā€™s power is just the time ability Flash Man had. Pharaoh Shot is just a better Mega Buster and thatā€™s cool I guess, but it shows cause I only used it for the final boss. Being able to detonate the drill bomb manually was nice as well but itā€™s just a better Crash Bomb from 2. The Dive Missiles were cool for taking care of enemies that were annoying to hit with your Mega Buster, and Rain Flush was a nice screen nuke ability. These are better than 3 and even 2ā€™s weapon wheel since the only thing used there by everyone is the metal blade with how broken it is. Overall I could definitely see myself coming back to this one over the other 3 so far, but theyā€™re flaws. I think some of the level design is a little odd but the branching paths were nice. Also weā€™re 4 games in and Mega Manā€™s gameplay hasnā€™t really done TOO much. Thatā€™s not a bad thing but it makes it a little harder to fully enjoy these games when youā€™re playing them back to back. I still really enjoyed my time though which is why itā€™s getting 4 stars from me.

ugly ass robot masters, weapons are really starting to feel rehashed here, charge shot is the only thing this one has going for it

I typically don't have much to say about Classic Rockman games, as the X series is much more my cup of tea, but this one was cool enough to warrant some comments. The Robot Masters of this one were much more challenging and fun to beat than other games, I loved learning all their patterns. Genuinely takes some skill to beat a lot of these guys if you're not just looping or stalling them with weaknesses like Toad Man or Pharaoh Man. I don't think their weaknesses are particularly obvious, though, and that's half the fun of Rockman for me: seeing the names and designs of all the bosses you'll face, trying to "solve" their weaknesses with logic, and then experimenting to see if you're right. Some made sense, some were completely wack to the point where I was getting frustrated spending time playing through the whole stage, many of which are also very difficult, just to find out I was wrong. Even so, I love all the designs of these Robot Masters, if nothing else.

Dr. Cossack and Kalinka were cute as a subversion of expectations, the first time a "twist" villain was done in one of these games.

The final Wily Capsule fight is absolutely the standout part of the whole game, though. Really awesome and challenging fight.

Charge Shot is very appreciated, but apart from that, this game is kind of just... okay. I have no idea why they felt the need to make boss HP fill up way slower.

I'll do the same format as my other Mega Man reviews and go game by game.

Toad Man Stage: The water gimmick is okay-ish; I don't like the instant death pits. Other than that, this stage feels shockingly short, and a really... really... REALLY mediocre boss doesn't do it any favors.
Bright Man Stage: I love the brightness/darkness gimmick with the darkness enemies and then having to light the area back up with a firework enemy, super creative stage. The optional pendulum platform section was also a highlight. Bright Man himself isn't too fun to fight; bosses that can just freeze you in place with no real counterplay aren't fun to fight. Fun stage, bad boss.
Pharaoh Man Stage: Love my Egypt, so this stage is... just ok. Sand is an interesting gimmick and the platform enemy section is fine. Pharaoh Man's fight itself is kind of lame if you use the weakness, it's more of a mash test than anything. Kind of a letdown, but at least Pharaoh Shot is a cool ass weapon.
Ring Man Stage: The platforms that disappear are just an okay gimmick, you can kind of tell they didn't have much for Ring Man. The hippo minibosses are a little annoying to deal with but nothing compared to the ring minibosses that are a royal pain in the ass and I honestly just ran into them and skipped them with I-Frames. Ring Man himself is actually a kind of interesting fight, so it's the opposite of Bright Man funnily enough. Bad stage, fun boss.
Dust Man Stage: Interesting stage with the trash presses and the forming platforms, definitely not bad. Dust Man is a pretty fun fight and it's fun to figure him out.
Dive Man Stage: It's a water stage with semi-interesting enemies and the whale miniboss is ok, but it's not really memorable. Dive Man is just like, one step above Toad Man and that's not really saying much.
Drill Man Stage: Interesting aesthetic, but otherwise a kind of boring stage. Drill Man's fight is also not really that good, you're mostly just waiting around until he pops back up to shoot him.
Skull Man Stage: I like the diverging paths in this stage, but that's about it.

Cossack Stage 1: First stage isn't really too memorable, though it is reminiscent of the first Wily Stage in Megaman 2. Boss is cool, love sliding under the boss.
Cossack Stage 2: The Rush Jet part is neat, game gets pretty generous and gives you a lot of free stuff here. The boss is also really cool, and it reminds me of the boss in Megaman 2 that was just the stage. Very nice.
Cossack Stage 3: You can do a funny Wire bug on the autoscroller parts which is fun. Other than that, not a big fan of the autoscroller section, and the boss is just really mediocre.
Cossack Stage 4: Not much to say about this stage. Cossack himself is a fun enough fight.

Alright, onto the Wily Stages.
Wily Stage 1: This stage is full of so many fucking Mets man. There's also a really cheap blind drop into water where there's a set of asshole spikes placed purely to spite the player. Kaizo blocks reappear and are kind of pointless since the player can just use Wire. And oh, the boss of this stage is a giant Met. Thankfully it's pretty easy.
Wily Stage 2: Fun platforming, otherwise not terribly memorable. The boss isn't really great either.
Wily Stage 3: Classic Robot Master rematches. Not much else to say until Wily Machine, where it took me an exorbitant amount of time to figure out I was supposed to hit him with fully charged shots. This fight sucked big time, I'm not going to lie.
Wily Stage 4: From a bad fight to a really fucking hype fight. This is probably my favorite Wily Fight? It's easy but it's so fucking cool and is a great victory lap.

Colorblindness Rating: A
By now, Megaman's menus are no longer confusing for the colorblind with much clearer labels. Thanks, Capcom.

While Mega Man 3 felt like more Mega Man, Mega Man 4 feels like even more Mega Man. The addition of the charge blast is nice. I like the iterative nature of Mega Man's development, and here with the slide and charging blast, Mega Man finally feels complete as an action game character.

I realized this time around that I definitely prefer the latter half of the gameā€”the two castlesā€”to the first part where you take out the robots in their own levels, because the game requires you to use your special abilities to make it through the level. I feel like I tend to under use Mega Man's abilities in general, saving them for a challenge or an enemy type that never comes. You only really need to use robot abilities against other robots, which trivialize the fights with them, and that's always disappointing to meā€”I want to feel like I beat a boss, not like I found the right key to them. The non-robot bosses at the end of the game were pretty fun, and felt like they were designed to be fought rather than puzzled out.

All that said, I really got annoyed at the final boss, where you have to use a certain weapon to damage themā€”at that point, I was all out of ammunition for that weapon, and had to die and farm drops from enemies to fill that back up. It made me just not want to finish the game.

I'm going to put down the mainline series for now and swap over to X. I'm really interested to see how this series develops into the 16bit era.

Yikes, this is a drop in quality. The levels and bosses are all the worst so far in the series. It couldn't end fast enough. Hope 5 has more to enjoy.

This MegaMan is pretty good. It's very hard, but it was satisfying to beat. Only real complaint is that sometimes the difficulty felt cheesy, but it was the NES so..

Bright Man is a stupid ass boss fight and so is Ring Man, but other than that the game is fine. Surprise surprise you fight Wily at the end and it's a pointless gimmick

If i'm being honest, this is my least favorite nes mega man so far. I felt indifferent to the robot masters stages, even though the cossack and wily stages and bosses are excellent. Not as good as 3's though.

I'm pretty sure it's the best of the NES Mega Man games. Maybe even by a wide margin. I hate the charge shot, but the game is easily 100% beatable without it, so its inclusion is not even a fault in my book of arbitrary conditions.

After seeing a general increasing improvement in the Mega Man games, I am severely disappointed in this entry, borderline hating it.

I want to say a few of the things I like about it first. The weapon select screen is the best seen so far with actually detailed icons that make it so I know immediately what I am selecting. The soundtrack is still great with plenty of classic tracks and the sprite work is also a continued improvement. Also, the upgrade to the mega buster was a very nice addition, allowing you to charge your gun for increase damage. That's pretty much it.

Now on to my frustrations, for starters, I would say I only liked about half of the stages in the game. Most of the stages felt like a severe test of patience with countless trial and error jumps, sections that require specific upgrades, or extremely annoying enemy placements. I never really felt the sense of level of mastery I experienced in previous titles with certain runs also resulting in me taking a lot of damage. I'm almost sure that there are a few sections that are nigh impossible to get through without just tanking the hits. I can forgive some of these difficulty spikes in the levels since they generally do not take me too long to get through, if only for the fact that these are some of my least favorite robot masters I have fought so far.

Generally with these fights, there is a surefire tactic one can employ that makes the fights significantly easier. That is still the case for some of these fights, what I don't understand is why each boss takes nearly a quarter of my health with each hit! Seriously, these bosses take so much health off of you that having to fight them all again at the end was nightmarish. It also doesn't help how some of the fights are very RNG-dependent. Bosses like Bright Man, Drill Man and Ring Man you can't hit reliably sometimes depending on what their move set decides to do. Bright Man in particular I think is just horribly designed with no reliable way to dodge his attacks and with an unavoidable stun attack that leaves you defenseless. I have my qualms with each of the fights but none compare to that of Bright Man.

I got as far as the second to last stage where I had to repeat the 7 rematches over and over again just to get a chance to fight Wily who is also a badly designed boss. The second to last Wily fight is entirely dependent on the drill that if you run out of, you can not finish the fight so you'll have to restart the stage and fight the 7 rematches again! It again, does not help when you CANT DODGE HIS ATTACKS!

I wish I could talk about the final boss as well but I did not beat this game despite me having like 10 minutes left. The thought of having to refight all of the poorly designed robot master fights again makes my skin crawl and I would rather do anything else with my time. I generally like to be positive when writing reviews but this was just such a headache to play. I would not be as critical if every other game that came before I enjoyed more. I don't know how I enjoyed the first game over this one, especially given its reception.

In due time, I might cool down on this one a little bit and give it another shot, but for now, this was one of my least favorite games I have played in a while. God willing, I hope the next one is better.

I did not care for the charge shot nor the uniformity of the stage design but the pacing's by far the series' steadiest and the slide's considerably more relevant and fun to use than in its introductory game. Tragic that the localization found an opportunity to reintroduce the name Rock but had already lost the chance to keep Protoman's name Blues. Pharaohman not being weak to Toadman's weapon should've prompted outrage from American evangelicals.

Dude was this game always this fucking solid? Jesus christ. I always loved it for the OST and Pharaoh Man but like. Dude, the weapon selection hereā€™s good (Pharaoh Shot being my favorite itā€™s so cool), and the stage design is superb. Holy hell man. This is really good. I had always written this off as just ā€œgood,ā€ and idk why. Maybe itā€™s that 2018 me struggled really bad on Ring Man due to not knowing how Pharaoh Shot worked, so I took a break and had a disjointed run. I did it in one sitting today. And it was awesome. Good to be wrong about some things, give that 7.5/10 game a replay and it may shoot to a 9/10.

not bad. the levels in this one are definitely funner to play than 3 and by this point the buster is a lot better with a charger shot. robot masters are cool and their items are pretty good especially ring man. the level list is a bit bigger due to you having to go through 2 castles this time as well which is pretty cool


Its cool, I like this game way more then 1 and 3 but its not as fun as two for me. There are parts I like but there are bits where I feel like it just was a bit annoying.

I did have fun fucking with friends by rewinding after every death though! That was fun.

Even though this is by far my favorite of the classic series, it's very clear that this game still have that air of mediocrity that permeates MM5 and MM6 at parts.

Half of this game is fantastic, the best the NES has to offer in action platformers, the other half is stuff like ToadMan, you can barely qualify it as a boss.

I'll still defend MM4 for all its flaws though, because albeit not consistent in its quality, its lows are less low than 5 and 6's lows, and a lot of the level design set pieces of the game show genuine effort put into them.

MM4 more than any other classic Mega Man exemplifies the heights that the development team could reach if not for the strict deadlines imposed by Capcom at the time.

Fun weapons and the charge shot was a cool addition, but I feel like this one has more cheap enemy placements on top of the bosses feeling forgettable.

Probably my favorite one, My favorite music and stages. Great stuff.