The average take on
Mega Man 6 seems to be "lukewarm," but in burning through the
Legacy Collection I've found it to be pretty damn fun. It helps that my first experience with this game was as late as 2007, playing
Mega Man Anniversary Collection, being too shitty at these games to make it terribly far in any game other than
6, but I guess it's also true the set of Robot Masters this time around appealed to me for
Mega Man Battle Network [ロックマンエグゼ] reasons, having struggled against FlameMan.EXE, having shat all over PlantMan.EXE from getting a Heat-type Style shortly before his battle, having DoubleSoul-ed with Wind, Knight, and Tomahawk Men, with YamatoMan.EXE holding some relevance for being part of the first time I entered a post-game zone in a
MMBN game, and... I don't really have strong memories of BlizzardMan.EXE one way or another, but I like the game he's in. Curiously, Centaur Man ended up being my favorite of the RMs here, despite not having a NetNavi incarnation....
Mega Man 4 [Rockman 4 新たなる野望!!] changed the series formula a bit by adding an additional fortress area before the main Wily Fortress (or, really, establishing a proxy villain to get in Mega's way before Wily reveals himself as mastermind). In
6, the plot is that the evil Mr. X declares himself the man behind Wily's previous bids for world domination... though it's plain to see he's just Wily wearing sunglasses. So you make it through Mr. X's lair before defeating his capsule-type machine, which breaks his glasses and shows his true identity, from which point we get a "classic" skull-based fortress, including Robot Master teleporter rematches, and official sixth Wily Machine and new Capsule (which I want to say is the fourth?).
The most interesting thing about the plot is that it involved a robot tournament at some point, though unfortunately we don't see any of it. I must have been dumb to have speed-read the opening titles as a kid, because I somehow thought the idea was that Mega Man is fighting in the tournament and each of the other contestants have hidden behind long "stages" as is the usual in these games, but I've paid actual attention this time and saw the game mentions Mr. X hijacking the eight combatants, making them evil, and letting them loose on the world, where presumably they each decided to build their own realms filled with lesser robots to block out intruders (ie, you, aka Mega Man). Which I guess means Mega wasn't part of the tournament. Anyway, at the time I first played this game, I had something of an in-joke with my brother, making fun of the prevalence of "tournament arcs" in shounen manga, and we might come up with mocking ideas of e.g. a
Grim Adventures of Billy and Mandy tournament, or something, forcing the plotline in places it shouldn't belong. So, somewhat ironically, I appreciated
Mega Man Battle Network 4 [ロックマンエグゼ4] for focusing on a tournament, and I felt similarly about
MM6. Today, the setting is fun to me because I'm in the process of re-reading
Dragon Ball, having gone through the first tournament only a couple days before playing this game, which would have come out after at least three
Dragon Ball tournaments, and possibly the Cell Game as well, and maybe even the tournament that begins the Boo Arc, while
Yu Yu Hakusho may have had two tournaments by this point as well, and I'm pretty sure there were some in
Saint Seiya, &c. &c.
The biggest gameplay gimmick here is the Rush Adaptor, which has Rush transform into armor for Mega to wear, being a new Rush Jet form with a jetpack rather than a hoverboard, and the Rush Power form which gives Mega a super-punch charge move. Both items are given for free upon defeat of certain Robot Masters (I think Flame drops Power, for example) and are mostly used to access "secret" rooms in the various stages, though these are pretty much always telegraphed with big ass blocks with cracks in them to show you should use Power to break them, or otherwise ladders whose bases are impossibly high up, requiring you to fly with Jet. There are a few spots in the X or Wily stages that require Jet to reach a ladder, but off the top of my head I can't recall if you need Power to make progress (I seem to remember a room with two or three blocks hindering you?). There's a very tricky room in (I think) a Wily stage where you need to use Jet along walls of spikes to land on a small platform to switch to Power, break a block, and enter an alternate path filled with goodies; the "key" I found to pulling this off is to face left in Jet and hit the jump button while moving right, which somehow lets you reach the spot better than keeping right the whole time. There's also a tricky spot earlier (in the X fortress, I think) requiring a small hop as Power, unable to jump too high lest you split your head open on spikes. Anyway, I like the Rush Adaptor because it reminds me of the "Battlizers" in
Power Rangers, which I'm pretty sure I always thought were kind of silly....
At the end of the day, I think I just like this game mostly because it's easier than, say,
Mega Man 3 [Rockman 3 Dr.ワイリーの最期!?]. I have not yet run into anything in the NES games to make me consider any of them to be less-than-good, so I think my idea right now is mostly that the "easier" games (in my opinion, the even-numbered ones) could be replayed until I really get the hang of them, at which point I could try again at the "harder" ones (the odd-numbered titles)... while I wait for
Mega Man Legacy Collection 2 to go on sale again, which I should have just bought when I got the first collection, but I half-expected the difficulty of the NES games to make me dislike them a bit (thank goodness for the rewind feature!).
Definitely the simplest bosses and most boring/least memorable final bosses in Wily's Castle, but I loved the addition of the jet pack. Finally gave Mega Man the mobility options I've always craved in these games.