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Original Rockman
(aka Classic Mega Man)


Rockman 6: The Greatest Battle in History!!

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Memories of Mega Man 6: He's Just Not Trying Anymore!
by Protoman Blues



Here we are at the final Mega Man game to be released for the NES, Mega Man 6. As the NES was on it's way out, due to the Super Nintendo being out, Mega Man 6 was almost not released here in the US. Luckily, we did indeed get the game. Now, without further ado, my review of Mega Man 6. We'll start off with why I named the header, He's Just Not Trying Anymore!



The Mysterious Mr. X? Come on, who was Dr. Wily trying to fool here. In Mega Man 4 and Mega Man 5, he did a pretty decent frame up job. But The Mysterious Mr. X, who just happens to really look like Dr. Wily to begin with! As I said, Dr. Wily's just not trying to hide himself anymore! Well anyway, The Mysterious Mr. X holds the First Annual Robot Tournament, with Robots from across the globe coming to compete. The Oh So Mysterious One decided to take the victorious new 8 Robot Masters and use them for his World Domination scheme! Our latest 8 Corrupted Robot Masters are FlameMan, BlizzardMan, PlantMan, TomahawkMan, KnightMan, YamatoMan, CentaurMan, and WindMan.



For those of you who don't know, WindMan and KnightMan were designed by two winners of the Nintendo Power design your own Robot Master contest. If I could find my old Nintendo Power issues, I would scan the contest participant's Robot Masters in, as I remember that issue. Alas, I wouldn't even know where to begin looking for them. Strangely enough, I think they used a FreezeMan design from the contest for Mega Man 7. But anyway, back to Mega Man 6!

This game has pretty much the same standard format we saw in Mega Man 5, with the two castles and the one theme per castle. Beat returns to help our hero in his cause. However, instead of having to spell out M E G A M A N V, you only need to collect four tokens, which spell out B E A T. Clever, huh! Also, you collect the B E A T by defeat Robot Masters, not by finding them during the level. However, to make it somewhat interesting, the Robot Master who holds the token has two different lairs. You must choose the correct path that leads to the lair of the correct Robot Master, who holds the token.



Fliptop also returns to provide you with Weapon Energy when you need health. Ah, but there's a twist in this game. In this game, Mega Man's awesome, super cool brother ProtoMan, provides him with the Energy Balancer which allows the Blue Bomber to put that wasted Weapon Energy Capsule to good use, by automatically replishing your weapon energy! Believe me, it definetely comes in handy. Speaking of handy, what about Mega Man's best friend, Rush? What has become of him, you ask? Here, let me show you...


Power Mega Man
Easily one of the coolest feature of Mega Man 6, our hero's loyal dog can now transform into 2 forms of armor for Mega Man. The first armor, Power Mega Man, gives Mega Man a powerful Punch, with which to destroy blocks and knock your enemies down quickly. Due to the bulk of the armor though, Power Mega Man cannot slide!


Jet Mega Man
My personal favorite, Jet Mega Man gets rid of the standard Rush Jet and gives Mega Man a Jet backpack so he can soar in the air! Jet Mega Man pretty much eliminated the use of Rush Coil as well. I was a fan of Jet Mega Man cause it came close to giving Mega Man his mobility while flying. It still can't touch Mega Man 3 Rush Jet, but it's a close second, plus it looks really cool. However, you cannot charge the Mega Buster in Jet Mega Man form.

Now, I don't know about anyone else, but Mega Man 6 had a really good soundtrack, in my opinion. I always liked the Robot Master Stage themes in this game, plus the Mr. X and Wily Castle themes as well. All of which are available at Atomic-Fire. My personal favorites are FlameMan Stage, KnightMan Stage, and YamatoMan stage, as well as the Mr. X and Wily Castle themes as well.

My one problem with the game would have to be the Weapon sound effects. In Mega Man 6, every weapon shot sounded like he was shooting his main weapon. It's the same when you charge your Mega Buster and fire it. Call me picky, but I like the weapon's and especially the Mega Buster to have different firing sounds than the main shot. To me, it made the game feel a little cheap and rushed.

Dissapearing Wily makes an appearance, ONCE AGAIN. By this time, you almost feel sorry for the poor guy. I mean, it hasn't worked the last 2 times, so why would Wily think it would work this time? Of course, he also disguised himself as The Mysterious Mr. X. I'd like to think Mega Man wasn't fooled by this disguise, but I guess we'll never know. The important thing is that unlike the previous 3 games, our hero actually captures Dr. Wily! FINALLY!



For the record, I love the fact that RPM's Banned Avatar is Wily behind bars!

Well, that's it for this review. In the long run, I found this game more challenging than Mega Man 5. Despite the lack of Weapon Sound Effect, I really did enjoy this game. The Rush Adapters were cool, and the Energy Balancer was a nice added feature. The game just needed more ProtoMan! Despite that, Wily has been captured, and it's time for Mega Man to move onto the SNES. This was the end of an era for the 8-Bit Mega Man, who taught us to Fight For Everlasting Peace!

Thank You For Playing!