Ehhh… it’s very nearly better than the previous two Game Boy Mega Man titles, but, as several other Backloggd reviewers have noted, the second half of this is miserable. Good music, though, and I also like the Mega Man 3 boss weapons, which all return here. Shout out to Punk, too, who is easily the coolest of the “Mega Man Killers” so far.

Anyway, I am not at all keen on Mizakuchi’s decision to prioritize pixel-perfect jumps throughout many of Mega Man III’s levels. That approach really cuts into the kinetic flow of Mega Man in a way that no other title I’ve played has. This game also runs like absolute slop. I did some research to see if the immense slowdown was emulator-based, but no… that’s just how this game is.!Looks pretty great for an original Game Boy game, though, so it was probably pushing the handheld near its limits.

Well, that’s that on Mega Man 3 and Mega Man III. Two sides of the same shitty coin.

A definite step forward from the first Mega Man on Game Boy, but still not a huge leap. The stages and Robot Masters are designed a bit better, the music is way less grating, and the game is quick and eminently playable. I’m also a big fan of the weapon from Quint (the second of the “Mega Man Killers”), which is a… bladed pogo stick named Sakugarde? Unfortunately, you only get to use the Sakugarde for a single level, and then you get what might be the lamest Wily fight that I’ve seen in ANY Mega Man game.

Mega Man II is fine, but there’s a good reason why it’s a footnote beneath the NES’s stellar Mega Man 2.

Mega Man: Dr. Wily’s Revenge doesn’t utilize the Game Boy’s smaller screen size in any meaningful way, all of the levels are SHORT and poorly realized, and there’s almost no strategy to any of the boss fights. Notably, this game does introduce Dr. Wily’s “Mega Man Killers” with Enker, and I’m looking forward to seeing more of those guys. Enker is neat! The music and ending movie are alright, too. Still, it’s hard not to feel like Dr. Wily’s Revenge is much more than an entirely compromised pastiche of the first two Mega Man NES games for the Game Boy. Feels like more of a novelty than anything else.

I'm happy!

Played for 20-30 minutes with some Discord friends over stream. If it wasn't clear, I've committed to playing every single Mega Man game in 2024. That includes Wily & Light no RockBoard: That's Paradise. It isn't an insulting game, but it's an uninspired, unattractive, and uninteresting spin on Monopoly featuring some of the classic Mega Man cast. I should also mention that we played on a map called "Hot Zone," and the full map view revealed that the board was... well, it was Africa. There's absolutely no reason to ever touch this, unless you're going for Mega Man completion like I am.

Don’t worry, Tron. If anyone can do it, he can.

I mean… Mega Man Legends should probably, at the very least, be mentioned in the same conversation as Super Mario 64 when we talk about positive 2D-to-3D conversions. It’s an unbelievably confident, interesting game that shakes up the Mega Man IP with good voice acting (!), a robust and surprisingly dark story, open exploration, can kicking, stat-altering equipment, and dungeon crawling. Oh, and Tron Bonne, of course. Gone are the days of Robot Masters, Mavericks, boss weapons, and stages (for now). The game even has things like an optional morality system, lots of items to find, and, I suspect, sidequests that most players will never even be privy to. Legends also has this low-poly, 90s anime aesthetic that is utterly to die for, and it’s unthinkable that nobody has tried to ape this exact look in the years since. It’s certainly not perfect, but, for Capcom’s first stab (and, unfortunately, one of their only stabs) at a 3D Mega Man title, it’s not terribly far off.

If I become a Maverick, you have to… take care of me. Promise me, Zero.

After 8 classic Mega Man games, 3 Mega Man X games, and multiple handheld and spinoff games in either series (shout out to Mega Man Soccer), you’d probably expect Capcom’s formula to feel tired by now. Maybe it even did—I don’t exactly know how well-regarded this game was by critics. But for someone like me, Mega Man X4 represents a Capcom near the absolute pinnacle of their creative potential. X4 is an unshakeable fan favorite for good reason.

X4 has gorgeous 32-bit spritework, CD-quality music that perfectly matches every breakneck second of the experience, a unique story path for both X and Zero, and a fantastic collection of Mavericks, weapons/techniques and movement abilities that will be impossible to forget. It’s fruitless to attempt describing just how good this game looks and feels in motion. Mega Man X4 is an achievement in every sense of the word—one that I fear Capcom will never be able to replicate for the remainder of this subseries.

Jump, jump! Slide, slide!

I think Mega Man 8 is always going to signify the game that made me stop listening to Mega Man fans other than myself. This is supposed to be the one that most people are mixed on? What planet am I on?

The mainline Mega Man series makes its first and only appearance on the PS1 here, and I don't know how much happier I could've been with it. The 32-bit visuals are colorful, eye-wateringly gorgeous, and as inviting as ever. The voice acting that Capcom saw fit to add due to the newfound power of the PS1... not so much, but it's so astonishingly bad that it loops right back around to being vaguely charming. Megaman feels wonderful to control, with a small but effective selection of traversal moves (the Rush Cycle?!?) and a fantastic arsenal of new boss weapons. This may also have one of the strongest scores in the entire mainline series—a collection of synthy, airy, and at times pulse-pounding tracks that perfectly accompany this game's imaginative stages. Speaking of that, Mega Man 8 probably has my favorite collection of Robot Masters thus far, and so many of the set pieces just... flat out rule, especially the shmup section in Tengu Man's stage.

I'll admit this though. The detractors are right about one thing. Those snowboarding sections are the worst.

Yeah, I don't know. I probably just rambled a lot, but hopefully I got my point across. I would've never dreamed this would become my 2nd favorite mainline Mega Man game.

As X stares out at the burning remnants of Doppler’s lab, his body trembles from an unknown sorrow.

Wow, I really liked this one! Really imaginative Maverick designs, kinetic movement (a vertical air dash!!!), wonderful music, finally getting to play as Zero a bit, and some interesting boss weapons made this a great palate cleanser after Mega Man 7. The power fantasy in this one is the key, I think—running through Doppler’s lab with the Hyper Chip and Zero’s saber is an absolute blast. Be warned, though, because this game is brutal until you start nabbing a few upgrades for X. Well, that’s it for Mega Man X on the SNES.

This fails to achieve the one thing that every side-scrolling Mega Man game should achieve by default: Mega Man 7 feels atrocious. Slippery, garish, and requiring near-Crash Bandicoot levels of precision for a lot of its most basic platforming segments. Not only that, but...

For reasons that are still unclear, much of Mega Man's progression in this game is tuned around (1) the new Rush Search function, which players are encouraged to use to find optional upgrades hidden throughout the Robot Master levels; and (2) an optional shop menu, where players can spend their hard-earned "bolts" to purchase extra lives, E-tanks, and any other upgrades that they were unable to find with the Rush Search. Clearly, Capcom's attempt to innovate the Mega Man formula isn't ill-intentioned. I respect the swing immensely, especially after six distinct NES games in the same graphics engine. Unfortunately, it was still a swing and a miss for me.

I also need to talk about the game's notorious final boss, Wily Capsule 7. What is going on there? It's possible to dodge some of his attacks with perfect timing, but it's so clearly tuned around going to the shop, purchasing a full set of E-tanks and an S-tank (a new item that restores weapon energy), and tanking the majority of his hits without much strategy. Truly sadistic stuff—neither a final test of the skills you've honed so far nor a means of catharsis. Instead, it just feels hostile.

Look, I'll say it again. This game is gorgeous. I want to live inside of it. But, for you, reader of this review, it would probably be best to look at some screenshots and listen to the music instead of actually playing Mega Man 7. What a miserable, beautiful mess.

The price of peace is high, X thinks to himself. Who or what must be sacrificed for it to become reality?

Mm… I really didn’t enjoy this much at all. It feels great, as is generally the case with Mega Man games, but it’s a shallow husk of Mega Man X. Underwhelming weapons, irritating music, and the weakest collection of bosses that I’ve encountered in this series thus far ensure that this one will be easily forgotten. It’s also laughably easy other than the horribly designed (optional) platforming challenges. Mega Man X2 is a cover band.

How long will he keep on fighting? How long will his pain last? Maybe only the X-Buster on his hand knows for sure…

Mega Man comes roaring into a new generation with the seminal Mega Man X. For a lot of people, this is as good as this series ever got, and it’s very easy to see why. The graphical leap from Mega Man 6 to this (in under a year) is patently insane. A darker storyline, fantastic boss weapons (shout out to Storm Tornado, one of my favorite weapons in this entire series), novel upgrade systems, stunning setpieces, level design firing on all cylinders, and a ton of new tricks up the player’s sleeve ensure that Mega Man X is a fixture in the minds of millions.

At long last, the world is at peace.

Wow! Where Mega Man 5 felt like Capcom sitting on their hands, Mega Man 6 feels like a swansong for the Blue Bomber’s run on the NES. A very inventive set of new fan-designed Robot Masters, fun weapons, and fantastic level design ensure that this one goes down easy. There’s even a jetpack suit! This has been my favorite of the NES series, without question, but it’s a bit on the easy side. Every second of this feels like Capcom telling players that Mega Man’s best days are ahead.

In the year 20XX AD... A vicious army of robots is bent on destroying the world!! And behind this destruction is... Proto Man!?

Mega Man 5 is a good time, but, at this point, it starts becoming clear that Capcom was resting on their laurels a bit. Most of the Robot Masters are well designed, as is generally the case, but the bosses and their weapons mostly underwhelm. Some of the stages were fine, though! Proto Man's castle is fantastic. Still, this game just feels an awful lot like Capcom biding time until the Super Nintendo.

*I should also mention that this game is banned in Vietnam. One of the Robot Masters, Napalm Man, has a jungle stage filled mechanical tigers and punji pits. What on Earth.

Mega Man shattered Dr. Wily’s plans three times and world peace has been maintained so far… but history repeats itself.

If you couldn’t tell from my journal entries, I am absolutely obliterating Mega Man games this weekend. Mega Man 4 introduces the Mega Buster, thereby rounding out the arsenal that will define these games for years to come. This one just feels great, and it’s also got my favorite group of Robot Masters so far (ESPECIALLY Skull Man). It also seems like Capcom is getting closer and closer to defining the perfect difficulty curve for these games, although I should note that this one drops lives and Energy Tanks like candy. Even with all of that in mind, Mega Man 4 doesn’t have too many new tricks. On to Mega Man 5

This whistle... It must belong to Proto Man!

Capcom seems to have taken the criticisms of Mega Man 2's low difficulty to heart. Between the tough new Robot Masters, Proto Man, the Doc Robots, and some tricky new levels, this game is BRUTAL. Luckily, it isn't as thankless as the first game—this one is a whole lot more fulfilling. I also laughed a bit when I got to Wily's Castle and I was subsequently showered with Energy Tanks and extra lives. You can almost hear Capcom begging for forgiveness.