Mega Man Derusting: Mega Man 6 (NES)

So I have a long history with the Mega Man games growing up. I came up with the Mega Man Derusting series to do such a task. The goal is to play and finish Mega Man 1-8, and possibly 9-11 later, along with Mega Man X1-4. I still have my Mega Man 1-4 carts and hadn’t really played them in years but I wanted to share my adventures on stream of relearning my way through the classic titles, and in some cases finish the later games to completion! 

THE REVIEW: This Mega Man was easier than 5 was, but still tough, and I seem to have a new tradition now of having things fall apart at the boss rush and Wily fights at the end, lol. I had a good time playing this one, getting used to the rush adapters was a bit of a chore, and I enjoyed the multiple paths throughout the robot master stages as well as the boss castles. The gimmick of this one are the Rush Adapters and it shows with how the stage environments for the robot masters and boss castles force you to use one or both of them at different points to progress and/or find items.

GRAPHICS & SOUND: The graphics are about the same as previous games, but there’s more in the backgrounds and foregrounds and little details in the enemies, robot masters and more. I do like the graphics showing Rush turning into the punching or jet adapters. Check out the backgrounds in many of the stages and they’re not flat but lots of detail, especially the sun in Tomahawk Man’s Stage. There aren’t any really large mini-bosses in this one (thankfully), but those that show up are still pretty styling. The bosses in the castles look great, especially the dino boss and Mr X’s swinging ball. Check out the eyes looking back and forth as you fight him! The details in the Met Dispensers made me smile too.

Music is what you expect from a Capcom game, high quality. Not a lot of tracks stand out in this one and they sound a big twangy, but the music in the boss castles is worth whistling too. I love the boss music and the lightning effect of the robot master coming down for the fight!

PLAY CONTROL: Mega Man controls like he has before with a stronger Mega Buster than in MM4 and MM5, he can still slide and stop on a dime (unlike MM1). Using some of the weapons can be a chore until you learn how they work. I like and don’t like the Rush Adapter idea: They’re fun to use, but you lose the full strength of the punch if you get hit by enemies and can’t slide. The Jet Adapter isn’t like the traditional Rush Jet where you get on and go. You jump up and power it up to full power then fly, until then you can still fall into a pit and your flight is limited. Full power makes you fly high to the top of the screen and you don’t have much control over where you want to go.

CHALLENGE: MM6 isn’t as hard (to me anyway) as 5 was. The Robot Master fights are interesting but can be a pain and you can find yourself drained of the weapon that’s their weakness fast with a few of them. You may find yourself using Energy Tanks a lot with the boss rush. The game is generous more than 5 was on Tanks and Eddie locations, but no M tank this go around. Many Tanks in stages are hidden behind blocks or spots you need a Rush Adapter for.

The Rush Adapters are the gimmick for the game and it shows cause it feels like the stages and boss castle stages were designed around needing and wanting to use one of both of them to progress, or find stuff like Energy tanks. Some of the stages are interesting like Knight Man’s castle and Tomahawk man’s stage, the springs in Plant Man’s stage are annoying until you learn how to super jump off them, and even then you’re springing over pits and enemies are coming out of the pits and across the screen to mess up your day. I am a bit annoyed that MM6 keeps up a tradition of being attacked by enemies on the way to the final Wily fight, after defeating his first form right after the boss rush.


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