Mega Man 6 - (NES) - Full Playthrough
I didn't think I'd get here so quickly, but before I knew it, it was time to close the book on the ballad of the blue bomber (at least for NES). But before we say good-bye, it's time for one last adventure in the year 20XX. Mega Man 6 is indeed the last Mega Man game for NES. It made some new additions to the gameplay that were definitely improvements, but at the same time... it appears to lack the same challenge as its previous installments.
First, the story. After the events of MM5, the Global Robot Alliance was formed, and one year later the "First Annual Robot Tournament" is held in order to determine the world's strongest peacekeeping robot. The tournament is hosted by a man known only as "Mr. X," the leader of the mysterious "X Foundation" and many strong robots participate. Before the event can begin, however, Mr. X announces that he has reprogrammed eight of the strongest contestants to do his bidding in taking over the world. He reveals that he has been manipulating Dr. Wily from the start. However, much like in MM4.... and MM5, Mr. X is revealed to actually be Dr. Wily himself. After defeating him once more, Dr. Wily is finally put behind bars.
Gameplay-wise, let's talk about the good first. MM6 experimented more widely with the concept of non-linear gameplay. Several stages had alternate routes to get to the end, with even some offering alternate endpoints that award you with the coveted 'BEAT' parts to gain the eponymous bird combat support robot. This lead me to really check every inch of the stages, hoping to find new secrets, or at least ways to avoid frivolous mini-bosses.
The game also introduced the idea of Rush combining with Mega Man to produce a combined form: Jet Mega Man and Power Mega Man. These combined forms did not have a consumable energy bar like in previous games. Many of the games alternate routes and endings involved using these items.
Now the not-so-good. Aside from a handful of tricky areas, the game poses no-where near the challenge of the previous games. The first Mega Man game was so difficult, it appears to have affected the commercial success of the game. MM2 removed some of the more excessively difficult elements to strike the 'tough but fair' challenge that came to epitomize the Mega Man series. But as the series progressed, it appeared move farther away from its original. None of the bosses really pose much of a challenge and I was able to speed through the game rather quickly.
All in all, the game is still enjoyable and no true completionist could live with the void of not beating arguably the easiest title in the series. I would've hoped for a more satisfying ending to the NES Mega Man series, but after 46 Robot Masters, six Wily fortresses and basically the same re-hashed plot for the last three games, I'm full. Thank you, Mega Man My training is complete. Until we meet again in the 16-Bit World or beyond...
Boss Order & Weapon Used:
Flame Man - Mega Buster. (real weakness is Wind Storm)
Blizzard Man - Flame Blast.
Plant Man - Blizzard Attack.
Tomahawk Man - Plant Barrier. (B)
Yamato Man - Silver Tomahawk. (E)
Knight Man - Yamato Spear. (A)
Centaur Man - Knight Crush. (T)
Wind Man - Centaur Flash
Rounder II - Flame Blast
Power Piston - Silver Tomahawk
Metonger Z - Blizzard Attack
X Crusher - Mega Buster (Fire Blast works also)
Mechazaurus - Yamato Spear.
Tank CSII - Wind Storm.
Rematch with Robot Masters - (see above)
Wily Machine 6 - Silver Tomahawk.
Wily Capsule - Silver Tomahawk.
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