#MEGA MAN 6 BACKGROUND SERIES#
There's another reason why 4 marked the decline of the classic Mega Man series the fake-out bosses. Mega Man 5 had some interesting stage gimmicks, like Star Man's low gravity or Gravity Man's complete reversal of it, but was otherwise same old, same old. It's right around here that the series grew kind of stale 4 was the start of Capcom sort of "phoning in" each new Mega Man game. 4 gave you the Mega Buster, letting you charge your shots to deal more damage. 3 added the Rush items, and made you refight the MM2 bosses with your new weapons(a gimmick used to hell and back in the Gameboy Mega Man games). 2 refined the formula, making a bigger game that looked, sounded, and played better than before. What did the other Mega Man games do right? Mega Man 1 kicked off the series and introduced the rock-paper-scissors element of boss weaknesses. To understand how Mega Man 6 pales in comparison to the Mega Mans of old, one must glance at the big picture. Why didn't Capcom support their own franchise? There are several economic and business reasons, but I'll just assume it's because Mega Man 6 is a shadow of what Mega Man once was a very thin shadow. Capcom didn't even publish the game in North America Nintendo did it. In 1993, they did it again with Mega Man 6, and it hit our shores in 1994, with little fanfare. Capcom kept the Blue Bomber in 8 bits as long as they could, pumping out Mega Man 4 and Mega Man 5. but one little blue fellow had stayed behind Mega Man. Folks like Mario, Link, and Simon Belmont had left long ago for the Super NES. Underrated gems like Kick Master and Little Samson along with the usual dilude of licensed crap that people still bought kept the system afloat. Through a combination of cheap price, an extensive backlog, and some people selling their souls, the NES continued to stay profitable throughout the 90's. (though the only thing that blew with those two were the consoles themselves.) Yet, amidst all this comparing of bits and processors that an intrepid writer could easily make a penis joke out of, an old bastion of video games still held the spark of life the Nintendo Entertainment System.
Hell, we were even seeing people attempt to up the ante and offer a next-gen experience consoles like the 3DO and Atari Jaguar promised a completely mind-blowing experience. Blast processing and ACM graphics were in, along with some pretty grandiose adventures for the pretty sprites and renders to undertake.
#MEGA MAN 6 BACKGROUND FULL#
The Nintendo/Sega rivalry of the 16-bit era was in full swing, with Nintendo laying golden eggs like Super Metroid and Donkey Kong Country, and Sega giving the world Sonic 3 followed by Sonic and Knuckles.
What a time to be a kid playing video games.
#MEGA MAN 6 BACKGROUND CODE#
On the stage select screen, change memory address $DF8C to $08 or use GameShark code 01088CDF, and press Start.