Mega Man Powered Up (PSP) - Blind Playthrough (Mega Man)
Game: Mega Man Powered Up
Platform: Sony PSP
Completed: May 24, 2021
Rules: Beat the game
This game is a...kind of a somewhat of a I guess a bit of a remake of Mega Man 1. I played Mega Man 1 through recently and there are so many differences between that one and this one that it's really more of a new game made in the image of the original. That being said, this game was alright. I love how it has a mode that kind of emulates the original, along with a new mode that adds two bosses and new graphics. It's a great idea for a remake. It has challenges you can do, an entire game that can be played through as each of the bosses (if you can beat them with only the default weapon) and some extras as well. And get this...if you play as one of the bosses, not only do you get to use their weapons, but each one has special abilities and is strong against one robot master and weak against another. And instead of fighting yourself towards the end of the game, you fight a fake Mega Man! That's really clever. I think Roll and Protoman are unlockable as well, not to mention that you unlock Mega Man's charged shot and slide maneuver when you beat the game. Add in three difficulty levels, an entire level builder, and collectibles that are found in the main game and used in the level builder and you have an amazing recipe for a really fantastic game. Add in some reality though and...
The control in this game sucks. Everything feels a bit clunky and there's this horrible almost game-breaking thing that your character does when walking that's hard to explain but is really bad. Every time you're standing still and then hold a direction to walk, your character takes a tiny step, pauses for a frame or two, and then starts moving. It's absolutely stupid and makes things so much more difficult. That's why you'll see me constantly tapping the button instead of just walking when I'm near an edge. It feels really bad and makes the platforming feel really awkward. Gutsman's stage would be tough anyways, but it's made way harder by this crappy and unnecessary mechanic. Why did they do this? \nIt's the type of thing you have to play yourself to understand completely, but it's devastating to an otherwise good platforming game. Also, the bosses spend way too much time in their invincibility frames in my opinion. It's like half of the battle and it's annoying. And why do some of the collectibles vanish when you go back into the stages? I don't quite get that but it's probably just me not understanding how it works. To be honest I couldn't be bothered to replay the game as the other characters or gather the collectibles or even do the challenges because of the controls. They couldn't get the controls right in a Mega Man game despite all of the previous entries that worked just fine. That's a shame.
Here are some highlights though:
1 hour, 17 minutes, 50 seconds - This death by the hammer is pretty funny. Didn't see that coming.
1 hour, 45 minutes, 20 seconds - I decided to switch characters here but I didn't realize that each one has to go through the game separately. So I played a bit as Cutman and then resumed my Mega Man game. Maybe one day I'll try the game as another character.
1 hour, 49 minutes, 50 seconds - I thought I'd go through Cutman's stage again now that I had all of the abilities and see if I could get some more of the collectibles. But they vanished? Is it because I chose easy mode? I'm not sure but I think so since right after I try it again on hard and they're back. Eh. I kind of agree with making you play on at least normal mode to get them.
2 hours, 9 minutes, 30 seconds - This yellow devil takes forever to beat. The extra animation they give him just makes the battle drag on even more.
2 hours, 19 minutes, 35 seconds - The way I died here was...sudden.
3 hours, 20 minutes - I'm glad I caught on here, and I think it's pretty cool how the clone boss' weakness changes as his weapon does.
3 hours, 10 minutes, 30 seconds - Same with Wily. I'm actually glad they decided to change him up and the rotating weakness was a clever touch.
I really wish the controls were better. This game has a tremendous amount of potential. If it was released on another console so it wasn't so zoomed in and the controls were fixed, this could really be a fantastic game. Might have to revisit it one day.
"Mega Man - Powered Up - (Megaman Blind Playthrough) 052421"
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