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The sequel improves on the original, streamlining the missions and providing a little more depth for the battle system.
Mega Man X and Zero show up as playable characters, facing off against Sigma, who's up to his usual villainous tricks.
How do you take the classic Mega Man formula and make it even better? Make it into a Metroidvania, of course! Like the Mega Men of yore, they can copy enemy abilities; unlike their predecessors, they can freely explore a huge, connected world that opens up as they learn new platforming abilities.
Remember when Super Smash Bros. That seems almost quaint now. Mega Man joined the cast for the Wii U iteration of the series, and it was one of his most fun outings in years.
Mega Man can hold his own against the best Nintendo characters out there, thanks to his quick movements, small profile and excellent ranged attacks.
Mega Man X7 was, to put it charitably, a disaster. How could Mega Man X8 fix things? By taking the formula back to basics and leaning into the franchise's campy charm, of course.
Mega Man X8 is a gorgeous 2. When Sigma threatens the world — yet again — X, Zero and their new sidekick Axl work together to combat the threat.
Full of unexpected plot twists, strong continuity with previous games and a handful of intriguing new characters, Mega Man X8 is almost as good as the series gets.
Fan-made Mega Man games are common enough, but how often do you find a fan game so good that it gets an official release? The story — which involves the characters fighting over which franchise has the best anniversary celebration — is as agreeably silly as you'd expect.
The gameplay, however, is classic Mega Man, full of platforming, charged shots and new-ability learning from the colorful bosses. One of Mega Man X6's possible endings involved Zero locking himself away in a capsule for years to fight an unspecified new threat.
Capcom followed up on that story thread in Mega Man Zero, an ultradifficult action side-scroller for the Game Boy Advance. With a brand-new cast of characters and an attractive anime art style, Mega Man Zero pits its titular hero against his erstwhile companion, X, who appears to have become a tyrannical dictator.
With weapons that upgrade as you use them and a slew of tough new bosses, Mega Man Zero was a strong start to a memorable series.
When you think "Mega Man," you probably don't think "turn-based role-playing game. The game was released in Japan on December 16, and in North Wily no Saigo!?
It is the third game of the original Mega It is the ninth numbered game in the original Mega Man series. Mega Man 9 is It is the third video game in It is the sixth installment in the original Mega Man It is the seventh game in the original Mega Man It is the fifth main installment in the Mega Man X series.
It was first released for the PlayStation in Japan on It is the fourth game in the original Mega Man series and It is the tenth main entry of the original Mega Man series.
Likewise, games featuring Mega Man cameos e. Marvel Vs. Capcom have been excluded as well. Capcom has made some poor Mega Man games in its time, but none of them quite compare in relentless wretchedness to the Mega Man games that came from other companies.
This was the worst of the bunch: A half-baked, unbalanced, hideous-looking game featuring only three bosses in some of the worst stages ever committed to code.
Mega Man for PC feels like some sort of one-man side project built without access to any Capcom code or assets For some strange reason, though, Capcom signed off on it anyway.
Released concurrently with Mega Man 3 for NES, and featuring Mega Man 3 box art, this might be an even bigger bait-and-switch than the dreadful PC port of Street Fighter featuring arcade screenshots on the box that showed up right around the time Street Fighter 2 debuted.
Which, come to think of it, was also a Capcom release. It began life as a completely unrelated game concept and had the Mega Man brand grafted on midway through development.
Think what Nintendo and Rare did with Starfox Adventures , except immensely terrible. On the plus side, it does at least have six bosses to deal with and a proper chain of weapons and weaknesses.
But it still isn't fun, or good. Instead, this black-and-white release for the Japan-only WonderSwan handheld does its own thing At this point in the rankings, we see a massive leap in quality for the games: Mega Man in Dr.
Wily's Revenge may not be great, but it does at least bear Capcom's official signet ring and consist of assets and mechanics taken straight from the excellent NES games.
In fact, that's the entire gimmick behind the series' first four Game Boy releases: Swipe several stages and bosses from NES games, remix them, and add a new final gauntlet to survive.
Unfortunately for this first attempt, Capcom and development partner Minakuchi Engineering, which also collaborated with Nintendo on a number of its own Game Boy classics didn't quite get the balance right.
Controlling NES-sized sprites in the Game Boy screen resolution makes for lots of unfair, untelegraphed deaths: Pits you couldn't see, enemies attacking without enough warning to avoid.
It's savagely difficult, but not in a good or satisfying way. Conceptually similar to Dr. Wily's Revenge except containing a different mix of warmed-over NES stages , Mega Man 3 suffers from many of the same problems as its portable predecessor.
The action feels entirely too cramped on the tiny screen, and the newly created elements in Dr. Wily's fortress stage are punishingly difficult.
While there is certainly something to be said for being able to play a fairly faithful adaptation of the NES hits on the go, this game hasn't aged well at all.
The mere existence of this game was something of a miracle; the original team on the game dropped the ball, leaving an internal Capcom team staffed by many who would later found Inti Creates just a few months to pull something together and ship it.
Still, despite the obvious love on display, there's something off about this game, making it the least appealing of the mainline Mega Man titles.
Mega Man II for Game Boy has some issues — the graphics and music feel more compromised than in other portable adaptations — but they're mostly technical.
Working in the game's credit, the difficulty balance on this one is set to be far easier than in the other Game Boy Mega Man conversions.
That does a lot to compensate for the fact that the shrunken viewpoint contains so many cheap deaths and unavoidable hits. Plus, unlike several of the other NES-to-Game Boy titles, all eight robot masters get their own stages to rule as opposed to the Game Boy formula of dumping the second half of the bosses into the Wily fortress stage.
A masterpiece? Nah, but better than advertised. Not a terrible game, but one that's certainly compromised. If you can track down the Super Famicom version, you can bump this entry about four spots upward on the list.
Of the four Game Boy titles that consisted primarily of warmed-over NES assets, the final definitely holds up best.
Everything here feels refined and, most of all, fair. The stages may lead to showdowns with recycled NES boss characters, but they throw in a lot of new elements and ideas along the way including an item shop , which helps fight the sensation that you've seen this material already in a better form.
The fourth NES Mega Man remains one of the most controversial entries in the series, and for good reason.
Where the second and third games introduced improvements to the basic formula, Mega Man 4 's big change felt like a bridge too far: It introduced the charge shot mechanic, allowing players to hold down the fire button to boost the power of Mega Man's Mega Buster cannon.
The problem is, the game doesn't really feel designed to make use of it. It diminishes the value of the weapons you collect along the way, and being forced to charge up to damage certain enemies slows the action to a crawl.
Capcom wouldn't really figure out how to properly integrate a charged shot until Mega Man X. Here, it simply undermines the flow and audio!
The final monochrome outing for Mega Man is also his most refreshing. It took five games, but Minakuchi and Capcom finally came up with some new stage concepts and Robot Masters for Game Boy.
This is the one handheld entry in the classic series to contain an all-new, full-length Mega Man adventure, and it's pretty great. Rather than facing off against "[whatever] Man" robots made by Dr.
Wily, Mega Man instead battles a series of droids based around a planetary theme While still limited by the constraints of the system, this really does come across as the realization of everything the portable Mega Man entries had aspired to be and do.