Get your shit kickin’ boots on folks, ’cause today’s gonna’ be a real slobber-knocker!
That’s right kids, today we’re gonna’ be talkin’ about Mega Man 6!
More specifically, we’re gonna’ be deciding just who’s The Best MAN in Mega Man 6.
Mega Man 6 holds a special place in my heart.
Me being me though, I was very thankful to my parents, and went to great lengths to play the shit out of my new Mega gifts.
At this point in time I had yet to play, let alone of hear of a Mega Man beyond #4, making 5 and 6 a special treat for me.
Based on some of my harsh words regarding Mega Man 5 yesterday, I’m sure many of you can deduce how I felt about that game as a kid.
Well, despite Mega Man 5 sucking a monster of a Blackanese cock, I really enjoyed Mega Man 6.
In fact, of the 3 games gifted to me, 6 was the only one I beat on it’s original cartridge.
The basic plot of Mega Man 6 involved yet another scenario wherein Dr. Wily is not the villain from the get-go.
This time around, a mysterious man named Mr. X hosts a global exhibition of robot engineering, only to use this event as a means to steal 8 of the world’s most powerful robots to use for his evil machinations.
Long story short, Mega Man sets out to battle Mr. X, only to later find that Mr. X is actually Dr. Wily in disguise (no fucking duh).
Mega Man 6 added a decent amount of new stuff to the series.
While this once again served to over-complicate much of the gameplay, unlike #5, many of the additions were actual attempts to try something different.
The “Jet” adapter, shown on the box cover, allowed the player to fly to a certain extent by holding the jump button in mid-air.
The “Power” adapter, or “Mega Man Football Pads” as I referred to them as a kid, allowed the player to shoot powerful short range blasts, as well as use charge shots to blow up cracked blocks.
Both of these adapters, while causing Mega Man to become incapable of sliding; served to expand the gameplay by affording the player new options in how to approach each stage.
Consequently, the level design featured numerous branching paths for each stage that often required the player to use these Rush adapters to traverse or reach.
While none of these alternate routes were required to beat the game, clearing 4 out of 8 of the robot master stages via these routes would reward the player with that useless fucking bird, Beat.
The Energy Balancer allowed the player to pick up weapon power items and have that energy allocated to the weapons that need it most, automatically.
This was a huge time saver, and should’ve been in the series from day one, however Mega Man 6 was the first game to have this feature.
Subsequent titles in the series have since made this a standard feature of gameplay, albeit one that still needs to be purchased or discovered in-game.
Even of this hippie-dippy-gobbledy-gook though, let’s get down to who’s The Best MAN!
Well, that’d have to be…
While pretty much all of the designs in Mega Man 6 are excellent, determining which was The Best MAN was a fairly simple matter.
Let me walk you through the process:
You see, the prime issue is that they lack the MAN factor that is implied when searching for The Best MAN.
While a decent enough MAN, Flame Man was always the first guy that I would take on, (either that or Plant Man) so, like Metal Man in Mega Man 2, even though I like his design a lot, he’s too much of a wimp to be true MAN material.
That leaves us with 3 MEN to work with: Knight Man, Tomahawk Man, and Yamato Man.
While all 3 have great background music and cool weapons, Knight Man was the first cut due to being a truly pathetic challenge when you finally get around to fighting him.
Tomahawk Man had my favorite background music in the game:
Despite this, my decision ultimately boiled down to who was the most fun/hardest to fight, and that, for the 11 year old Azn Badger; was always Yamato Man.
Both guys only had 2 attacks, but 1 of Yamato Man’s involved him shooting his spear head at you, and then dashing across the room to retrieve it.
Tomahawk Man’s moves were both horizontal projectiles that were relatively easy to jump over.