Reviews from

in the past


Decent enough. Mega Man 9 has alot more BS, but this game way too forgettable, and while I fucking adore Mega Man 2, I really do think they should've improved on MM8 instead of going back to the series's roots. I'll just repeat my Mega man 5 review here:

This is the mega man game of all time. It was thought of, produced, published then sold. What a game.

hated this when it came out, don't think I ever finished it

now I think it's pretty cute tbh, it tries a lot of different stuff and while it doesn't hit the same highs as 9 does for me, it's still fun!!

I used to think the OST sucked but honestly it's just a little more experimental and thematic than the other ones and I can get behind that

you can see wily sneezing during the final boss fight if you use the ice weapon that's some love put into it

It's still unnecessarily antiquated and ignores all the progress that happened from Mega Man 5 to Mega Man 8, but at least it's a much less unfair game and also does have functional menus, L-R function for weapons, and overall better flow than MM9. It also doesn't have the unnecessarily slow shop like in 9. That said, these two games were overall a disaster for Mega Man's natural evolution, but I would be much more forgiving with 10 if it had come out after 4.

Releasing it after 8 is like trying to use candles instead of light bulbs. Looking at it this way, it almost seems like a miracle that 11 turned out as good as it did.

mega man 9, perfected. the dlc is phenomenal too, this is probably the best game he's been playable in and it makes his already fun movement style an absolute joy.

The tenth time around, it’s still more of Mega Man, rather than more from Mega Man. I like Mega Man, so that’s not necessarily a bad thing.

If Mega Man 9 was a cautious return to form, then Mega Man 10 is a comfortable product made to capitalize on the positive reception to its careful predecessor. It’s a slightly more enjoyable time, despite including the hang ups I had for the previous one.

There’s less annoying mini bosses eating your attempts on your way to each Robot Master. The new Bolt economy lets the shop be useful earlier on. Bosses have shorter i-frame duration, making Mega Man’s lack of a charge shot not seem so bad.

They still coulda given my man Mega Man that slide and charged shot though. Proto Man coulda been the Hard Mode.

They also coulda given us a real movement-enhancing weapon like the Mega Ball or even the Concrete Shot but all we got is the wall-climbing Wheel Cutter. Its usefulness isn’t in as nearly as many instances as the Concrete Shot or god forbid the Mega Ball.

The Bass DLC is a fun addition that rounds out the character variety, but I feel like his dash could have just been a separate button instead of the down+jump combo we’ve been using for the slide for years now. Bass moves too fast for it to be comfortable to do it with that combo input. Classic Mega Man by and large completely ignores any steps forward that the X series took, but this is one time they should have paid attention to it. Just give Bass a dash button.

I have beaten Mega Man 10 twice and it’s pretty alright. It’s tricky at times, and I would have liked a more unique presentation, but it’s a fun enough experience that Mega Man Enjoyers can snack on.

I like that you can finally swap weapons with the shoulder buttons again : )


Unlike MM9, this game has an easy mode, which means I can actually play it.

But really, everything that I liked in 9 is back in this game, with great levels, really fun weapons, and some nice spritework and music. And on top of that, a lot of the level design, plus the aforementioned easy mode, make it more palatable for a filthy casual Zoomer like me. It does suck that there was on-disk DLC in the original release, but I played the Legacy Collection which includes all the DLC anyway so none of that really matters to me.

This time I went with Bass (quite different gameplay tbh, I thought it could be easier than MM and my impressions are that it is indeed easier than MM).
The stages are just like 9, with some cheap deaths and traps that infuriated me (even with Tremble's fly!).
For some reason I think in 9 and 10 they did not do a great job with the stages graphics and backgrounds, I still think that 4, 5 and 6 had better presentation.
The bosses are fun to fight at least even if I did not find any of the weapons interesting.

The ability to play as MM, Protoman and Bass is really cool.

God this game is FUN it has good MUSIC it's HARD I like to PLAY it

This game is really good, but it feels like its missing a bit of oomph.

Still hate the idea of Mega Man being an NES game in 2010 instead of evolving, but this is a lot better than MM9. First off, the insane amount of bullshittery has been toned down significantly. Obvious "gotcha"-moments are few and far between instead of littered throughout every stage. Additionally, the level- and boss concepts of MM10 are creative and well-executed. Sheep Man, for example, is a lot more interesting as a typical electricity themed robot master than, i don't know, a fucking plug. Unfortunately, instead of being frustrating and unfair like MM9, 10 is just kinda...not fun? In every one of my play sessions I remember at least one moment where I thought to myself: "Damn...I wish I was doing literally anything else.", and I'm not exactly sure why. It might have something to do with the fact that I already beat seven other Mega Man games that play very similar to this. It might also be the fact that I can't charge or slide, both mechanics that served only to make prior games more fun and are still missing here. What I do know is that in the end, Mega Man 10 is juuuust short of being enjoyable, but doesn't quite get there.

The Best One.

Difficulty on normal feels just about right, though most of the robot masters go down too easy when you're using their weakness, something that is admittedly prevalent through most of the series. 10 relies far less on ambush traps. It's very much still "Nintendo Hard" but I can't think of a single situation where something felt cheap. Mean, perhaps, but not cheap. Protoman is playable from the start which is great, though have fun taking double damage if you want to be the cool guy.

The weapons are mediocre, but frankly, if it were up to me I'd probably just remove weapons as a concept from this entire series, so I couldn't care less. The same flaw did not dampen my appreciation for 5, and I don't count it against 10 either.

To be honest with you, I knew within the first minute that I was going to like 10 more than 9 just because you can save from the level select screen. The levels have meaningfully branching paths in them! Bass is really fun to play as! They don't make you fight three Wily forms in a row without any sort of checkpoint! Try to catch me giving a shit that there's some unoriginality in the weapons that I don't like using anyway.

Melhor que o MM9, embora mais do mesmo.

It's 9 but a bit worse and has notably worse weapons but 9 is still the best one so that's like saying 23 karat gold is worse than 24 karat and like yeah it is but also it's still fantastic
Water shield is a very fun weapon but this is sadly another game where one weapon is just like the best one because Blade Man's weapon exists (sorry forgot the name I'm writing this at 1am) Solar Man's theme is super good too I love that song
Also having the gameboy bosses with their weapons as DLC and fully playable Proto man and Bass is insanely cool and makes this one of the most replayable games in the series

Fun game, but it kinda falls into the category of just another Mega Man game. Stages and some of the weapons weren't as fun as 9, but being able to play as Mega Man, Proto Man, and Bass was a really nice inclusion in a solid entry.

mega man 10 is pretty good. its level design definitely feels more on par with 9 especially since we still have no charge shot or slide (unless you play as proto man) its nothing incredible but still one of the better games in the classic series

More of the same goodness as Mega Man 9. I think I prefer 9 overall since it was such a surprise, but I could easily see someone preferring 10 - there's a lot more fun with theming here (Strike Man and Sheep Man are silly ideas that the game is quite happy to fully flesh out), the Mega Man Killers are brought back (admittedly I didn't play their stages, but hey), Weapons Archive is a great milestone celebration, etc etc etc. I do feel the main plot, while interesting, is less strong this time around, and the question MM10 sits on is more weird than compelling the way MM9 is; anyway, judging by MM11, it's not a plot point that held the creators' attention.

If Mega Man 9 was a stunning return to form, this was demonstrative of the trap of making Mega Man. It’s good, it’s still very good, but when it’s so similar to MM9 it often feels like a needless sequel, more of the same, et cetera. The exact sort of accusations that got thrown at the later games in the original NES six!

I think what it does well it does VERY well. It’s precision-platforming with twitch reactions to myriad threats, capped off with a boss fight at the end of each section. The balance is a little different to MM9, in that the levels feel easier and the robot masters harder, putting them about level, but I much preferred MM9’s method of hard levels and robot masters as a twee little reward at the end. But then I often find what I want and what the developers and more general fanbase want to be at odds.

Which brings me to the story. It’s unobtrusive, which is all I ever want, but also daft as a bag of hammers. The threat of roboenza is the sort of Saturday morning cartoon stuff that the animé-oriented direction of many Mega Man games strives for, but… I dunno, I actually kind of like it. It’s that step beyond serious, into knowingly absurd. A flu for robots. A virus? But literally the sniffles. That’s brilliant, and being kept to the sidelines it was just a goofy little thing to smile about while my poor brain recovered from whatever challenges I’d just faced.

The Wily castle run is possibly an all-timer, held back only by those pods containing abilities from earlier robot masters. I know people hated Doc Robot (more fool them I loved it), but at least that had personality, and moved about and stuff! Watching orange squares slide about summoning tornadoes and doing mysterious slashes is just… nothing. But yes those aside it’s a delight, pushing me just enough to need to get up and walk around, or maybe squeeze my controller until the plastic creaks a little, but never enough to throw a great big wobbly. That’s the difficulty I want in video games.

I don’t know if I’d have been satisfied if this was it. If MM9 was the end it would feel like a triumphant retro celebration. If this was, it’d feel like getting a little more juice out of the lemon (ha), nothing more.

Good thing there’s one more game to go. Review 100 approaches. Mega Man 11 approaches.

I started to get really frustrated with this game at first because I chose to play as Blues. Once I started getting enough screws to buy useful items from the shop and beat my first Robot Master, I had a much better time getting through the rest of the game. It's fun! But I think I played for 2 hours before I made any meaningful progress, resetting my playthrough at least twice because I wanted to see if playing as Rock would feel better, before I decided to go back to playing as Blues.

Rock feels EXTREMELY limited compared to Blues. In a similar way to how it feels like a lose:lose situation playing as Forte and Rock in RM&F, Blues gets better tools at the expense of taking double damage and double knockback, and vice versa for Rock. It feels rewarding dodging enemies and their attacks efficiently by forcing yourself to learn patterns rather than just boosting through everything, but I wish that double damage was just a Hard mode option rather than locking the Charge Shot and Slide behind the Hard mode character.

Blues taking double damage was a fair tradeoff in 9 because he was DLC. You were sticking new, powerful mechanics into a game not designed for it, so the tradeoff is that they expect you to be a master at the game if you want to abuse these mechanics. But why not just design this new game around the Charge Shot and Slide? Let Rock use them, and give Blues something else aside from his Shield move to differentiate him. I was thinking it'd be cool if they implemented Break Man as a "glass cannon" option into a playable iteration of Blues. You go Break Man to deal twice as much damage, while also receiving twice as much. Though considering that 10 doesn't dare risk or innovate much in the same way 9 didn't, I feel like that would be far too complicated an idea to put in this game.

My friend suggested I should try playing the Legacy Collection version with Extra Armor enabled. That way, Blues' double damage quirk cancels out and you only take as much damage as Rock. At this point, I've made too much progress to start over a fourth time, but I just wanted to include that in my review in case anyone happens to feel the same way as I do.

This one is like an inch better than Mega Man 9, and that's because I don't find it nearly as frustrating or dissappoint, it's just kind meh.

I think the robot masters are overall pretty weak (and personally I think their designs mostly suck except a few cases), the wily bosses are pretty hit or miss, and the weapons are just meh overall. A couple outright bad ones, a majority of the ones that are just mediocre, a good one in the Water Shield, and a great one in the Solar Wave or whatever it's called.

I still think the fact that this game took away Mega Man's charge and slide was a baffling move that limits the level design and boss design from being good, and outright makes some fights shit. Blade Man is a bad fight without a slide because you can't effectively dodge most of his attacks because of the weird angles they come at, especially when he charges you himself. I do like that they added back the ability to roulette between abilities again which they weirdly just removed from 9, and made getting bolts much easier of a task, but they don't make the adventure better, just more comfortable.

Also I don't know where else to shove this in so let's put it here, the block devil is also a bad fight that cannot be made better by a slide. It's just letting it potshot you as you wait for the eye to show up so you can potentially two cycle it, that's not at all fun.

But hey, I do like Sheep Man and Strike Man, I like the Weapon Archive Boss, and I also really like this game's Wily Capsule fight, it's actually a pretty clever fight.

This game isn't like, terrible to play, just mediocre unfortunately because the ideas for levels or bosses or whatnot are just not as solid to me as 9's, made only slightly better than what 9 took away. In speaking of things that are horribly mediocre, here is my ranking of this game's boss ranking.

8 - Blade Man
7 - Commando Man
6 - Pump Man
5 - Chill Man
4 - Nitro Man
3 - Solar Man
2 - Strike Man
1 - Sheep Man

Much better than 9, also has for the first (and only) time 8-bit Proto Man and Bass playable.

She Gon Make slide with my dog like I'm MegaMan !!

This is the most fun set of Robot Masters I feel, even if they have a pretty static weakness wheel. It's classic-themed but it comes with some modernization like having weapon switching on the L and R buttons, and an easy mode for accessibility's sake. Its one real problem is some of the Robot Master weapons are really lame or extremely situational. Just a bit like they're trying a bit too hard to be clever, so Triple Blade just ends up being the best shred-enemies implement.

I remember Bass being a lot of fun to use too.

Gamers, I do not like Mega Man 10 very much. Big disclaimer for my opinions on this one, I played this after playing the previous 9 games over the course of a few months or so, and was beginning to feel some burnout. Because of that, I chose to play as Proto Man in this one, in hope to change up the gameplay a bit. Holy fuck, was this a mistake. I hope that my problems with this stem from the increased damage taken while playing as Blues, but I really do not want to replay it for a while. The robot master stages are alright, but once I hit the castle stages this became nearly unplayable. I recognize that I am likely being dramatic about this one, and when I think about it it probably isn't as bad if you play through with Mega Man first, and the design isn't really bad per se, but every time I picked it up I dreaded it. It'll be my least favorite entry until I decide to give it another shot, and I'll probably like it then, but until then, bad review!

Base game is nearly as good as Megaman 9 but this game as alot more side content. Challenges and more Difficulty Options + playable characters. Also 3 nice and difficult Extra Stages


I think this game is the one I enjoy the best out of 8-bit Mega Man series. It looks better than 9, adds some quality of life issues, doesn't rely that much on various insta-kill mechanics, and has plenty of content to play with!

The weapons are all at the very least alright, and I feel like the selection of bosses is one of the best in the series. It's great!

consegue ser mais irritante que MM9

Not as good as 9 but still a blast to play. Playing as Bass is a blast