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How cooked is Mega Man 6's engine?
89,746 views • 10 months ago •via X (Twitter)
42 Comments

I KNEW I WASNT SKILL ISSUING THATS BSS

Y'know, I had always labeled MM3 as the most buggy game in the original NES games, but after seeing this, I think MM6 might be a strong contender for that title. Also, use caution when using the Jet Adapter because sometimes it'll just eat your jump inputs, even on the ground.

Don't count out MM3 that fast... in 6 you at least have to do *something* to get your inputs eaten

Mega Man 6 getting an engine rework, even one as buggy as this, feels weird, especially so late into the NES's lifespan. There has to have been some conscious reasoning behind this, *somewhere*. Were there plans for an NES Mega Man 7 at some point?

MM5 bros, we just keep winning

The coyote time is actually a crucial mechanic to platformers, but you aren't supposed to be able to notice it. seems like being underwater makes it last longer than it should

"Crucial" is debatable, none of the other MM games have it to my knowledge. But I don't think it's supposed to let you literally run on air like that lol.

It is, and it's supposed to last only about 2-3 frames. It's a gamefeel thing, and No coyote time feels extremely unfair to players.

"Coyote time" in reference to old games just means oversized hitboxes. Explicit implementations like the one in Celeste, or as seen here in MM6, are really rare. It's not in any classic Mario, Sonic, other MMs, etc. It's nice to have, but overstating its import is revisionism.

i still enjoy the game but wow any idea why 6 had an engine rewrite

This is why I will only play @infidelity_nes's SNES port of this game lol. It doesn't fix all of those issues I imagine, but it does fix the Slide and no pause on item pickup. Plus soundtracks. For me it took MM6 from "never gonna replay this" to "replay this for fun"!

@infidelity_nes I imagine the slide fix alone does a lot for the game. Puresabe made a similar patch for RM6 and it's such an improvement. It also helps that 6 has some pretty good designs going for it at times.

It absolutely transforms it. The flow is GREAT. I think the port was based on that RM6 patch? But it includes the JP and US version differences too, you can select which version to play. Plus L/R swap, and select a weapon to shortcut swap on X.

I knew this game felt jank as fuck compared to 1-5 but I could never articulate how it was off aside from the obvious ice physics. Strange that they decided to do this on the last NES title though

6 was my favorite. The jetpack was awesome. I never actually learned how to slide when I played it.

MM6 used to be my favorite in the series but after I realized how scuffed the sliding and jump-input-dropping are my opinion has dropped significantly

No, but I like 6... It had all these problems? Is 5 where it's at?

Purely looking at controls/engine, yes 5 is the cleanest. But you can get used to each game's quirks and overall level design is much more important, so this doesn't make 6 automatically bad. I'd take 6 over 5 any day.

On both times I've played this game so far, it's always bothered me that I cannot jump out of a slide.

Put this in a fight against 2 Gameboy

Shit my mind is blown now …. It explains I struggled when I played 4-6 consecutively wow

They were rushing those games oh my goodness

..... No matter what faults you point out, you will never stop me from loving this game! Haha

The price of finally capturing Dr. Wily.

i think the biggest offender is the terrain pushback, the other stuff i didnt really struggle with

you forgot to mention that apparently if you jump in a direction and shoot within a certain frame window your inputs just get completely eaten. This makes damageless run's specifically extremely annoying as you have to completely change the way you play the game

This makes me genuinely curious if anybody’s made a hack of some kind that basically backports 6 into 5’s engine (or just ports Rocks movement etc from 5 over to 6)

Yeah mm6 was fucked up technically wise Thankfully, it had decent level design and good gimmicks and new features to somewhat save it from being horrible

doesn't the charge shot have a sound that just never plays?

Huh. I never caught half of this stuff. I guess that would explain why certain parts were a pain in the ass

Did the complete works fix those issues?

I just remembered something about MM5 vs 6. I think that 5 would swap animation graphics for Mega, like walking and sliding tiles were loaded when those animations were needed, saving some vram space for other things I assume. But 6 reverted back to no swaps I recall.

Very interesting! What are your thoughts on IV? It's not my favorite in regards to difficulty, but I always remember it as the prettiest and best game feel. Seemed to get everything right that it learned from I-III engine-wise.

The first 3 are the best until they made 9 and 10. 9 is super hard btw

Despite all this, I still absolutely love 6.

Huh that wa a a a. was why I feelt this game was clunkier to play than the previous ones I guess

Y'know I knew MM6 was kinda fucked with the whole dropped inputs thing but I didn't know it was THAT bad

I knew 6 didn't feel right but this really opened my eyes. I will say though, Mega Man 6 has one of my all time favorite robot master themes...

Good to know I wasn't insane when I felt like I landed on a platform only to get pushed back. These issues along with the weird physics really drag down this game for me.

I thought the ice thing was arbitrary until the shots… what? This is a really cool break down, thanks, love it!

Fine. So go make a romhack!

This explains so much as to why MM6 feels so weird sometimes


