This game is the first Mega Man Game boy game and in my opinion, the worst. Let’s find out why.
Graphics: The graphics are on par with MM1-2, in part because most of the weapon, enemy, and item sprites are directly copied from those games. Everything has a clean look to it, and there's a fair amount of detail in the environments. Some level sections are a bit mundane, with repetitive motifs and patterns dominating the landscape, but other sections seem conscious of that repetition and toss in just enough variety (a window looking out into space, a deliberately contrasting blank background, etc.) to keep things interesting. For an early Game Boy game, the graphics look great; for a Mega Man game, there's not as much variety, complexity, or...well...color as usual, but it still looks good.
Music: Faithful recreations of the NES tunes mingle with some pleasantly catchy new compositions that successfully capture the essence of a Mega Man soundtrack. I generally prefer the original NES renditions of the music that's been adapted, but the sound here is cleaner and usually more complex.
Addictive: There are four stages to pick from in the beginning. That means only 24 ways to play the game. The boss gauntlet in Wily 1 hardly counts—picking which teleprompter to enter first influences the flow of the game for all of two minutes, and the special weapons you gain make it POSSIBLE for the average gamer to beat the other bosses, not just EASIER, so it's not like sequence-breaking is much of an option for most people. A handful of optional power-ups try their best to add replay value, but they scarcely make a dent.
Story: What story? Dr. wily has returned with four original Robot Masters and a so-called “Mega Man killer”. It’s hardly different from any other game in the series.
Depth: Six stage total, no secret items or Easter eggs. You could theoretically beat the game in an hour or two… if it wasn't for the difficulty.
Difficulty: On paper, these challenges seem fair enough. Dodging rolling buzz saws on conveyor belts; avoiding Octopus Batteries as you climb ladders; fighting Snipers on icy cliffs ...what makes the game so unpleasantly brutal is the incredibly unbalanced distribution of power-ups, combined with the expectation that Game Boy Mega Man is as quick and limber as his NES counterpart. Enemies drop weapon capsules galore, but health capsules are rare, and the few that are specifically placed in a level generally come before the part where you need them. Extra lives are terribly hard to come by, and it's a safe bet that you'll get yourself killed at least once or twice if you go after the couple that are specifically placed in a level. Between the small screen area and Mega Man's sluggish movement, success really comes down to pure memorization of enemy placement and patterns—there's barely any room for good reflexes, clever weapon use, general platforming skill, and even dumb luck to make much of a difference. The game is as demanding as the NES games, but no concessions are made for the design limitations, and the rewards have never been so unrewarding.
Overall: This game could have been great. Unfortunately, it was pulled down by a lack of story, depth, replay ability, and ridiculous difficulty. You might want to play for the music, but otherwise you’re better off with Mega Man IV and V for Game boy. This game is the first Mega Man Game boy game and in my opinion, the worst. Let’s find out why.
Graphics: The graphics are on par with MM1-2, in part because most of the weapon, enemy, and item sprites are directly copied from those games. Everything has a clean look to it, and there's a fair amount of detail in the environments. Some level sections are a bit mundane, with repetitive motifs and patterns dominating the landscape, but other sections seem conscious of that repetition and toss in just enough variety (a window looking out into space, a deliberately contrasting blank background, etc.) to keep things interesting. For an early Game Boy game, the graphics look great; for a Mega Man game, there's not as much variety, complexity, or...well...color as usual, but it still looks good.
Music: Faithful recreations of the NES tunes mingle with some pleasantly catchy new compositions that successfully capture the essence of a Mega Man soundtrack. I generally prefer the original NES renditions of the music that's been adapted, but the sound here is cleaner and usually more complex.
Addictive: There are four stages to pick from in the beginning. That means only 24 ways to play the game. The boss gauntlet in Wily 1 hardly counts—picking which teleprompter to enter first influences the flow of the game for all of two minutes, and the special weapons you gain make it POSSIBLE for the average gamer to beat the other bosses, not just EASIER, so it's not like sequence-breaking is much of an option for most people. A handful of optional power-ups try their best to add replay value, but they scarcely make a dent.
Story: What story? Dr. wily has returned with four original Robot Masters and a so-called “Mega Man killer”. It’s hardly different from any other game in the series.
Depth: Six stage total, no secret items or Easter eggs. You could theoretically beat the game in an hour or two… if it wasn't for the difficulty.
Difficulty: On paper, these challenges seem fair enough. Dodging rolling buzz saws on conveyor belts; avoiding Octopus Batteries as you climb ladders; fighting Snipers on icy cliffs ...what makes the game so unpleasantly brutal is the incredibly unbalanced distribution of power-ups, combined with the expectation that Game Boy Mega Man is as quick and limber as his NES counterpart. Enemies drop weapon capsules galore, but health capsules are rare, and the few that are specifically placed in a level generally come before the part where you need them. Extra lives are terribly hard to come by, and it's a safe bet that you'll get yourself killed at least once or twice if you go after the couple that are specifically placed in a level. Between the small screen area and Mega Man's sluggish movement, success really comes down to pure memorization of enemy placement and patterns—there's barely any room for good reflexes, clever weapon use, general platforming skill, and even dumb luck to make much of a difference. The game is as demanding as the NES games, but no concessions are made for the design limitations, and the rewards have never been so unrewarding.
Overall: This game could have been great. Unfortunately, it was pulled down by a lack of story, depth, replay ability, and ridiculous difficulty. You might want to play for the music, but otherwise you’re better off with Mega Man IV and V for Game boy. |