Review RadicalMooseLamb 4/5 · May 24, 2026
Grandfather to all modern Megaman experiences
I played through every megaman on the legacy collection. Two and Four were both very enjoyable to me. Wasn't as much a fan of Three and I really disliked Five. I was honestly very surprised at how much I enjoyed Six.
All the little things add up
Graphics
It's things like bosses getting a splash of detail and life to …
I played through every megaman on the legacy collection. Two and Four were both very enjoyable to me. Wasn't as much a fan of Three and I really disliked Five. I was honestly very surprised at how much I enjoyed Six.
All the little things add up
Graphics
It's things like bosses getting a splash of detail and life to their presence when you start a stage. When you beat a stage you get to watch a cool shot of megaman that is more than just the little sprite.
These mind sound like minor graphical updates but those two things are the core of the experience of megaman. How cool is the boss and how cool does it feel to get his power.
Gameplay
None of the powers this go around really wowed me. Lot of reused power types from previous NES era megaman games. But they were actually useful unlike megaman 5's powers which there was about three good ones and the rest were beyond bad.
The real standout here is the Energy Equalizer. This is the single greatest QoL feature in the entire history of the megaman series. It completely changes how you use powers. Normally you end up conserving power usage because it's a pain to refill your powers. The energy equalizer gives power refills to your lowest power which finally lets you run around like you can in more modern megamans really using all of your arsenal.
The second standout is Jet Megaman and Power Megaman. Two of the greatest upgrades to rush in existence. Even some of the modern megamans like megaman 11 are inferior compared to these two powers. They completely overhaul rushes bad system of limited forward flight and springboard. Which also could run out of power. The flight and punch are infinite and are a crazy amount of fun to use.
Level Design
Fantastic level design in megaman 6. Easily the best level design of any of the NES megaman games. It's not even close. It blows all the other ones out of the water by a thousand fold. Power Megaman and Flight Megaman give you all kinds of opportunities to get around and explore different areas. Theres different routes through levels. It's more fun and rewarding to get items. The game can't troll you as much with stupid mechanics.
The mechanics that do exist are fun and engaging, not frustrating! Really enjoyed all the stage gimmicks. Megaman 6 might be one of the most fair megaman games. Not necessarily easy just fair. It's not trying to cheat you out of winning. If you play well you are rewarded.
Jet Megaman yet again comes into play here because elements like falling through spike tunnels don't just cause an instant death your first time like in every other spike tunnel in every other megaman game. Because you can use the flight to slow down some to see which direction you should fall on your first attempt. Brilliant use of strategy with your powers.
Music
Really really enjoyed the music in this one. I'm not sure I would rate it the best megaman music of any NES era megaman game. But the music was definitely great and varied.
Verdict
I didn't even get around to mentioning the bosses themselves. Centaur Man might be one of the coolest Robot Masters in classic megaman. I love that his design is really unique.
I personally rate this one a 4.5 out of 5 stars. Within the context of the NES era. The super nintendo era of Megaman kind of blows the NES era away. But this one easily is worth playing and holds its own really.

The level for Knight Man is definitely my favorite, with the contrasting chartreuse and purple color scheme. Tomahawk Man's stage is also similarly quite colorful.
I kinda get the feeling sensitive twitter kiddies would absolutely cancel his ass.
Anyway, I think this game stands out quite well, the Robot Masters are some …