Megaman 1-8 and my opinions on them.
12 years ago
Megaman 1-8 favorites.
You might call this a question of curiousity.
For the original 8 Megaman game, in other words Megaman 1-8 how do you order them from least favorite to most favorite, and why?
#8) Megaman 7:
Oh MM7, you're one of those that DOES look amazing, however this comes at a price. You see the normal pixel screen size of NES and NES games is about 256 wide, and 224 high. NES Magaman games Megaman himself is 24 pixels tall, and SNES Megaman is 39 pixels tall. Now that may seem like it may mean little, but a bigger character means that they are a bigger hitbox, thus making things harder to dodge, and since this game seems to be the hardest out of the original 8 that makes this game pretty annoying. Next comes how odd one specific Robot Master is, Slashman.
In MM1,3,4,5,6 and 8 they have worked off the usual "rock/paper/scissors" principle with the Robot Master Weapons. You get a weapon and the next boss is weak to it and so on and so on. In MM3,7 and 8 they have two seperate "R/P/S" sets with the Robot Masters, for MM7 and 8 it's four and four. However this is where Slashman comes in, his weakness should be Turboman's weapon and only Turboman's weapon to coincide with the "R/P/S" formula right? Well no, he is one of the very few Robot Masters to be weak to not one but two weapons, Turboman's Weapon AND Freezeman's weapons. Now what makes him so different to do this? I personally think it's that the developers had to put in the usual "shield type" weapon, and yet they knew how people hated those so they made Slashman weak to a second weapon. IF that were the case that shows more a bad choice in game design than anything.
The difficulty is another thing, now the robot masters themselves aren't too much trouble aside from Slashman, but it's the Wily Fortress where the game starts to give you the middle finger. In the second stage of Wily's Fortess there is a LONG segment where you have to climb a long vertical shaft, and in said shaft are these fire jets that fire every few seconds, and you CAN tell when it's going to happen. However each of them are set to their own timer, so the timing to jump from one to another is very wonky, that and the fire itself does SO much damage. This also happens right after the midpoint of the level, so if you happen to gameover you have to do the whole stage over again, which includes fighting a powered up version of Bass which in himself is fairly difficult. Now of course there is the final boss, you better come ready with every type of healing tank you can muster as this is one of the hardest Wily Battles in ANY Megaman game. Seriously, you can expect to go through all 4 E-Tanks as well as your S-Tank and still might lose here.
So over all MM7 is my least favorite, and possibly my most hated Megaman.
Moving on.
#7) Megaman 8:
Now this one is a little better than MM7, but only by a little. It's an okay Megaman but there are definately some things that bring it down. The first thing is there are no E-Tanks, you know they introduced them in MM2 and used them all the way into MM7, well no, not here. Instead you have this Rush Jet thing that comes in and drops a random supply of health pickups, which during a boss battle this is a VERY bad thing, and makes for a risk of getting hit by the boss.
Another random thing is that the first "weapon" you get is a ball to kick. No seriously. Well the very first boss is effected by this ball making him easier, aside from that it just seems like a useless weapon... Until you get to the first Dr. Wily castle boss, this thing decides to actually be weak to this ball thing too out of nowhere. I get that it's almost like a Topman weapon kind of thing here, but it still seems really off.
Aside from that there is little to say about MM8, it's okay, but deserves its spot on my list.
#6) Megaman 3:
Oh MM3, you have so many issues OTHER than Topman's weapon. The first big issue is the HORRIBLE start menu. It's so annoying to navigate, and makes you not want to use it. Next up is the Robot Master Weapons, most of them are pretty useless and very similar to the last. Geminiman's weapon causes horrible lag, Hardman's is slow, Sparkman's is useless everywhere except on Magnetman, and all the rest are meh.
Then somes having to go through 4 of the robot master stages again, granted they are altered, and in them you have to fight harder versions of the MM2 Robot Masters. Now yes you HAVE all their weaknesses, but that doesn't change the fact that this is lazy game design, and shouldn't exist.
And of course there is the unsatisfying way of killing Dr. Wily's final mech, Top Spin... One hit and he's dead...
#5) Megaman 1:
Now in this one IS fun, but it's not without its problems. Of course I can forgive some as it was their first Megaman game and they were trying to figure out what works. First off there is the instantaneous dropping when you fall off of a cliff, it is so fast you have little time to react to it. Second there are some of the most evil spikes in gaming history, they don't even care if you have invincibility frames, you simply die when you touch them period. And of course there are some other glitches, but I can't think of them.
Aside from that the game is fairly fun, granted the Dr. Wily Fortress can be hard for the wrong reasons, like the Yellow Devil and the boss rush at the end.
#4) Megaman 6:
The main problem with this game is that it just feels like there is nothing that makes it stand out. Yes you have to Power and Jet adaptors, but other than that there isn't really anything special with the game. Now that said the game is still fun, I mean it IS #4 on my list after all, and where to me a still fun game to play.
#3) Megaman 5:
This is an interesting one, it USE to be my favorite Megaman game until I started to realize its faults. First off is the Robot Master Weapons,
first the Dreaded Stoneman's weapon it is one of the more infamous ones,
Chargeman's weapon which is a useless slide move,
Starman's weapon is the usual barrier weapon and not a good one,
Gravityman's weapon isn't very useful,
So yeah, not a great lineup of weapons.
Next comes when you get to the first of the two end game castles, the first bosses are all basically the same design making them all fairly forgetable.
But even with those problems MM5 is STILL a very fun game, and I enjoy playing it when I go through all of the NES Megaman games. And of course it deserves its place as #3 on my favorite Megaman games.
#2) Megaman 2:
Yeah, funny how MM2 got the #2 spot, but that's how it works. Now since I have been pointing out the faults I will do the same here, well tons of Robot Masters being weak to Metalman's weapon is a bit off, the game is riddles with lag and sprite flickering, and a few other things. But even with all those things this game stands to be a really amazing game over all. All of the bosses are memorable and the same goes for the music, even the Buebeam Trap can be fun once you figure out how to fight it properly. And heck, even beating the game is really satisfying what with the part with Megaman walking towards the camera as the background goes through different seasons.
It's one of those games that may not be truly amazing at first, but after you get use to it you begin to notice how amazing it really is. It certainly is one of those games I could play many times in a row.
#1) Megaman 4:
Of all of the Megaman games, MM4 is the top for me. Why you may ask? First the Robot Master Weapons:
Dustman: It's simple, but works well enough to use against Skullman.
Skullman: Yeah it's a barrier weapon, but they made it to where it works well when fighting Diveman.
Diveman: Can be a little unwieldly as a homing weapon, but still good for Drillman.
Drillman: Fast drills that you can also explode? Sounds pretty good to me.
Toadman: It's a screen encompassing attack that is good against Brightman especially if you know to shoot him once with a p-shooter THEN use it on him.
Brightman: Probably the best time stopping ability in all the Megaman games, you can still shoot while it's active, and it is fairly cost effective to use it.
Pharohman: Pretty good charging weapon that can be fired in 7 directions.
Ringman: Nice and fast attack that works well.
The flow of the game is also good, I mean you obviously know that Dr. Wily will be the main villian, but it's still nice having the focus be on Dr. Cossack, it adds a bit of spice to things. It also shows how far Dr. Wily will go to defeat Megaman by kidnapping Cossack's daughter. (I assume) Ad this being the first game to throw a second castle at you is great, it works well as you have then been revealed the real villian.
This was the first game to have the charge shot for the Mega Buster, and it works well in this game. It was enjoyable to hold down the charge button and blast everything in your path.
So overall I really enjoy this Megaman and it has slowly but surely become my #1 favorite Megaman game of the original 8.
You might call this a question of curiousity.
For the original 8 Megaman game, in other words Megaman 1-8 how do you order them from least favorite to most favorite, and why?
#8) Megaman 7:
Oh MM7, you're one of those that DOES look amazing, however this comes at a price. You see the normal pixel screen size of NES and NES games is about 256 wide, and 224 high. NES Magaman games Megaman himself is 24 pixels tall, and SNES Megaman is 39 pixels tall. Now that may seem like it may mean little, but a bigger character means that they are a bigger hitbox, thus making things harder to dodge, and since this game seems to be the hardest out of the original 8 that makes this game pretty annoying. Next comes how odd one specific Robot Master is, Slashman.
In MM1,3,4,5,6 and 8 they have worked off the usual "rock/paper/scissors" principle with the Robot Master Weapons. You get a weapon and the next boss is weak to it and so on and so on. In MM3,7 and 8 they have two seperate "R/P/S" sets with the Robot Masters, for MM7 and 8 it's four and four. However this is where Slashman comes in, his weakness should be Turboman's weapon and only Turboman's weapon to coincide with the "R/P/S" formula right? Well no, he is one of the very few Robot Masters to be weak to not one but two weapons, Turboman's Weapon AND Freezeman's weapons. Now what makes him so different to do this? I personally think it's that the developers had to put in the usual "shield type" weapon, and yet they knew how people hated those so they made Slashman weak to a second weapon. IF that were the case that shows more a bad choice in game design than anything.
The difficulty is another thing, now the robot masters themselves aren't too much trouble aside from Slashman, but it's the Wily Fortress where the game starts to give you the middle finger. In the second stage of Wily's Fortess there is a LONG segment where you have to climb a long vertical shaft, and in said shaft are these fire jets that fire every few seconds, and you CAN tell when it's going to happen. However each of them are set to their own timer, so the timing to jump from one to another is very wonky, that and the fire itself does SO much damage. This also happens right after the midpoint of the level, so if you happen to gameover you have to do the whole stage over again, which includes fighting a powered up version of Bass which in himself is fairly difficult. Now of course there is the final boss, you better come ready with every type of healing tank you can muster as this is one of the hardest Wily Battles in ANY Megaman game. Seriously, you can expect to go through all 4 E-Tanks as well as your S-Tank and still might lose here.
So over all MM7 is my least favorite, and possibly my most hated Megaman.
Moving on.
#7) Megaman 8:
Now this one is a little better than MM7, but only by a little. It's an okay Megaman but there are definately some things that bring it down. The first thing is there are no E-Tanks, you know they introduced them in MM2 and used them all the way into MM7, well no, not here. Instead you have this Rush Jet thing that comes in and drops a random supply of health pickups, which during a boss battle this is a VERY bad thing, and makes for a risk of getting hit by the boss.
Another random thing is that the first "weapon" you get is a ball to kick. No seriously. Well the very first boss is effected by this ball making him easier, aside from that it just seems like a useless weapon... Until you get to the first Dr. Wily castle boss, this thing decides to actually be weak to this ball thing too out of nowhere. I get that it's almost like a Topman weapon kind of thing here, but it still seems really off.
Aside from that there is little to say about MM8, it's okay, but deserves its spot on my list.
#6) Megaman 3:
Oh MM3, you have so many issues OTHER than Topman's weapon. The first big issue is the HORRIBLE start menu. It's so annoying to navigate, and makes you not want to use it. Next up is the Robot Master Weapons, most of them are pretty useless and very similar to the last. Geminiman's weapon causes horrible lag, Hardman's is slow, Sparkman's is useless everywhere except on Magnetman, and all the rest are meh.
Then somes having to go through 4 of the robot master stages again, granted they are altered, and in them you have to fight harder versions of the MM2 Robot Masters. Now yes you HAVE all their weaknesses, but that doesn't change the fact that this is lazy game design, and shouldn't exist.
And of course there is the unsatisfying way of killing Dr. Wily's final mech, Top Spin... One hit and he's dead...
#5) Megaman 1:
Now in this one IS fun, but it's not without its problems. Of course I can forgive some as it was their first Megaman game and they were trying to figure out what works. First off there is the instantaneous dropping when you fall off of a cliff, it is so fast you have little time to react to it. Second there are some of the most evil spikes in gaming history, they don't even care if you have invincibility frames, you simply die when you touch them period. And of course there are some other glitches, but I can't think of them.
Aside from that the game is fairly fun, granted the Dr. Wily Fortress can be hard for the wrong reasons, like the Yellow Devil and the boss rush at the end.
#4) Megaman 6:
The main problem with this game is that it just feels like there is nothing that makes it stand out. Yes you have to Power and Jet adaptors, but other than that there isn't really anything special with the game. Now that said the game is still fun, I mean it IS #4 on my list after all, and where to me a still fun game to play.
#3) Megaman 5:
This is an interesting one, it USE to be my favorite Megaman game until I started to realize its faults. First off is the Robot Master Weapons,
first the Dreaded Stoneman's weapon it is one of the more infamous ones,
Chargeman's weapon which is a useless slide move,
Starman's weapon is the usual barrier weapon and not a good one,
Gravityman's weapon isn't very useful,
So yeah, not a great lineup of weapons.
Next comes when you get to the first of the two end game castles, the first bosses are all basically the same design making them all fairly forgetable.
But even with those problems MM5 is STILL a very fun game, and I enjoy playing it when I go through all of the NES Megaman games. And of course it deserves its place as #3 on my favorite Megaman games.
#2) Megaman 2:
Yeah, funny how MM2 got the #2 spot, but that's how it works. Now since I have been pointing out the faults I will do the same here, well tons of Robot Masters being weak to Metalman's weapon is a bit off, the game is riddles with lag and sprite flickering, and a few other things. But even with all those things this game stands to be a really amazing game over all. All of the bosses are memorable and the same goes for the music, even the Buebeam Trap can be fun once you figure out how to fight it properly. And heck, even beating the game is really satisfying what with the part with Megaman walking towards the camera as the background goes through different seasons.
It's one of those games that may not be truly amazing at first, but after you get use to it you begin to notice how amazing it really is. It certainly is one of those games I could play many times in a row.
#1) Megaman 4:
Of all of the Megaman games, MM4 is the top for me. Why you may ask? First the Robot Master Weapons:
Dustman: It's simple, but works well enough to use against Skullman.
Skullman: Yeah it's a barrier weapon, but they made it to where it works well when fighting Diveman.
Diveman: Can be a little unwieldly as a homing weapon, but still good for Drillman.
Drillman: Fast drills that you can also explode? Sounds pretty good to me.
Toadman: It's a screen encompassing attack that is good against Brightman especially if you know to shoot him once with a p-shooter THEN use it on him.
Brightman: Probably the best time stopping ability in all the Megaman games, you can still shoot while it's active, and it is fairly cost effective to use it.
Pharohman: Pretty good charging weapon that can be fired in 7 directions.
Ringman: Nice and fast attack that works well.
The flow of the game is also good, I mean you obviously know that Dr. Wily will be the main villian, but it's still nice having the focus be on Dr. Cossack, it adds a bit of spice to things. It also shows how far Dr. Wily will go to defeat Megaman by kidnapping Cossack's daughter. (I assume) Ad this being the first game to throw a second castle at you is great, it works well as you have then been revealed the real villian.
This was the first game to have the charge shot for the Mega Buster, and it works well in this game. It was enjoyable to hold down the charge button and blast everything in your path.
So overall I really enjoy this Megaman and it has slowly but surely become my #1 favorite Megaman game of the original 8.
good summary of them all also noticed the even numbered ones were a tad easier than the odd (with the exception of megaman 2....jesus christ the rage quits)
MM5 is actually fairly easy, I think it's because the RNG is really fair about giving you 1-UPs
MM7 is definately the hardest though.
7) Megaman 6- I was annoyed with the plot. I KNOW, Megaman games and story?! HOW DOES THAT MATTER?!?!?! Dr. Willy dresses up as an obvious villain and... then reveals to be himself, as if just a gimmick to have 2 final dungeons (which it is)
6) Megaman 4- I had problems here, but I can somehow forgive them because here they did the thing with 6 better. The doctor <forgot his name> is used by Willy. This isn't to say it's perfect, but I had less problems
5) Megaman 3- I keep hearing people talk about how this is one of the best. I don't exactly know why, but... I guess Protoman was an interesting idea, and also re-suing Megaman 2 robots was a nice feature. And sliding... I think it was the only thing added since the first megaman that I felt should be kept, cause the power charge in Megaman 4 just annoyed me, it was just something forcing me to hold that damn button
4) Megaman 1- It might be the fact that it was the first... don't know. Insanely hard, but at least there were only 6 robot masters and 1 Willy dungeon.
3) Megaman 7- Yeah, the part that changed so much, but I did like it. I realize the game became slower, but I did appreciate how it added a new idea with only 4 of 8 robot masters being available for a start. I think that might have really improved the pacing of the stages in terms of difficulty.
2) Megaman 2- Hail to the king baby.... yeah, I really did dig this one. Great title
1) Megaman 5- YEEEEEAAAAHHHHH.... I have never made it a big secret that this one is my favorite and I am aware of how stupid that might be. I really liked Gravityman, even if his power was weak. Or maybe it's how I watched the american megaman cartoon as a kid and this seemed to be the game that the show was mostly based on. I mean PROTOMON WAS EVIL! Up till that point I didn't play megaman 3, 4 nor 6 or 7 so to find out as an adult that Protoman was good is incredible!
I realize that there's people bashing the cartoon and people who hate turning Protoman evil and think of crazy theories how little the cartoon makers played the game to miss the fact that Protoman is a GOOD guy. My guess? They TOTALLY knew what they were doing, cause the way I see it, it works PERFECTLY! Megaman finally has an equal recurring arch-rival.
But... I'm changing subjects now, sorry!
I realize this problem is basically now dead with all the emulators around, but... even so... I try to think of the conditions back in the day.
I have to imagine what kind of anger people must have felt playing megaman 4/5/6 (whichever one played first), clearing the first castle and then being told: NO, there's one more castle! If it's midnight where you live and your parents nag you to stop, you're screwed!
Megaman 2 - Most hilarious part was Metalman being weak to his own freaking weapon.
Megaman 3 - Given that the game was a bit of a beta, the robot masters were weak to their own weapons, and...yeah, I can see the Top Spin being only useful on enemies that die in one hit. (it'd drain way too fast, otherwise.)
Megaman 4 - Skull Barrier was the least useless shield barrier of the later games. Other than that, I found that Pharaoh Shot, when you hold it down, will have the shot hovering above Megaman's head, and you can still throw the sun even though it just hit one big enemy. That's especially useful for speeding up the final boss battle.
Megaman 5 - Chargeman's slide ability had a bit of an invincibility frame...but that was all it had going for it. It's not very useful otherwise. I agree with the power stone comment, though.
Megaman 6 - The weapons are overall not very useful, except the tomahawk weapon, and even then it's a bit unwieldy. Plant Barrier is the most useless barrier weapon in the series hands-down. Also, I kinda knew Mr. X was Dr. Wily right from the start.
I haven't played Megaman 7 or 8, to be honest, so I can't judge on them.
Again I just say though that you've got to play Mega Man 9 and 10 when you get a chance. 9 could very well replace 4 as your favourite, the weapon line up is THAT good.
And as I have said, I have heard how good the weapon lineup is in MM9.
MM1 and 7 are both stupid hard. I appreciate they were trying to make MM7 enjoyable with its various options and features, but the difficulty was unforgiving in certain parts. And Wily was just a cheap prick in that game. I did enjoy the music and level designs though. Also loved the hidden Easter Egg with Shade Man's stage.
MM2, enough said. You just can't beat Air Man!
I think MM8's problem was that it was too easy once you mastered all the mechanics and picked up every bolt to acquire power-ups with. I have to declare that it's the easiest classic Megaman game I've ever played. That said, people only remember the game for its dub rather than its gameplay. Typical idiot commentary: "Lol oh yeah MM8, that game had a crappy English dub." And the gameplay? "Oh I never played it, I just laugh at it." Same level of idiocy I see just as when I ask about Chaos Wars. -_-
MM6 is so unnoticed just because it was released at the end of the NES's life cycle. The game is actually really good and I liked the idea of split level paths to determine if you fight the real boss or a fake. That was pretty innovative for a Megaman game.
MM3 to 5 I rank about the same with their overall frameworks. MM3 had this certain feel to it that set it apart from its predecessor (I think it was the second half where you return to the stages only to find they've changed in their structure, which was unique). MM4 and MM5 were just there, and quite likable.
Indeed, the whole Fudd Light...
That makes sense.
MM6 did indeed have that, and the secret item you get from Protoman.
Seriously, does anyone talk about anything other than the dub? Okay okay we get it, it was really bad phoned-in acting. Can we talk about the game itself?
Yup and it's equally awesome that Knight Man and Wind Man were designed by North American fans (and they're in the U.S. box art too). Plus, Plant Man has become rather famous for his, and I have to say it this way, "Puranto Barria!" Blizzard Man is actually really adorable too. Finally, gotta give the game credit for its unique theme of Robot Masters that embody their country of origin. You have to give them points for creativity there.
The game is okay, I mean it does look good, but there are things that are just unfun about it.
And yes, some of the MM6 bosses looked pretty good.
The Mega Ball's jump trick is a neat exploit and finding all the bolts was fun too. I guess the problem is it got too easy after that.
The Final Wily UFO can be a little on the irksome side.
It's funny and makes fun of just about every Megaman element there is. And while its main characters aren't Megaman-related, they tie in really well to the plot.