Given the short length of these games, and the fact that I’ll be playing many of them in a row, this is a thread for the entire Classic series. I won’t be replaying Mega Man 1 or Mega Man 2, but you can follow those links to their respective playlists. Mega Man 3 has its own thread on the forum.
Robot Master Roulette - Let’s Play Mega Man 4
Dr. Wily may definitely be gone for good, but a new evil scientist has risen to take his place: Dr. Cossack, jealous of Dr. Light’s fame, has sent eight robot masters to defeat Mega Man and prove that he’s the greatest evil scientist in the world. And, uh… that’s it. Go get ‘im, Mega Man.
Mega Man 4 was released around a year after Mega Man 3, and some would say that this is the point in the series where that short gap between releases really starts to show. Despite this, Mega Man 4, like its predecessor, introduced a move that not only changed the Classic series, but would become a staple in just about every other game: the charged shot. Even without a boss weapon, Mega Man can charge his basic attack so that it actually does damage. Ain’t that nifty?
I Knew You’d Risk Yourself For Dr. Light - Let’s Play Mega Man 5
Oh brother, where art thou? (And why did you kidnap my dad?)
Peace has been disturbed, but this time it’s not Wily behind- what, you heard that last time? Okay, sure. But this time he’s definitely gone, and now it’s Proto Man calling the shots! And not only has Mega Man’s own brother decided to attack humanity, he’s kidnapped Dr. Light in the process! As is dueling tradition, Mega Man must face down eight Robot Masters before he challenge Proto Man. Surely, it will be a tragic battle for the fate of 20xx Japan.
It’s Mega Man 5! Once again it released only a year after 4, and this time around there’s no Charged shot to spice up the gameplay. There is, in fact, no particularly big game changer this time around. But, on the bright side, it does look really nice. That’s gotta count for something, right?
Mega Man Escapes to the One Place That Hasn’t Been Corrupted By Capitalism - Let’s Play Mega Man V
See you, space robot.
A new threat has appeared to attack the Earth, but this time it’s not Wily… no but seriously, it isn’t. See there’s this robot named Terra, right? And he didn’t mention Wily once, so there’s no way they’re connected. Anyway, Terra and his group of Stardroids have invaded Earth, and even Mega Man seems powerless to stop them. At least until Dr. Light arms Mega Man with… the Mega Arm. Equipped with this powerful new weapon, Mega Man must square off against the Stardroids and stop their leader, Terra.
The Game Boy Mega Man games (known as the Rockman World games in Japan,) were mostly remixed versions of the NES classic games. They mixed half of one game’s Robot Masters with half of the next game’s, (for example, four Robot Masters from MM1 and four from MM2, the last four from 2 and four from MM3, and so on,) and remixed their corresponding levels. Mega Man V, however, is different. This game focuses on a completely new set of bosses, named the Stardroids. Their themes focusing on the planets of our solar system makes them unique amongst the other boss sets of the series, and really sets Mega Man V on its own compared to the rest of the GB Mega Man games. Which is why I’m playing this game and not the rest of the Game Boy games: I love how unique this game is, even if it isn’t my favorite game in the series to play.
Roll Call - Let’s Play Roll-Chan 6
Good news: We’ve got a multicultural group of robots!
Bad news: This game was made in 1993.
The First Annual Robot Tournament has been hijacked! Its founder, Mr. X, used the tournament to trick scientists around the world into making robots for him. And to make matters worse, it turns out that Mr. X, who definitely is not Wily , was actually manipulating Wily all along! And so, he does the usual thing and sends out a team of eight Robot Masters to take over the world.
This time, though, Mega Man isn’t around to stop him. Thankfully, though, Roll is here to save the day this time around.
Mega Man Roll-Chan 6! This is the last hurrah of the NES Mega Man games, though certainly not the last of the 8-Bit series. And although this game came out only a year after the lackluster Mega Man 5, this game does a far better job of ramping up the Classic experience. This game’s weapon set is a joy to use, and even includes a fun new surprise: instead of the Rush Tango Coil, Roll can just henshin with her cat instead. This might not sound like a big deal, but having two distinct forms instead of just giving the player a few different ways to skip platforming changes the game a fair bit. And with some solid level design and great visuals, this was a great way to send off the Classic NES games! … Or at least it would have been, if not for the racism. It’s about Punch-Out levels of racism, so it’s nothing worse than some very unfortunate stereotypes. But that’s not a problem that most Mega Man games have, (unless they’re Powered up,) and I much prefer having cool character designs that don’t immediately make me say “oof.”
And the last noteworthy thing: you’ve probably noticed by now, but this is definitely not the Mega Man 6 you remember, in that Roll wasn’t the main character. Roll-Chan 6 is a sprite replacement hack by Zynk Oxhyde, who has also done sprite swaps of the other NES and Game Boy Mega Man games. So if you’ve wanted to play as Roll, a feature that has been sorely lacking in all of the Classic games to this day, they’ve got you covered.
Super Nintendo Fighting Robot - Let’s Play Mega Man 7
But who does Bass are belong to?
It has been half a year since Roll arrested Dr. Wily. Everyone thought the doctor was done for good, but it turns out he had a contingency plan. Enough time has passed that Wily’s dead man switch has activated, unleashing four robots into the world to break him out of jail. But while Mega Man has his hands full trying to stop Dr. Wily, a new robot makes his appearance: Bass, and his own robot dog Treble, claims he’s also trying to put a stop to Wily’s schemes. But can Bass really be trusted? And at the very least, isn’t he aware the Classic series already has a loner character?
Welcome to Mega Man 7, the first 16-Bit Mega Man game that isn’t a remake! (Sorry Wily Wars.) Boasting fancier graphics and some quality of life improvements, MM7 is a pretty solid entry into the series. That being said, there are some growing pains in this new style, but if nothing else that is preferable to the stagnation that was hitting the latter NES games.
I’m also using a romhack for Mega Man 7 as well! It’s nothing as fancy as the Roll-Chan 6 hack, but check out Mega Man 7 Redux if you want some restored text from the Japanese version, but keep the US ending you might be used to.
Bass would fight us sooner, but he keeps getting stuck in six-pack rings.
Following Wily’s near-death experience in 7, things are looking more or less normal. Mega Man fights his anime rival every other week, and Wily’s been working on his next eight robots. But unbeknownst to the regular cast, a new threat is quickly cascading towards Earth: two figures have had a battle and space, and both now find themselves learning how atmospheric entry works. But most importantly, these strange entities give off amazing energy signatures, and it becomes quickly obvious that obtaining them would give one access to incredible power…
Welcome to Mega Man 8! In terms of main series games that aren’t remakes, 8 is the first Classic game on a non-Nintendo console. It’s also Mega Man’s 32-bit outing this time around, and while it’s not technically as big a leap as 6 to 7, 8 still looks amazing. And while special weapon quality is subjective, (they’re the best weapons don’t @ me,) there’s also a few quality of life changes that make the “gun” part of run and gun a lot more fun.