Megaman 1-3

Megaman

Notable Differences: (1) Highscore System with Point Balls (2) Instant Death Upon Hitting a Spike under No Circumstances (3) 6 Robot Masters instead of 8 (4) Game Paused when picking up Items (5) Pause Screen separate than Weapon Screen (6) Original Game had no Weapon Names (7) Robot Masters reappear when revisiting a stage (8) Items reappear after changing screens (8) Megaman has a few seconds of invincibility after receiving damage (9) Item required to pass a stage (10) No passwords (11) No Energy Tanks (12) Yashichi Item to Fully Restore All Energy-Based Weapons and Items

Difficult Robot Masters: None

Useful Weapons: Guts Man "Super Arm" acts more like a utility that allows you to grab debris (only way to obtain "Magnet Beam" on Elec Man's stage); Ice Man "Ice Slasher" freezes enemies and fire; Cut Man "Rolling Cutter" destroys certain unstoppable enemies.

Review: Levels and Fortress Bosses are ultimately harder than the Robot Masters. It would have been beneficial to know that "Magnet Beam" is required to pass the first boss room before attempting it. You don't automatically get it either if you completed all the bosses. Although most of the platforming and enemies are doable with Megaman's basic powers, it took me more than a dozen tries to get through Guts Man moving platforms (and note that you won't be able to place platforms of your own, seeing his weapon is required to get Magnet Beam). If that wasn't stressful enough, "Yellow Devil" (the first boss) made me quit the game entirely. You get one shot at his eye before he moves his body into pieces across the screen.

Megaman 2
Notable Differences: (1) E-Tank (2) Transporter Room for Robot Master Rematch (3) Able to charge a weapon (4) 8 Robot Masters (5) Items automatically obtained after defeating a Robot Master (6) Momentary Invulnerability after Defeating a Boss (7) Normal Difficulty to make the game easier to finish (8) One-Shot Robot Master Deaths

Difficult Robot Masters: None

Useful Weapons: Crash Man "Crash Bomber" clears blocks; Wood Man "Leaf Shield" clears enemies when moving on platforms; Flash Man "Time Stopper" stops lasers and enemies from appearing on screen

Review: Robot Masters are a joke if you happen to know their weakness. In fact, Metal Man's "Metal Blades" can easily overcome a lot of your obstacles. All my feelings on the difficulty of this game is intact from my childhood. There are three levels that are very demanding unless you have the appropriate items to help combat them. Item 2 (from Air Man) helps you in Heat Man's stage, Item 1 (from Heat Man) helps you across Air Man's stage, Flash Man's "Time Stopper" to get through Quick Man's instant-death lasers. Confused? Since you have to choose, I always chose to do Air Man's stage before Heat Man's. You might be forced to farm energy (by respawning enemies off-screen) if you don't have enough to pass a certain part of the game. Mecha Dragon (first Fortress boss) is only difficult if you don't keep jumping across the platforms. Eventually you will be able to get your shot at him. Alien (the final boss) requires at least 50% Bubble Man's "Bubble Lead" before even entering the zone. Nothing else hurts him.

Megaman 3
Notable Differences: (1) Slide Technique (2) Your beloved item companion Rush (3) ProtoMan (4) Fight Previous Robot Masters (5) Physically maneuver Aircraft (6) Refill Equipment in Fortress Stages (7) Submarine (8) Weapon physically being seen added to the weapon bar after defeating a Robot Master

Difficult Robot Masters: Top Spin (from Top Man) easiy destroys Shadow Man. Magnet Missile (from Magnet Man) takes out Hard Man. Gemini Laser (from Gemini Man) if you want a shot at the hardest boss, Needle Man.

Useful Weapons: Hard Man "Hard Knuckle" clears walls; Shadow Man "Shadow Blade" used for firing at alternate directions.

Review: My love for the creativity in the Snake's Man stage runs parallel to my fear of Needle Man. Though, none of the first 8 bosses are easy. They all take a bit of maneuverability around their attacks. The reason Needle Man is difficult is he holds the key to getting Rush Jet (allowing you to fly everywhere with ease, especially in Snake Man's air section). Though you may want the Rush Marine (from Shadow Man) for the underwater section on the Gemini Man stage. The rest of the game gives plenty of 1-ups and energy tanks to hold you through all the bosses. Yellow Devil MK-II (from first Mega Man) is made slightly easier with slower movement and another literal second to attack his eye.