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Guides


NES : Mega Man 6 Reviews

Below are user reviews of Mega Man 6 and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Mega Man 6. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.



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User Reviews (1 - 7 of 7)

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gamer since 1988

5 Rating: 5, Useful: 0 / 1
Date: March 29, 2002
Author: Amazon User

This is a great Mega Man game because you get a nice Mega Man story at the beginning. You must stop Mr.X who has taken over the robot tournament. Plus in this game you merge with rush to form Jet Mega Man and Power Mega Man

Predictable and easy game, but fun and innovative too

4 Rating: 4, Useful: 0 / 1
Date: July 06, 2002
Author: Amazon User

Mr. X, sponsor of the World Robot tournament, has stolen the eight strongest robots and converted them for his own evil deeds! He then announces he has been controlling Dr. Wily from the day he turned evil! Why would Mr. X be doing this? If you haven't been able to guess he IS Dr. Wily, something's wrong. THREE FAKE BAD GUY PLOTS IN A ROW! GIVE ME A BREAK! What the plot lacks the game makes up for. The Rush Jet is now a jetpack suit, and there's a Rush Power adaptor to break down walls! If you can find Proto Man he'll give you a special item too! There are fake and real robot masters in half the stages. Defeat the four real ones and you get ANOTHER great item! An NES game has never had music as good as this one. Despite shortcomings and predictability, this is still a good game, worthy of being played through at least once.

Meh.

3 Rating: 3, Useful: 0 / 1
Date: October 15, 2004
Author: Amazon User

This is by far the worst in the series! I loved Mega Man 5 and this was a let down! How long was this in the development room? Oh well, on to my review.

Graphics:10/10: Pretty good!

Sound:9/10: unchanged

Music:6/10: Not that good...

Gameplay:6.5/10: Okay, here's what they messed up on. This time, you got sorry @$$ed [cover your children's ears now:)] losers like Centaur Man, Knight Man, Tomahawk Man, Yamato Man, [WTF is a Yamato?!] Blizzard Man, Flame Man, Wind Man, and Plant Man. With those names, it will take forever to think up their weaknesses eh? WRONG!!!! The difficulty, or lack of, destroys this! I killed all the bosses using only my buster! The game also has TERRIBLE weapons. Blizzard Man's weapon shoots out..SNOWFLAKES?!?!?! Also, what is "Defence" on the boss screen?! Somebody build Grammar Man! The Rush fuses were nice, and the fake bosses were nice,too, but it just doesn't have the feel to it. A lame story, too....

Meh, it's OK, but not that good. I still recommend you to play it, and the ending sets the stage for MM7.

PS. To the guy who said this is the best one: Um.. MM7 has the Rush fuses too, and much more!

The best NES MM game

5 Rating: 5, Useful: 1 / 2
Date: June 22, 2002
Author: Amazon User

I am 15 years old and have played every MM game on the planet.Of all of them Mega Man 6 has to be the best.It has OK storyline and catchy boss music.You can summon Beat the blue bird or fuse w/ Rush to become Power and Jet MegaMan.Its also the first MM game with the option to sort out your special weapon`s energy.I dunno about you,but if you see this game,BUY IT!!Its a shame MM8 had no Rush transformations,otherwise,that would be the best MM game.Peace out!

Mega Man's final adventure on the NES...

4 Rating: 4, Useful: 1 / 2
Date: July 26, 2003
Author: Amazon User

Near the end of the NES's reign, Capcom rush-released Mega Man's 6th adventure, which involved a mysterious (actually, NOT-SO, judging by the appearance of the character) businessman that steals the national tournament's champions (a.k.a. the robotmasters) and uses them to take over the world. Mega Man naturally speeds to the rescue, but what may sound like an awesome game turned out to be a mere effort, unfortunately. Read on to see why Mega Man's last adventure on NES was not a "one shot at glory":

THE GOOD
We get two new Rush adaptors (Power and Jet) that kick major arse. You'll find that using them is ten times more fun than using the acquired boss weapons! The music is also thankfully better (although it DOESN'T TOUCH the first four... get to that in THE BAD) and we get more robotmasters and more Wily stages to bash through. Some of the robotmasters are quite unique, especially Tomahawkman and Yamatoman.

THE BAD
The storyline is TOO similar to Mega Man 4's, and this game pulls it off to a lesser extent. The "Mr. X" disguise didn't fool me at all. While the music was definitely better than the 5th game's, a lot of it is really odd; it just didn't sound like Mega Man. The graphics were also a letdown from 5's parallax graphics, and even some of the sprites (ex.: Mega Man climbing up looks really funky) look rather static. It's clear that this is the last NES game released (to my knowledge), but I think Capcom could've done better. Another aspect of the game that really bothered me was the simplicity of the stages (and the game's insanely easy difficulty).

OVERALL
I really am mixed about this game. For the longest time, I really liked this one over 5 because it seemed to be more fun. Now, after judging the two games from today's standpoint, I liked 5 better overall because it was harder, the gameplay was a bit smoother (not to mention Beat was ten times better), and the storyline is among the best in the series. This game has great ideas like the Rush adaptors, the Energy Equalizer (I think that's what it's called), better music, and interesting bosses. So basically, if you mashed the two together, you'd get all the Mega Man qualities. Seriously, though, I think Capcom really rushed this one and it shows... And, so, with strenous decision-making, I'd have to say that 5 is better by a notch. Oh man, this game comes SOOOO close. With that said, this is still a decent game, but I ONLY recommend it to Mega Man fans.

Oh, imagine that, another 8 robots to fight. After I've already beaten 40. God this is getting monotonous.

3 Rating: 3, Useful: 1 / 1
Date: October 26, 2007
Author: Amazon User

By the time Capcom released MEGA MAN VI on the NES, it was obvious to all in the industry that Nintendo's 8-Bit console, the machine that resurrected the video game market in the mid 1980s to the multibillion dollar industry that it is now, was on its last legs. Capcom wanted to move Mega Man to the SNES, but before doing so, they made a final chapter for everyone's favorite blue bomber.

Ironically enough, Capcom chose not to release MEGA MAN VI in the United States, publishing the game only in Japan, due to their decision to put their efforts behind the new MEGA MAN X series. When Capcom informed Nintendo of this decision, Nintendo took it upon themselves to publish the game in America, which is why the game was never released in Europe.

How does it stand up to the other five games? Actually, not that bad. It's obvious Capcom is running out of ideas. The basic story is that a mysterious Mr. X (gee, I wonder who that could be) has been setting up a robot tournament, and when Mega Man shows up, all the robots turn against Mega Man and Mr X tries to take over the world. Naturally, when you defeat Mr X, turns out it is Dr. Wiley and you have to go into a second castle. While Mega Man IV and V at least at an element of surprise in their "twist" ending, by VI you can tell it's Wiley from the beginning, even kinda looks like him.

First off, the graphics are top notch, and so is the sound. But that is little surprise as Mega Man always had great graphics for the NES.

Capcom was so bereft of ideas They even had contestant winners in Nintendo Power design two of the robot bosses (Wind Man, designed by Michael Leader of the US, and Knight Man, designed by Daniel Vallie of Canada).

The other six bosses are largely retreads of previous robot masters or just plain ridiculous.

We have Plant Man (who, might I add, is the single worst boss in not only Mega Man, but in all of video games - he's just gay). His (lame) weapon is a flower shield, and basically he's a poor boy version of the superior Leaf Man from MEGA MAN II. We have Blizzard Man, who for whatever reason is on skis. Ripoff of Air Man from II and Ice Man from the first game. Flame Man is yet another heat-based robot master (we've already had Fire Man from I, Heat Man from II, and Napalm Man from V). We have Tomahawk Man, who is very formidable, but still feels out of place and like Capcom was really stretching for ideas. Centaur Man is at least somewhat imaginative. The worst, though, is Yamato Man. Apparently Yamato is a geographical term in Japan. It'd be like Oxford Man or Birmingshire Man or Las Vegas Man. Incomprehensible. Stupid. Even Wind Man, who was designed by one of the contestant winners, is little more than another version of Air Man.

The levels themselves, while compentant, are hardly what you call inspired. A lot of them you have seen before in previous incarnations, especially Flame Man's level (come on, we've had fire-themed levels before).

A bad part of the levels is that four of them have false endings, I guess in attempts from Capcom to give the game more replayability. In each of the levels for Tomahawk Man, Yamato Man, Knight Man, and Centaur Man, two separate boss chambers appear, one more difficult to reach than the other. By accessing the more difficult of the two you get one of four letters (B, E, A, T), and when you get all four you can now use Beat, the robotic bird from Mega Man V. Quite frankly, the fake endings are rather dumb.

The last levels have some engaging moments, even though one of the castle bosses (a big dragon) is a little too similar too the boss dragon of Mega Man II for my comfort. There's another stage in the Wiley's castle which is primarily dirty water and those spiked orbs, which is again a throw back to Mega Man II.

The end features Dr Wiley being thrown in jail, with the last words and a newspaper picture printed. The ending provides good closure for the series, but then Capcom spoils that by saying "To be continued". Still a good way to close the NES leg of Mega Man's journey as far as story-wise goes.

Mega Man also has some new features. Taking a page from Mario, he has a rush adapter that allows him to fly (albeit, pretty briefly). This is featured prominently on the game art. Beat returns. I would like to have flown longer, given how much this was hyped.

Is MEGA MAN VI a good game? Yes. Without a doubt. It would be an even better game its five predecessors did not exist. Because ultimately, even though they tried adding some new things to the Mega Man formula, at the end of the day, Capcom with this title feels tired and uninspired, like they trying to squeeze one more dollar out of the Mega Man franchise. But that's largely because MEGA MAN VI is just more of the same. If you like the formula you'll love this title. But it is still very formulaic.

All the NES Mega Man games are good, but they're largely the same. I'd go with II or III first, but if you haven't played any Mega Man games VI is a good place to start. But II and III should be your first choice.

Mega Man's NES finale...

4 Rating: 4, Useful: 2 / 4
Date: May 13, 2004
Author: Amazon User

In the early-mid nineties, it became clear that the eight-bit NES was going to die soon. Nintendo's new sixteen-bit console, the Super Nintendo, was the way for the future. But, Capcom wanted Mega Man to have one last hurrah before the system bit the dust. How does 1993's Mega Man VI measure up? Read on for my review.

PROS:
-THE GAME GETS RID OF THE CLASSIC RUSH MODES, AND REPLACES THEM WITH ADAPTORS THAT ARE WAY COOLER! Rush now can transform with Mega Man to create two body armors - the Power Armor and the Jet Armor. These new abilities are one of the greatest feature about this game.
-THE GAME IS THE ONLY ONE IN THE SERIES TO USE THE CONCEPT OF FAKE/REAL ROBOT LEADERS. If you defeat a "real" Robot Leader, you get a Beat part. Beat the four Robot Leaders carrying parts and you'll be able to use Beat!
-THE GAME IS EASIER THAN THE OTHERS, WHICH MAKES IT MORE ACCESSABLE TO MEGA MAN NEWBIES. If you're just getting into the series, this should be one of the first games you play.
-TWO OF THE ROBOT LEADERS WERE DESIGNED BY AMERICAN FANS OF THE SERIES IN A ROBOT DESIGN CONTEST! The contest was held a few years prior to the game's release in Nintendo Power magazine, and two entries made it into the game! They are Wind Man, created by Daniel Vallie, and Knight Man, created by Michael Leader.
-THE ENERGY BALANCER/EQUALIZER WAS INTRODUCED HERE. This accessory is a great help when you come across weapon energy capsules but are too lazy to switch weapons.

CONS:
-THE ROBOT LEADERS AND THEIR WEAPONS ARE PRETTY BLAND, AND ALL WORK PRETTY MUCH THE SAME - OR ARE SIMILAR TO THOSE FROM PAST GAMES. It's obvious that Capcom was running out of ideas when they released this game. Centaur Man? Tomahawk Man? Give me a break!
-THE GAME SEEMS RUSHED AND UNPOLISHED. Many of the sprites in this game look flat when compared to their counterparts in earlier games. The game as a whole feels like Capcom really rushed to get it done. Some words are even misspelled!
-THE PLOT IS LAME. It's basically the same as that of Mega Man IV, and this game pulls it off to a considerably lesser extent! For shame, Capcom.

OVERALL:
Overall this was a good finale for the classic Mega Man series, that is, until it made a grand comeback in 1995 (in the form of Mega Man VII on the Super Nintendo.) This isn't one of the stronger entires in the series, but it's not a bad game either. Check it out if you're a fan of the series.


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