Reviews from

in the past


A return to basics that excels amazingly at them.

The loss of sliding and the charge shot took me a little to get used to, which honestly wasn't even a problem when the rest of the game was so well designed, as well as perfectly recapturing the vibes of the NES era.

First phase of the final boss may have been the boulder to my Sisyphus, but this was a really fun game.

literal peak megaman if you disagree you already drank the koolaid bro... wonderful level design (tornado man's platforms, the birds in concrete man's stage are megaman screen scrolling chaos incarnate and plug man's arduous disappearing block section all come to mind) a point of contention i see is megaman not having a slide or a charge, to that i say play proto man and quit crying. a slick gaming challenge and what migfht be the best game in the classic series (cant decide between this 8 or 10) just because a game is unfair or challenging does not make it bad

this game is the equivalent of the little brother of your cool friend that tries to mimic what the cool friend is doing but they fall short.
the cool brother is mega man 2 btw
the cooler brother is mega man 3 but hes in the other room and you dont know him yet

Take Mega Man 2, and then make it objectively better.


Inti Creates, right? When Mega Man 9 came out they were ten years deep in the game, and had made some 18 games and (two hidden psx gems aside) had mostly seen success in the seven Mega Man games they'd made alongside Capcom, especially the legendary GBA series Mega Man Zero. So it makes sense that these were the guys to be trusted with the 9th entry in the classic series, which had been lying dormant for a good while. You'd expect them to be a safe bet, as long as they didn't do Battle Chip Challenge again.

It was, indeed, safe. Mega Man 9 is every bit a classic Mega Man game with the fat stripped out. Forget the charge shot, forget the slide (I miss the slide), forget the anime leanings, this is Mega Man as it suits ME, a gameplay-first experience that highlights the things that made the first couple of games as brilliant as they were, with only a few shiny new level gimmicks lumped in along the way.

It's not particularly original. Robot Masters and their weapons rarely surprise, and some weapons are just slightly more busted versions of fan-favourites, but it's game 9 in a series! Originality is optional at this point! We're all getting old and we just need Mega Man to jump, shoot, kill, and for Wily to appear and disappear in a little pod for the final battle. That'll do, just this once.

What we get instead of originality is polish, and MM9 has this in spades. Everything feels good, everything is clear, understandable, interacts cleanly and does what you want it to do. This shines most in the actual level designs, the real stars versus the robot masters, challenging but not unfair jaunts through enemy territory where you can use the robot master's weakness to progress easier, but YOU NEED THAT FOR THE BOSS. Elegant. Simple. Choices.

If I had three criticisms, and I do, it's that the designers love spikes too much, that I have no idea how I was supposed to know to use concrete on lava, and that the store is more pointless than ever.

Instant death is miserable, and Mega Man having it via endless spikes is just an admittance that the designers couldn't build ample threat elsewhere. It betrays a lack of diversity of thought, that no-one was bring enough ideas to the table to lessen their presence.

Seriously, why does concrete temporarily freeze lava. How does that work? What's supposed to prompt a-ha style seratonin here? Concrete. Sure.

The store is just wank. The energy balancer should be a default option. E Tanks should be in more stages as side challenges. Lives do not matter in this game at all thanks to the save system. Everything else feels like so much fluff (sorry Eddy and Beat) and it just leads to you going into Plug Man's stage, standing under a pipe or two, and leaving your game an hour or so it can grind endlessly with the power of diamonds. Get rid of it, or get ideas for more fun shit to do with it beyond taking your helmet off a bit or Roll looking a bit different. Awful thing.

But those are petty complaints. I genuinely love this game and would rank it up with the best in the series. Well, not up with Mega Man 3, but as close as it can get to that without its wings of wax melting.

Four stars, and don't you forget it.

Terrible. By far the worst classic Mega Man game and a strong contender for the worst game in any Mega Man series. The design choices in this game are profoundly stupid. All of them. The removal of charge and slide, the outrageously slow menus with the same texts being repeated endlessly, the overuse of spikes and jumps that require perfection, among other things.

When it comes to retro games, it's true that they're often associated with high difficulty, but also with well-crafted level design and overall good progression. This game lacks an interesting one. Instead it is repetitive, and excessively frustrating level design. It also amplifies the worst flaws of these retro games like terrible navigation menus. In some cases, it goes beyond that, EXACERBATING these issues. Mega Man 2, for example, was nowhere near as clunky as 9 is.

I'd probably give it an even worse score, but visually, the game has a charm and a few stages are decent. It's a game from 1986 stuck in 2008. But not from a competent developer like Capcom, but rather on the level of bad stuff like LJN games.

Might actually have the best music in the series???

Why did they have to remove slide and charge shot :(

A return to form so goddamn amazing, it helped spark the retro revival gold rush. Almost two decades later and it still rules over most others. 'Mega Man 2' is the classic classic Mega Man masterpiece. 'Mega Man 9' is the cultured classic Mega Man masterpiece.

I don't like the level design, and I find the boss's to be boring.

This game sucks. It cares more about trying to make you think of an older and better game instead of doing anything interesting.