Mega Man: The Sequel Wars (MD, 2023)(Homebrew)
Mega Man 4:
Graphics-8.5 Sound-8 Control-8.5 Challenge-7* Story-5.5
Level Design-7 Frustration-7.5* Fun-7.5 Originality-4.5
Overall Score-7.5
*Higher if you don't exploit boss weaknesses and use the special weapons in the right spots. Lower on Easy or with some of the optional extras
+
Three playable chars (Roll - fights with a broom and can make long jumps using slides, Protoman - can block w/ his shield but is more fragile, Man)
Interactive tutorial was added to the "get weapon" screens
Great use of color and even uses shadow/highlight mode at times for lighting effects (Pharaoh Man's level), Nice new boss intro animations, Nice background updates overall, Added debris when taking out some enemies
Difficulty options (easy-hard)
Can choose between the MM4, 5 or 6-style charge shot (MM4 one is smaller but stays charged after being hit, in MM4 if it does 3 damage and kills an enemy, it will keep travelling across the screen until it hits an enemy it cannot kill)
Choose between a modernized and slightly remixed OST or a Wily Wars-style one
Other gameplay options (full arsenal (gain all weapons from MM4-6 and use them in any level), infinite lives, double jump and air slide, burst chaser - 2x movement speed, )
Unlockable free play/level select (beat the game)
6-button support (rapid fire on X, weapon switching on y and z)
See MM4 NES and MM: Wily Wars
+/-
See MM4 NES
No ammo tanks
No ammo refill until you use a continue or beat a level (or a detour ending with an item upgrade?) - beating a castle level doesn't refill ammo however
? E-tanks respawn after using a continue (so you can keep collecting them in any stage that has one)
-
Still has a slight delay when starting to move from standing position
Some trial & error (the cheap deaths and hits here and there weren't removed, you need to save a certain weapon for one unknown occasion or you are screwed (=have to use a continue; pharaoh shot for final boss))
Overly large hit box for dive man
No ammo between the boss rush and final boss
Still have to actually select a special weapon or item to refill any ammo when picking up ammo (otherwise the ammo is wasted)
Some slowdown (seems a bit less than in Wily Wars though as well as in the NES game)
Toad Man was only slightly improved (?), Dust Man wasn't, and drill man can still get semi-stuck in a loop where he keeps going underground right after getting back up
Still has the empty rooms and sometimes several mini-bosses in a row
Unskippable boss intros where their health fills up+castle level map animations
Still no health or ammo drops from mini-bosses
Toad rain and flash stopper are still pretty OP
So-so lead instrumentation in a couple of songs
Seems a bit harder to get the e-tank at the end of the auto-scrolling russian castle level?
See MM4 NES
Graphics-8.5 Sound-8 Control-8.5 Challenge-7* Story-5.5
Level Design-7 Frustration-7.5* Fun-7.5 Originality-4.5
Overall Score-7.5
*Higher if you don't exploit boss weaknesses and use the special weapons in the right spots. Lower on Easy or with some of the optional extras
+
Three playable chars (Roll - fights with a broom and can make long jumps using slides, Protoman - can block w/ his shield but is more fragile, Man)
Interactive tutorial was added to the "get weapon" screens
Great use of color and even uses shadow/highlight mode at times for lighting effects (Pharaoh Man's level), Nice new boss intro animations, Nice background updates overall, Added debris when taking out some enemies
Difficulty options (easy-hard)
Can choose between the MM4, 5 or 6-style charge shot (MM4 one is smaller but stays charged after being hit, in MM4 if it does 3 damage and kills an enemy, it will keep travelling across the screen until it hits an enemy it cannot kill)
Choose between a modernized and slightly remixed OST or a Wily Wars-style one
Other gameplay options (full arsenal (gain all weapons from MM4-6 and use them in any level), infinite lives, double jump and air slide, burst chaser - 2x movement speed, )
Unlockable free play/level select (beat the game)
6-button support (rapid fire on X, weapon switching on y and z)
See MM4 NES and MM: Wily Wars
+/-
See MM4 NES
No ammo tanks
No ammo refill until you use a continue or beat a level (or a detour ending with an item upgrade?) - beating a castle level doesn't refill ammo however
? E-tanks respawn after using a continue (so you can keep collecting them in any stage that has one)
-
Still has a slight delay when starting to move from standing position
Some trial & error (the cheap deaths and hits here and there weren't removed, you need to save a certain weapon for one unknown occasion or you are screwed (=have to use a continue; pharaoh shot for final boss))
Overly large hit box for dive man
No ammo between the boss rush and final boss
Still have to actually select a special weapon or item to refill any ammo when picking up ammo (otherwise the ammo is wasted)
Some slowdown (seems a bit less than in Wily Wars though as well as in the NES game)
Toad Man was only slightly improved (?), Dust Man wasn't, and drill man can still get semi-stuck in a loop where he keeps going underground right after getting back up
Still has the empty rooms and sometimes several mini-bosses in a row
Unskippable boss intros where their health fills up+castle level map animations
Still no health or ammo drops from mini-bosses
Toad rain and flash stopper are still pretty OP
So-so lead instrumentation in a couple of songs
Seems a bit harder to get the e-tank at the end of the auto-scrolling russian castle level?
See MM4 NES