i feel like 2 far and away has the best set of robot master stages and most iconic robot master designs. i like its audio/video work a hell of a lot, too. superb pacing up to that point, incredible variety of situations, mostly useful weapon set, etc. i really like that many bosses have multiple weaknesses, too. however, 2's wily stages are undeniably weak and have hit or miss bosses, and wily stage 4 is completely, unforgivably awful as a stage and contains the worst boss fight in the entire series. i like that some of 2's wily bosses get wild and out there (i still adore the dragon fight, as flawed as it is), but boobeam flopped, and it flopped hard. i sincerely think that 2 would be a better game with that level removed, full stop. not replaced, just entirely taken out of the game. i really feel like the wily stages got a bit rushed out the door in this title and understand when people place 2 lower than certain others due to its wind being sucked out from under its sails in its latter 2/5ths.Sumez wrote:I never quite understood the elevated status of Mega Man 2, however. As if it did anything the other games didn't do better.
...really? O_o first time i've really heard that posited against it. i'm also curious where you're coming from considering 2 the easiest, that i don't think i've ever heard.flashman's stage is so based on trial and error it almost hurts.
3 is the only of the fc games i think is so weak that i actually rate it only 2/4 stars. 5 i give 3 stars, everything else is 4 (probably a whopping 10% of my 4-star rated games are mega man games lmao). i feel like the 8 robot master stages are a bit weak at times - both aesthetically and mechanically. hard man, needle man, and magnet man's stages are both extremely dull/repetitive in their visual work for a mega man title, and most of the levels, in general, are very poorly themed around their respective robot master than most other games, as well. i feel like one of the biggest draws of the entire series is the themed stages, and some of the ones in 3 just don't make any sense. why is top man in a greenhouse? why are you fighting space tadpoles in gemini man's weirdo crystal stage? why the fuck is the ninja in a lava factory? the enemies often poorly reflect their respective robot master, too, and make the whole game feel a little thrown together, imo.I find it extremely confusing that you would rate 4 that high while placing 3 so low on the list. I always found that the two were extremely close in terms of quality and generel design tendencies.
aesthetic nitpicking aside, the robot master levels in 3 just feel a tad bland. they're not necessarily bad, but i feel like they're of a notably worse variety than the rest of the series. i also feel as if the doc robot stages are the worst stages in an NES mega man, full stop. they are horrendously paced and extremely lazily slapped together. most of the boss refights have slightly wrong behaviors to their patterns, humongous hitboxing (lol don't try to get behind air man), and hilariously large damage values that suggest this may be the only of the NES games where the designers actually wanted you to use e-tanks as anything other than a last-resort crutch. there's also stuff like the horrendously broken rush jet, which is extremely easy to abuse (needle man's doc robot revisit suggests that you're supposed to abuse the jump-and-don't-consume energy, too). some of the enemy design is the worst in the series, too - that beehive enemy is completely awful and that weird screw/bolt-thing is a real pace-disruptor (its placement in shock man's doc robot revisit is just obnoxious. time to ez mode rush jet through that shit!).
the wily stages are all notably easier and simpler than the doc robot stages and other wily stages for the series, too. they're short, seem to recycle more than normal, and lack any sort of punch after what you've just been through. the yellow devil is also a pretty awful fight compared to his wonderfully tense iteration in the first game. the weapon set in 3 is also straight-up the absolute worst in the series - most of the weapons are entirely useless aside from shadow blade, which feels like a notably gimped metal blade. 3 also marks where the series started to do the whole "each boss only has a single weakness" thing, which i feel was a poor decision.
if you're not familiar - and my apologies if you are, but i'll explain for anyone else reading just in case - 3 had a seriously troubled development cycle with akira kitamura (director of 1&2 and "real" creator of mega man) basically just walking out. inafune has talked about a panic setting in because of this, and said that he considered the game to be considerably weaker than 2. hence why the doc robot stages were added in and you did refights of each of the mm2 robot masters. he thought that putting the bosses from the well-loved previous title into this one would somehow boost it up. a huge sign of a total lack of confidence in what they were doing with this entry, imo, and i seriously feel like the sloppiness and unsure design carries over to the game. 3's music is absolutely great and possibly the best in the series and i feel like if they had spent more time tightening up the 8 robot masters instead of stupidly going after the doc robot thing, they could have made 3 great. if it existed in a vacuum as the only rockman title, i might go as far as to consider it excellent, but because it doesn't, i feel like it's the (really weirdly well loved) black sheep.
mind you, i still like it, flaws and all. it is definitely my least favorite and one i enjoy replaying the least, however.
4 i consider to be super great! i really like it a whole bunch. some of the best visual work of the entire series, good music (2 and 3 still have the best), excellent pacing, and what i would genuinely consider to be the most consistent quality throughout its stages of any of the nes games. the cossack stages in 4 are aesthetically brilliant compared to the drab wily+ levels in each of the rest of the games, and the wily stages have some really fun themes to them (i love mettaur city). 4 almost indisputably has the best weapon set of the entire series, too, with each weapon having a unique purpose and utility to make them stand out. i really like most of the robot master fights and love the themes around each of them, too. my biggest complaint with 4 is that it is too easy and too low stakes, however, almost to the point of being bland.
i usually tell people that contra is my all-time favorite series, but i have definitely played more mega man than anything - and holy goddamn shit have i played a lot of it. i've beaten all of them without e-tanks/recovery items or dying a single time, with the exception of 7, which i think i used e-tanks on because of its egregiously terrible final boss (i'm not even sure i beat it without dying - i don't have notes saying i did, even though i feel i've done this). i consider all of the 8-bit games to be balanced around the idea that e-tanks do not exist and judge their relative difficulty by playing them this way (imo if you use e-tanks they all become easy to the point of being almost indistinguishable from each other). my evidence for this is that the first game is among the most difficult of the entire bunch, and it didn't have them. i never, ever use e-tanks when playing any of the 8-bit games.
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edit: holy fuck i swear to god i don't mean to write such big posts. i am very excitable and love to talk about mega man ;___;
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double edit: i am coming around on ninja gaiden <:I i played it a few more times for fun and did a couple more no miss clears. i don't have a no miss consistent, but it's mostly because i play recklessly and don't care if i take a couple of deaths on account of that. i would say i almost view it like a much shorter bucky o' hare in pacing - a couple of deaths don't really do much to set you back or stop you from having fun with the game, and it's way more fun to go quickly than anything else. stage 5, imo, has more segments where you need to pay serious attention than stage 6, and it's where i'm most likely to die on a run due to my playstyle.
my least favorite part of the entire game after learning it is 6-1, which i feel is enemy litter hell. some of the spawn triggers there are absolutely weird and unless you take it weirdly slow or seriously memorize a lot of spawns, i feel like it's one of the easiest spots in the entire game to get chained. taking too much damage there can seriously screw you on the rest of the stage, too, as there's not a healing potion until late 6-2. i have to play this part of the game in a really uncharacteristically slow manner if i want to not potentially screw myself over for the rest of the stage.
i still hold most of my complaints about the game (and nothing is ever going to make me get over its sometimes seriously ugly visuals), but i do feel there are indeed ways to mitigate most of them with memorization that eventually melts away the game's extremely grainy exterior into an execution-heavy, exciting game. i'm going to bump it up to a 2-star rating and change my personal mini-review.