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Mega Man 4, 5, & 6
Completionist Info
Mega_Man_4,_5,_&_6_-_The_Completionist_Ep._126
Episode Number 126
Date Released April 17th, 2015
Completionist Rating Finish It!
Link Mega Man 4, 5, & 6 - The Completionist

Mega Man 4, 5, & 6 are action platformer games for the Nintendo Entertainment System. They were released in 1991, 1992, and 1993 in Japan respectively. In each of the games, Mega Man must set out to defeat the evil Dr. Wiley to prevent him from taking over the world with his army of Robot Masters.

The mechanics from the previous games in the franchise are essentially the same. Mega Man 4 adds the ability to charge the Mega Buster, Mega Man's basic attack. This is a function that has been in every Mega Man game since. In addition to Rush, who was also in Mega Man 3, Mega Man 4 adds two optional adaptors: the Wire Adaptor and Balloon Adaptor. Mega Man 4 is often seen as a decline in quality from the first three titles in the original NES Mega Man games.

Mega Man 5 marks the introduction of Beat, an optional weapon that can be collected in the player collects the letters M, E, G, A, M, A, N, V in each of the eight robot masters' levels.

Mega Man 6 replaced Rush with a new feature: Rush Adaptors. These allow Mega Man to give a boost to his jumps with the Jet Adaptor, or allow him to perform powerful punches with the Power Adaptor. Both of these adaptors can be used infinitely without the need for any weapon energy.

The Completionist[]

Jirard reviewed Mega Man 4, 5, and 6 for the 126th episode of The Completionist, as well as for the second episode covering the Mega Man Anniversary Collection on PS2.

Though Jirard notes how the graphics don't look much better compared to the first three games, he compliments them as more polished, and the level design as fresh. However, he has gripes with these games padding out the game length with an extra castle after the robot masters. His opinions on the robot masters is mixed, as they're unusual and fan-submitted. 4 has his favorite bosses of these games. He also praises the progression of the music in the same engine as the other games.

Jirard is thankful that the ability to charge the Mega Buster has finally been added to the series as of the 4th game. He's also fond of the way Rush is used in the 6th game. Eddy is also appreciated to give the player a bonus for getting to a certain point in the level. Beat excites him, as he is broken in 5. As a whole, Jirard agrees that the games kinda blend with each other, though he appreciates the subtle difference in mechanics from game to game. One thing he has gripes with is the repetitive usage of Dr. Wiley throughout the series.

Though Jirard finds Mega Man 4, 5, and 6, he finds the core series was burning out for its time, especially with the arrival of Mega Man X.

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