Charts Genres Community
Charts Genres Community Settings
Login

Mega Man

Developer / Publisher: Capcom
17 December 1987
Mega Man - cover art
Glitchwave rating
3.01 / 5.0
0.5
5.0
 
 
615 Ratings / 6 Reviews
#2,385 All-time
#13 for 1987
Rate / catalog Rate / catalog another release
In collection Want to buy Used to own  
1987 Capcom  
Cartridge
JP 4 976219 012089 CAP-RX
1987 Capcom  
Cartridge
XNA 0 13388 11007 0 NES-MN-USA
1999 Capcom  
CD-ROM
JP 4 976219 354714 SLPS-02220
Show all 12 releases
2007 Capcom  
Download
2008 Capcom  
Download
JP
ロックマン 初代PSアーカイブス
2009 Capcom  
Download
JP
Mega Man PS one Classic
2011 Capcom SCE  
Download
2012 Capcom  
Download
JP
2012 Capcom  
Download
2013 Capcom  
Download
2013 Capcom  
Download
JP
2017 Capcom  
Download
Write review
Title
oh boy it's the mega mans

In a certain sense Mega Man is a pioneer of the changing landmark levels in platformers with the fitting fire levels, ice levels, rock levels and similarly archetypal level sequencing. The gameplay is smooth and as elemental as a jump and shoot platformer can get, and the idea of gaining new powers upon beating each boss adds such a unique flavour to the series, but I can't give it more than 3.0 because it is so mercilessly hard, even for the standards of its time. I mainly attribute it to enemy patterns and how absolutely cheap they are, heading almost without warning, to say nothing of Dr. Wily's castle.
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Clownboss 2016-07-17T22:19:37Z
2016-07-17T22:19:37Z
3.0
In collection Want to buy Used to own  
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
review
en
Expand review Hide
Title
The first Mega Man, the one that started it all! As a kid, I think I always knew of Mega Man, though I'm unsure how, since I was born in 1994 and was thus "too young" for much of the series, not really playing any video games until 2000. A little later, I would watch the NT Warrior anime on Kids' WB, not realizing the story was actually based on games, and so getting into Mega Man Battle Network 3 White somewhat late as well. I would play through four or five games of that sub-series before finally getting to "Classic" Mega Man with Mega Man Anniversary Collection, a game I was so proud to purchase, due to love of Mega Man Battle Network [ロックマンエグゼ], that I recall (cringing as I do so) having used the word "ecstatic" to describe my feeling of buying the compilation. I would learn half an hour later that the original games were way too hard for me...! I would try my best to play through the various games, occasionally "cheating" with passwords to get to Wily stages to at least check out the Robot Master boss-rushes that always happen, but otherwise the only actual RM stages I could beat were to be found in Mega Man 6 [Rockman 6 史上最大の戦い!!] and Mega Man 8 [ロックマン8 メタルヒーローズ]. Mega Man 1 was practically impossible for me, and so I would hold off from playing these older games too much, later getting an idea to try ROMs and abuse savestates, which I never ended up doing, and ultimately grabbing Mega Man Legacy Collection on Switch, making far too much use of its rewind feature.

Despite the fact that I couldn't first beat this without rewinding all my deaths and most of my damage received (I usually died from poor jump-landings rather than actually getting hit by foes), I had enough fun that I immediately replayed the game upon my first completion (still abusing the rewind...). It takes less than half an hour, I think, and so I will likely continue replaying until I gitgud, hopefully to the point of being able to avoid rewinding, if not still abusing the "pause trick," and anyway Mega Man Legacy Collection 2 doesn't have rewind and apparently the final boss of Mega Man 7 [Rockman 7 宿命の対決!] is hard, so I need to develop skill sometime.

Unfortunately, two playthroughs was not enough for me to remember the actual stages very well, other than the dropping conveyors of Gutsman's stage and I think the fire pillars in Fireman's that you can freeze. Hopefully I'll become more familiar with them as I continue replaying, but at the very least I was surprised by how "short" they all were, perhaps because of the small team who built the game, perhaps because the overall difficulty made it so the designers felt it would be too sadistic to make players linger too long among the various threats to young Rock.

I've always felt the selling-point of the franchise was in its boss battles, what with Mega's ability to use boss weapons upon their defeat, or my greater familiarity with overusing Navi Chips in MMBN, which function somewhat similarly, or Souls/Crosses, which are perhaps a much better comparison. Regardless, I think I enjoyed this game mostly for its bosses, even if I cheesed them like a punk ass bitch.

I went for Bombman first, probably not for any particular reason, but he seems very easy to kill with the Mega Buster. I'm most ashamed of using the rewind feature against him, as his attacks seem really easy to read. He would throw a bomb at my location, and toss another at my new spot after I move to dodge the first. I would always, without fail, eat the second bomb, and so rewind to place myself elsewhere in the middle of the second bomb's arc. It shouldn't be too hard to learn how to stop fucking up as I have. He's otherwise weak to Fireman's weapon, which I do use in the Wily Stage rematch.

I hate Gutsman, as he makes me hate myself. I can never seem to judge when to properly jump to avoid the stun of his buttslam-earthquake, even if dodging his Super Arm block-throw. Aiming Bombman's Hyper Bomb to hit Gutsman is also fucking awful, though luckily it only takes three hits, and I can reliably use the pause trick to make one explosion count for two. I feel it may be easier to use the Buster, but have yet to try.

Cutman is piss-easy, which is funny because his NetNavi version wrecked my shit as a lad playing Mega Man Battle Network 2 [バトルネットワーク ロックマンエグゼ2]. His weakness is Super Arm, there are two blocks in his arena to throw at him, and each takes 50% away from his health bar. I can't recall if I've bothered using the pause trick to kill him in one attack, but it probably would work.

Elecman is pretty scary, as his Thunder Beam does big-dick damage. Too many times have I eaten the attack as soon as the fight starts (by which I mean "twice," since I never have the problem in the Wily Stage rematch, and otherwise only played his own stage twice...). He seems to die in three Rolling Cutter hits, which is good because they come out fast, and they're boomerangs so you only need to launch two. The dude's pretty much a "glass cannon," and it just feels "mean" to use the pause trick, if it would even work for an attack so small as the Cutter. True to the Robot Master's own power, the Thunder Beam you get from him is insanely powerful, or at least the beam itself has a big sprite making it ideal for pause-spam.

I actually don't know what Iceman does, as I always kill him with one Thunder Beam, pause-spamming it....

Fireman... I also pause-spam with Ice Slasher. But it takes like two shots for me to do it, usually.

The Yellow Devil is notoriously bullshit, but I always cheat with pause-trick Thunder Beam. I can somewhat-reliably dodge his blobs when he's first forming, so I probably could fight him legitimately in the future, but... I don't know, it seems everyone uses the pause trick on him anyway, so maybe I'll wait until my twelfth play of the game to try fighting him like a man.

Copy Mega is actually the hardest boss for me. Dude's fast as fuck. I think I'm actually too scared of his own Thunder Beams to have ever braved using it with the pause-trick against him (I have used Thunder Beam against him, but his attacks come out so fast they make me shit my pants and I don't want to risk it), so I use Fire Storm and mostly try to clip him with the spinning shield.

I actually have no idea what the fuck is going on with CWU-01P, and I hate it. The "boss" is actually a series of seven machines with a bubble shield, who get increasingly faster as they spawn in. The strategy it seems a lot of people agree upon is to kill the first three with Buster or something, and reserve Super Arm for the last four (there are four blocks in the center of the stage). My problem is I can't dodge these things. Perhaps there's a way to trick them to spawn from the top or left, have them move to the center, then down and clockwise, so I can hide in the righthand corner while shooting? I don't know. What trips me up most is actually that the lifebar only goes down by the defeat of each machine, rather than ticking down progressively as you damage them. I've yet to try Thunder Beam pause-trick, as I think I just assumed it wouldn't work without seeing the damage tick down, but that's probably nonsense, and it may work....

Wily Machine 1 is okay. I've never not used Thunder Beam pause-trick, even in the Challenge in Legacy Collection, which I've played several times for shits and giggles. The similar Challenge for Wily Machine 2 required me to actually learn how to dodge its attacks, so I may as well fight the first Machine more fairly when replaying this game, but we'll see.

It seems this game is usually seen as inferior to a number of its sequels, but I loved it. Mostly because I cheated, and I doubt I'd like the game much if I didn't have the rewind feature, which I used as a crutch, but which I hope I may use more as "training wheels," to help me learn how to play more legitimately, rather than tapping out as I did with Anniversary Collection. The only "downside" I see is that the rock-paper-scissors of Robot Master weapons gets a little wonky with Rolling Cutter versus Elecman, which felt like a "leap" when I was younger, but which I'll now pretend has something to do with like "you cut the electrical wires" or something. Otherwise, fire ignites bombs, bombs demolish blocks, blocks crush scissors, and lightning electrocutes ice/water, and ice/water extinguishes fire. The weakness-cycle gets more nonsensical in future games, imo.
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Banana_PD 2022-07-08T23:24:19Z
2022-07-08T23:24:19Z
4.0
2
In collection Want to buy Used to own  
digital
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
draft
en
Expand review Hide
Title
A compromise left unexamined.
I'm going to be pretty negative here but I only say these things because I love Mega Man. Mega Man for the NES is a video game that was made by only 7 people. 1 designer, 1 programmer, 3 artists (and the designer also did art), and 2 sound designers, and it shows. Every main stage outside of the game's last leg has its own musical theme, and both is clearly visually differentiated in color palette, tiles, and in the lively sprites of each boss.

One thing that always struck me about early NES games like Super Mario Bros. and The Legend of Zelda was the fact that none of the character sprites had outlines. As a kid this challenged my understanding of 2D art; any illustration I had seen that wasn't a painting featured lines of some kind, however bold, to differentiate figures and objects from their surroundings. Mega Man has a clear outline, Link does not (in the NES game). You can see the whites of Mega Man's eyes, where Mario just has a couple of dots.

The inspiration from Mega Man's different weapons came from sentai and tokusatsu shows (think Power Rangers). "A.K." saw the heroes, each with matching uniforms of different colors, each with different abilities, and thought "What if it was just one guy, and he could change the color of his suit, and thus change his abilities".

At the beginning of the game, you have no such special abilities, only a simple shot that fires straight forward. Originally, they had wanted Mega Man's default suit to be white, so that upon gathering more weapons, the changing suit color would be more striking. In order to collect the weapons, you must defeat one of the game's main six Robot Master bosses.

This is one of the core elements that has defined the Mega Man series even beyond the original "Classic" portion: once beyond the title screen the player is not dropped straight into a level, but instead is presented with a choice between six different levels, each with a unique boss that will give the player a unique weapon. These weapons will give the player an advantage against one of the other bosses, as well as often having some practical utility in the levels themselves.

In reading a translated interview with "A.K." on shmuplations.com I was honestly a bit surprised that the levels were in fact built more or less how Arin Hanson once described the level design in his "Sequelitis" video on Mega Man X. The goal of Akira Kitamura's design parameters were more or less this: introduce an element in a way that doesn't immediately threaten the player, but allows them to observe it, and once they understand the threat you can make the obstacles more actively dangerous.

One of the favorite ways of ramping up the difficulty was by reusing a piece of terrain that the player had already navigated, but placing more enemies around it, or keeping the enemies in similar positions, but making their surrounding environment more treacherous.

While this is theoretically a good way to build levels it isn't always how it happened in practice, and this is a significant problem in a game where any of six levels can be "level 1". The very first screen of Elecman's stage features a precision platforming challenge that, while pretty easy to brute force through, is very difficult to navigate without taking damage. Gutsman's stage features a level gimmick in the form of platforms which travel along a rail, and as it goes along it will run over gaps which will cause the platformer to tilt and drop an unattentive player. These platforms are without a doubt the peak of the level's difficulty, and they only appear at the very start. Iceman's stage marks the first time that one of the series' classic disappearing platform sections appears, and the floor beneath is being patrolled by a "spine" enemy, an immortal hazard; the new mechanic is introduced without giving the player a safe opportunity to observe.

One thing I do like is that this is one of (in my opinion) few Mega Man games where all of the boss weaknesses make enough logical sense that the average player could probably intuit which boss is weak to which weapon without a guide. Gutsman (the rock themed boss) is weak to Bombman's bombs, Gutsman's rock throwing ability beats Cutman's scissors, which in turn cut Elecman's cord.

Electricity is good against Ice, Ice is good against fire, which is interesting. This kind of abstract elemental advantage is ingrained enough in the popular understanding of video games, RPGs for example, that I buy it. What stands out to me is that in the later Mega Man Zero games, where there are no boss weapons and bosses are instead weak to one of these same three elements, it's the other way around. Fire is good against ice, ice is good against electricity, and to close the loop, electricity is good against fire.

Fire, of course, ignites Bombman's bombs.

I will be honest, I don't like the Robot Masters at all. I genuinely think the entire idea for these boss fights is flawed. When a typical fight begins, Mega Man and the enemy start on opposite corners of the arena. There are only two things that can happen, Mega Man and the enemy will attack each other with ranged weapons, or the boss will begin to approach Mega Man. Mega man, already being in the corner of the room, has only two options; meet the enemy in the center of the room, or stay in the corner. Either way, Mega Man and the enemy will almost without a doubt collide their bodies into one another, and when this happens the most obvious advantage that the bosses have makes itself apparent. Mega Man takes damage from the enemy's projectiles, the enemy takes damage from Mega Man's projectiles; Mega Man takes damage from coming into contact with the enemy, the enemy leaves unscathed.

On Miranda Paugh's fansite, "Mega Man Home Page", Bombman is recommended as the first boss that the player should fight, and looking at his movement patterns it's easy to see why. Bombman's patterns are marked by wide swooping jumps around the arena, jumps that give Mega Man enough time and space to find chances to walk beneath him. Most of the recommended first bosses of other classic series games (Metal Man in Mega Man 2 and Plant Man in Mega Man 6 to name a couple) have similar behavior.

Most other bosses boil down to a certain rhythm, the two characters oscillate back and forth, engaging in a periodic jousting match where only one combatant can ever win. Some battles, Elecman probably being the worst example, even start with Mega Man in the center of the arena instead of the edge, putting him even closer to the enemy than usual. There is rarely an effective way to avoid this uncomfortable mechanical intimacy (as in the X series which introduced wall-jumping for vertical options), nor an incentive for the player to want it (as in the Zero series which gives the player a powerful melee option). The Vile fight in the intro stage to Mega Man X is intentionally designed to make the player feel helpless, and its attack pattern really just an average Robot Master with infinite health.

The bosses being weak to particular weapons is only a band-aid fix for this poor design; many bosses are only ever unfairly difficult or are made trivially easy by their vulnerability to a particular type of projectile. Some people claim that the other subseries of Mega Man are more difficult, but I think that this is because later games have boss designs that expect you to learn them at all. In classic Mega Man, they knew most of these bosses were bullcrap, so they give you an easy way out (though it often feels like the only way out).

In his video "Action Button Reviews Doom", Tim Rogers makes the claim that Mega Man only has a gun because they couldn't make platforming fun enough on its own; I'm pretty sure he only meant this as a kind of game design based piece of observational humor, but it is nonetheless factually incorrect. Again I pull this from the interview I found on shmuplations: Akira Kitamura originally wanted to make something more akin to a shooting game, but Nobuyuki Matsushima's hit detection code was too slow for what the kind of game he had envisioned. They had to decrease the number of enemies on screen, and had to focus on other elements like platforming. With fewer sprites on screen, they were able to make Mega Man's appearance more detailed: Mega Man's armor and his exposed face are actually two separate sprites.

So, while what Tim Rogers said was missing the details, it was in some way spiritually correct. Mega Man is a game produced not from a well met creative intent, but from compromises working within the limitations of what this particular small team could do. What's frustrating, to me, is that Mega Man has been so endlessly iterated upon with these compromises intact, and many of the games which try to address these compromises fail to capture the same cultural sway as the original.

This, to me, is why the original Mega Man is important, not because it's a particularly good game. Honestly, it's probably bad enough that in another world I would be content to completely write it off. In some ways I do think that, given the limitations placed upon the team who made it, the fact that it turned out as good as it did is remarkable, I don't think those 7 people did "a bad job". What makes Mega Man for the NES important is that the problems which plague the series start here, they exist here as the compromised vision of a couple of guys who would only ever work on one more Mega Man game before handing it off to other creatives. Yet, even after changing hands, these compromises never really went challenged until the series exploded into spin offs, re-imaginings, and spiritual successors.

This is the first one, but you shouldn't start here, you should only come back here when you wonder where it went wrong.
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
ThroughLidlessEye 2022-06-05T02:16:32Z
2022-06-05T02:16:32Z
2.0
In collection Want to buy Used to own  
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
review
en
Expand review Hide
Title
While I'll continue to stand by my thoughts on the NES being home to very few games I actually enjoy due to the largely extremely dated nature of all aspects of it, the few games it has that I enjoy are ones that I've played through many times despite the flaws they might have. No game rings truer in this regard for me than the first entry in the Mega Man series, both in the amount of playthroughs and the flaws. It's really interesting seeing what these early platforming icons did to be distinct, most notably in the way each series would build their games around the control of the player character. In the case of Mega Man, the relatively slow, rigid control scheme of the titular character has each stage have obstacles places with little need to take anything physics based into consideration such as momentum. This simplicity plays quite nicely into the design of the game however, nothing requiring and crazily fast movements or even in fast reflexes a lot of the time, because at its core, Mega Man more than any other platforming franchise I can think of, is centred around patterns and following them.

I find it quite cool how this game experimented with the structure of games that at this point was entirely ingrained in what little design philosophy was thrown around at this point in time, where instead of having linear progression in a set order, you're able to tackle the first half of the game in whatever order you desire. While this on its own is cool, I especially love how in the first game, most of these stages could be viable first picks or last picks, demonstrating a keen sense of difficulty balance which I find genuinely impressive. Each of these stages also manage to have their own unique, interesting gimmicks and aesthetic to them separating them from both a visual and gameplay standpoint to keep things consistently engaging.

With that said, while this is definitely the most simplistic and one of the easiest games in the series, there are definitely some cases where either trial and error is required, or things get thrown out of balance that I know would bother me more if I didn't know this game like the back of my hand. The most egregious of these comes in the form of some parts that feel ill conceived and meant to extend the game's length, such as gating a required item behind a wall you need a separate ability for, meaning that if you didn't know about this beforehand, you'll need to go and replay the stage again once you've gotten the ability. This becomes especially problematic when the game never explicitly tells you that you need to get the item, meaning that it's very likely that the player won't realise its significance until they've already progressed into the final stages and gotten walled off, requiring them to both replay the level with the item, and their current stage again. Another issue is the inconsistency in boss design, with some such as Guts Man and Yellow Devil being tough, but fair fights that require a lot of skill and pattern recognition to beat comfortably, to pushovers such as Cut Man and Dr Wily which you can practically ignore most of their attacks and come out on top, to some poorly designed messes.

It's this last category that most stands out to me, with Fire Man and the bubble robots being the biggest offenders. Fire Man has no pattern, he shoots out flames at more or less random intervals that are often genuinely impossible to dodge, making it largely a battle of who can output more damage first, making the stage practically unwinnable without picking up his weakness. The bubble robots encompass the issue this game has with making a lot of significant things not respawn, in this case, the blocks that you can pick up and jump over to avoid and kill the boss , but if you die after you've removed some of them, they stay gone until you lose all your lives. This makes future attempts borderline impossible until you've reset the level from losing the lives, and adds to the tedium.

One other small complaint that I just have with the series as a whole is the fact that weapon weaknesses in this are insanely powerful for the most part, not just making things easier, but completely destroying any semblance of difficulty and making the boss fights feel mostly like a non-event (other than the Yellow Devil, which is the best fight in the game). With all this said, the simplicity combined with the varied, entertaining level design makes this one of the most engaging games on the NES, even with the occasional problematic part getting in the way of one's enjoyment if they don't know this game well. Despite what people say, this one's very much worth playing (also just like all Mega Man games , the soundtrack is marvellous).
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Kempokid 2021-06-26T08:54:12Z
2021-06-26T08:54:12Z
3.5
1
In collection Want to buy Used to own  
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
review
en
Expand review Hide
Title
Mega Man is a game franchise that has gone down in history as one of the most well known and loved franchises of the NES era. Mega Man is almost as synonymous with gaming as Mario or Pac-Man. Yet Mega Man started off a little rough, it was a game that was simple, you jumped across platforms and had a gun to shoot enemies, and at the same time you could unlock various powers as you defeated each boss. But the first game is just so cheap and unfair and requires either incredible luck or using save states to cheat. The game is almost unbeatable if you don't go through the levels in a certain order as the bosses are ruthless and can be damage sponges. Mega Man just hasn't aged well, its like those old arcade games that would have enemies spam millions of projectiles at you and come off screen just so it could eat your quarters. It has a decent concept and has some good music and enemy design but Mega Man 2 just was a much better game that was more fair and had better design.
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
jweber14 2017-07-21T22:35:49Z
2017-07-21T22:35:49Z
3.0
In collection Want to buy Used to own  
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
review
en
Expand review Hide
Title
The first Mega Man gets a bad rap due to the improvements its sequel would make, especially in the graphics department. It's far from irrelevant though as it's still fun and presents the purest Mega Man experience where the robot masters presented clear logic in weapon weaknesses and memorable levels. Despite being a series that goes decades deep, the majority of the mechanics and traits were established right at the start.

While other Mega Man games can feel like a crap shoot in what boss is weak to what weapon -- albeit it is enjoyable to experiment and discover -- Mega Man's more traditional boss characters (Fire Man, Ice Man, Elec Man) make this less of a struggle. This also helps make the levels distinct. Ice Man presents the classic snow level with slippery terrain, tricky moving platforms and the infamous disappearing blocks whose sound still triggers players' blood-pressure levels. Elec Man has a vertical level that focus on timing your way past obstacles. The rest are as varied and different, coming with their own flavor. None of these would make my list of favorite Mega Man levels, but the whole is greater than the sum of its parts. Wiley's Castle on the other hand is a real tough nut. People hate on Yellow Devil but I think he's pretty cool and fun once you get the pattern down.

The worst parts of the game come in random elements like platforms spawning in a place you can't reach or enemies spawning right on a ladder, knocking you down. While the overall product is very polished, it's in the details that the game is lacking. It is also unforgiving in its checkpoints and some of the platforming can be a real pain. It's not without its rough edges but neither is its sequel that for some reason gets a free pass in these areas from the fanbase.

The best aspect of Mega Man is the non-linearity which this entry does better than most. Some areas you can skip outright with the right use of an item -- assuming you have it. It feels great to "cheat" your way past some of the game's nastiest platforming sections. It also makes the bosses more rewarding when you happen to have the right weapon to take them out in seconds. Of course, these things are present in future entries but I found this one to have the right balance of it all alongside some great challenges and music (near the top of the series in this aspect).

I often see people say to skip right into Mega Man 2, but I don't think that one is that far removed in quality nor the series' best (though that's for another review). Definitely start here, though if you can only play one I'd recommend Mega Man 5.
Body
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
SUPER_Lonely_Panda 2017-01-26T07:31:49Z
2017-01-26T07:31:49Z
3.5
In collection Want to buy Used to own  
Supplement
tips
Formatting
[b]text[/b] - bold
[i]text[/i] - italic
[s]strikethrough[/s] - strikethrough
[tt]text[/tt] - fixed-width type
[color red]text[/color] - colored text (full list)
[spoiler]text[/spoiler] - Text hidden with spoiler cover
[https://www.example.com/page/,Link to another site] - Link to another site

Linking
When you mention an album, artist, film, game, label, etc - it's recommended to link to the item the first time you mention it. Doing so will make it easier to search for your post and give it more visibility. To link an item, use the search box above, or find the shortcut that appears on the page that you want to link. You can customize the link name of shortcuts by using the format [Artist12345,Custom Name].
Paste the address (or embed code) below and click "embed".
Supported: YouTube, Soundcloud, Bandcamp, Vimeo, Dailymotion
Embed
Attribution
Requested publishing level
Draft
Commentary
Review
review
en
Expand review Hide

Catalog

dopadromokj Mega Man 2022-11-27T22:33:15Z
2022-11-27T22:33:15Z
2.5
In collection Want to buy Used to own  
ChuckB Mega Man 2022-11-25T19:15:11Z
2022-11-25T19:15:11Z
2.0
In collection Want to buy Used to own  
Rayg4P Mega Man 2022-11-17T19:14:04Z
2022-11-17T19:14:04Z
3.5
In collection Want to buy Used to own  
theamazingxyz Mega Man 2022-11-17T01:04:38Z
2022-11-17T01:04:38Z
3.0
In collection Want to buy Used to own  
CacoPholey Mega Man 2022-11-16T22:05:27Z
2022-11-16T22:05:27Z
3.0
In collection Want to buy Used to own  
ShanyetEast Mega Man 2022-11-15T18:47:07Z
2022-11-15T18:47:07Z
3.0
1
In collection Want to buy Used to own  
Eztak Rockman 2022-11-14T16:06:49Z
NES • JP
2022-11-14T16:06:49Z
2.0
1
In collection Want to buy Used to own  
nikos3194 Mega Man 2022-11-09T15:52:43Z
NES • XNA
2022-11-09T15:52:43Z
2.5
In collection Want to buy Used to own  
wintzyy Mega Man 2022-11-08T14:02:12Z
2022-11-08T14:02:12Z
3.5
In collection Want to buy Used to own  
VictuHere Mega Man 2022-11-08T00:46:12Z
2022-11-08T00:46:12Z
4.5
In collection Want to buy Used to own  
1980 ação-aventura
FakeMadotsuki Mega Man 2022-11-06T00:42:22Z
2022-11-06T00:42:22Z
2.0
In collection Want to buy Used to own  
Certicloss Mega Man 2022-11-05T20:09:52Z
2022-11-05T20:09:52Z
In collection Want to buy Used to own  
Also known as
  • Rokkuman
  • ロックマン
  • Rockman
  • View all [3] Hide

Comments

Rules for comments
  • Be respectful! All the community rules apply here.
  • Keep your comments focused on the game. Don't post randomness/off-topic comments. Jokes are fine, but don't post tactless/inappropriate ones.
  • Don't get in arguments with people here, or start long discussions. Use the boards for extended discussion.
  • Don't use this space to complain about the average rating, chart position, genre voting, others' reviews or ratings, or errors on the page.
  • Don't comment just to troll/provoke. Likewise, don't respond to trollish comments; just report them and ignore them.
  • Any spoilers should be placed in spoiler tags as such: [spoiler](spoiler goes here)[/spoiler]
Note: Unlike reviews, comments are considered temporary and may be deleted/purged without notice.
  • Previous comments (12) Loading...
  • Pegarange 2021-10-08 20:29:54.807838+00
    As much as I like Metroid, this game does a far better job at finding the right balance between a creative non-linear concept and dealing with the hardware limitations of the NES
    reply
    • More replies New replies ) Loading...
  • TheSleeper 2021-10-26 21:31:46.682258+00
    this game gets like 2 extra points once you know the pause trick
    reply
    • Banana_PD 2022-07-09 05:34:13.662994+00
      Honestly, it seems worthless to even bother with Yellow Devil without the pause trick.
    • More replies New replies ) Loading...
  • LordStarmen2007 2022-02-07 23:08:54.190236+00
    importante
    reply
    • More replies New replies ) Loading...
  • Jaxijin 2022-02-08 20:17:45.389307+00
    It's a brutally hard game but the enjoyable core gameplay is there. I mostly disliked the pixel perfect jumps required in so many parts. I think I would've broken my NES if I got this game as a kid ha
    reply
    • More replies New replies ) Loading...
  • CJ_Moki 2022-03-20 00:03:59.50279+00
    I don't know what you guys are on about, I can beat this game without savestates just fine.
    reply
    • modernvvonder 2022-08-01 23:22:06.221261+00
      lets see an unlisted youtube longplay of you doing it...i dare you
    • More replies New replies ) Loading...
  • Aurochz 2022-09-21 20:30:28.684865+00
    I beat this before the other games and I have never really understood the complaints about difficulty with this one. I think the dragon boss in the second game was way harder for me when I was young than anything in this.

    I think the second game onward just primes people for a different type of challenge. The platforming in this one is actually platforming, but in the grand scheme of hard NES platformers, it still isn't that hard.
    reply
    • More replies New replies ) Loading...
  • CacoPholey 2022-11-16 22:06:34.595939+00
    I put like 60+ hours into this game trying to do a no-hit run of it and now I can safely say that Big Eyes are maybe the worst enemy type I've ever seen in a video game
    reply
    • More replies New replies ) Loading...
  • More comments New comments (0) Loading...
Please login or sign up to comment.

Suggestions

There was an error saving your submission.
ADVERTISEMENT
Examples
1980s-1996
23 mar 2015
8 apr - 12 may 2015
1998-05
Report
Download
Image 1 of 2