Beesidia
Unhinged. TMMC takes Zelda 1's movement, combat, and even level design philosophy and adapts it into a fast-paced hack-and-slash arcade game. The flow is excellent, but the game is insanely difficult, especially concerning castles 3 and 4 (screw the white ninjas). Strangely enough, the last castle is quite easy.
1988
Solid sequel. SMB3 prioritizes short levels, and this makes for an enjoyably brisk pace. My only real issue is how troll-like some levels can be. The fortresses in particular are some of the strangest levels I've ever seen in a Mario game. A second playthrough is due, since I skipped from World 2 to 7, causing me to miss half of the game.
2016
Deceptively fun. MN9 is more X than Classic Mega Man. I was iffy on the Dash-to-Kill idea at first, but it grew on me once I saw that it isn't a boon on pacing (it often makes the game faster). It's an Inti game, which means both its level and boss design can be demanding. Unfortunately, the game has occasional performance issues.
2003
Banger sequel. Giving the player forms helps further diversify playstyles. Reducing Cyber Elf feed costs helps it feel properly utilized. The only issues I had were the Crystal Cave with all of those blind-spot spikes, and the game's "Late-Game Final Fantasy Syndrome" where you can get REALLY OP by the end.
1989
Starts strong, but as time goes on, levels become more balanced towards players who didn't game over (aka have more weapons and items). Some levels feel like they only exist to drain resources. By the end, I didn't care anymore and used a trick + passcode to complete my run. Shame, because I otherwise really like the game.
1992
It's a competent game, but it isn't for me. The combat loop is okay, and I don't find the trollish level design to be fun to learn. Combined with the fact that using a continue ruins your chance of a good ending, and you have a game I'm not to quick to invest my time into. Perhaps another day. Music slaps though.
1991
1992
1993
Took the strengths of MMW3 and polished everything. The levels are harder and more engaging versions of 4 and 5 NES's content. The shop, Energy Balancer, alternate routes, secrets, and collectibles add wonders to this game's quality. The only downsides are again the frame drops, brutal checkpoints, and long levels.
Making Zero better than X in some cases but also worse helps him feel balanced. The touch-ups to the level design really add to some of X1's more bland segments. Making certain Mavericks more aggressive is also a welcome change. Doubling some bosses for rematches helped break repetition (minus Sigma's dog).
Can't say I hated it. Surprisingly good replay value. I'm sure the remaster cleans up a lot of things I would have otherwise picked at, but outside of some mandatory grinding, jank, and occasionally vague sequences (which is helped by a hint system), the experience itself plays like a passable - albeit brisk - tribute to Zelda II.