Over recent times, I've bought for the PS2 both the Mega Man Anniversary Collection (1-6 NES, 7 SNES, 8 PS1) and Mega Man X Collection (1-3 SNES, 4-6 PS1), as well as the PS2 RPG Mega Man X Command Mission.
Here, in part inspired by Zipp telling me to, since he did these really in-depth stage-by-stage reviews of at least a number of the original series' games, I'm offering my general input on these games. As a note, with the Anniversary collection, I'm using Navi mode for the lulz and also increased lives per game from 3 to 5, in an attempt to make up for any diminishment of skills over the decade since I last played any of these games.
AS OF NOW:
Mega Man: A big part of why this game must be considered tougher than the average MM game is because there are no passwords. You have to play the game in one sitting. With Anniversary mode, you autosave after every stage and I have to say that for the most part, when you play under the same rules as other games, this one actually seems somewhat easier than the norm. I've done Bomb Man, Guts Man, Cut Man and Elec Man and the only area that gave me trouble was the platforming bit with the moving lifts early in Guts Man's stage.
Well, until last night, when I started Ice Man's stage. Up to the checkpoint is easy. Then you have to do a fairly simple disappearing block room followed by a tricky disappearing block room, followed by the first of the game's two infamous "randomly moving lifts that also shoot at you". And if you die, you go back to the first of those disappearing block rooms, likely sapped of all desire to go on. And, if you're like me, you're short on Magnet Beam charges, too.
The problem with this game is just that the sparse background decoration makes the levels kind of blend together where the differences are things like, "yeah, Guts Man has a rocky look" or "Elec Man has all those electric shock beams you have to dodge", as opposed to anything significant. Makes it kind of boring at times. No large, pretty mini-bosses. Boring looking stages. Cool, but not great.
Mega Man 2 - Looking online, it's kind of funny. You'd think with these games that there would be, for the most part, an agreed-upon best order. But if you look up guides, virtually each one espouses some sort of different order where I've seen Air Man, Bubble Man, Flash Man and Metal Man all considered perfectly good guys to start with. After failing at Flash and Metal, I did Bubble, which sets up a problem. Mainly that without Item 2 (which you get from Air), you have to deal with a huge disappearing block area in Heat (the dude weak to Bubble). So I did Air last night, which means I'm likely close to breaking through this one. With one exception. Quick Man's stage, which will likely take me about 500 lives.
Mega Man 3 - Kind of like 2 in that I've seen Magnet Man, Top Man and Spark Man all listed as good first choices. The difference being that I've failed once at all three. To me, so far, I'm thinking the big reason is that the platforming is tougher here than in previous games on average. Magnet has disappearing blocks over pits, Top has rising and falling top platforms where you have to learn the pattern (and the first cat mini-boss is a real bitch), Spark has those platforms which rise quickly towards spikes so you have to move quick. All of them took a few lives to get through, although in future attempts, it shouldn't be as bad.
Mega Man 4 - I've done Toad Man's stage, as starting here, I think the best order started getting more unanimous (as in, I don't know if everyone espouses the same thing, but it's possible to pick 2-4 faqs and see them all start with the same guy). Generally easy stage except for the second snail, due to the whole "water will drag you off the ledge" part. At least until you get the hang of it. Like the second cat in 3's Top Man stage, I noticed that after a couple tries, I got really good at beating it without taking much damage.
Haven't done anything of note in 5 or 6 and have just done the intro stages in 7 and 8. As well as the intro stage in X1, but I probably won't mess with that disc until I've gotten my fill of the classic series.
Here, in part inspired by Zipp telling me to, since he did these really in-depth stage-by-stage reviews of at least a number of the original series' games, I'm offering my general input on these games. As a note, with the Anniversary collection, I'm using Navi mode for the lulz and also increased lives per game from 3 to 5, in an attempt to make up for any diminishment of skills over the decade since I last played any of these games.
AS OF NOW:
Mega Man: A big part of why this game must be considered tougher than the average MM game is because there are no passwords. You have to play the game in one sitting. With Anniversary mode, you autosave after every stage and I have to say that for the most part, when you play under the same rules as other games, this one actually seems somewhat easier than the norm. I've done Bomb Man, Guts Man, Cut Man and Elec Man and the only area that gave me trouble was the platforming bit with the moving lifts early in Guts Man's stage.
Well, until last night, when I started Ice Man's stage. Up to the checkpoint is easy. Then you have to do a fairly simple disappearing block room followed by a tricky disappearing block room, followed by the first of the game's two infamous "randomly moving lifts that also shoot at you". And if you die, you go back to the first of those disappearing block rooms, likely sapped of all desire to go on. And, if you're like me, you're short on Magnet Beam charges, too.
The problem with this game is just that the sparse background decoration makes the levels kind of blend together where the differences are things like, "yeah, Guts Man has a rocky look" or "Elec Man has all those electric shock beams you have to dodge", as opposed to anything significant. Makes it kind of boring at times. No large, pretty mini-bosses. Boring looking stages. Cool, but not great.
Mega Man 2 - Looking online, it's kind of funny. You'd think with these games that there would be, for the most part, an agreed-upon best order. But if you look up guides, virtually each one espouses some sort of different order where I've seen Air Man, Bubble Man, Flash Man and Metal Man all considered perfectly good guys to start with. After failing at Flash and Metal, I did Bubble, which sets up a problem. Mainly that without Item 2 (which you get from Air), you have to deal with a huge disappearing block area in Heat (the dude weak to Bubble). So I did Air last night, which means I'm likely close to breaking through this one. With one exception. Quick Man's stage, which will likely take me about 500 lives.
Mega Man 3 - Kind of like 2 in that I've seen Magnet Man, Top Man and Spark Man all listed as good first choices. The difference being that I've failed once at all three. To me, so far, I'm thinking the big reason is that the platforming is tougher here than in previous games on average. Magnet has disappearing blocks over pits, Top has rising and falling top platforms where you have to learn the pattern (and the first cat mini-boss is a real bitch), Spark has those platforms which rise quickly towards spikes so you have to move quick. All of them took a few lives to get through, although in future attempts, it shouldn't be as bad.
Mega Man 4 - I've done Toad Man's stage, as starting here, I think the best order started getting more unanimous (as in, I don't know if everyone espouses the same thing, but it's possible to pick 2-4 faqs and see them all start with the same guy). Generally easy stage except for the second snail, due to the whole "water will drag you off the ledge" part. At least until you get the hang of it. Like the second cat in 3's Top Man stage, I noticed that after a couple tries, I got really good at beating it without taking much damage.
Haven't done anything of note in 5 or 6 and have just done the intro stages in 7 and 8. As well as the intro stage in X1, but I probably won't mess with that disc until I've gotten my fill of the classic series.
I'm not afraid to die because I am invincible
Viva la muerte, that's my goddamn principle
Viva la muerte, that's my goddamn principle

