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Name: Rockman 6 (40.00% in 1 votes)
Type: ACT
Platform: Video
Company: Capcom
Release date: 1993
Reviewed by: Bata-kun

Of all of the Famicom "Rockman" games, this one, "Rockman VI", which came out in 1993, is my least favorite. Why? The story was well, lame. This so called, "Mr. X" hosts a robot tournament, only to find out that they will be under his control. Rock asks Mr. X why he is doing this and it's because he has been using Dr. Wily as a puppet and he wants to show Rock what he is capable of, but of course, I will willingly say that Mr. X is really Dr. Wily. Second, most of the music is pretty pathetic, except for a few tracks like the boss one. The last reason is the way the game works. Oh and as for the list of robots, there's Blizzard Man: the second ice robot, Wind: the third sky related robot, though he's the second one to incorporate his element as his weapon, Flame Man: the third fire robot, Plant Man: the second grass robot and the fourth shield user, Tomahawk Man: the Native American robot, Yamato Man: the Japanese robot (which also happens to be the name of a Japanese war ship), Knight Man, the knight robot and Centaur Man, the centaur robot who has mystical powers.

Fun - 3

What are the good parts? Um, there's not much, I'm afraid. Sure, you only need to spell Beat's name in the new side quest. There's also the weapon balancer which allows you to restore the weapon that's most in need of recharging. You'd think that those would save the game, right?

I wish. You don't get the Rush Jet suit until later. Oh and speaking of that, it's disappointing that you never run out of energy once you let it rest, making the game easier, but it's more disappointing that you have to wait for a while to get it. The weapons pretty much served the same purpose, except for the Plant Barrier and the Centaur Flash and they all lacked uniqueness. The Plant Barrier is useless for the most part. You only need to spell Beat's name, but you need to go through the right paths of the stages of the historical figure/story telling robots, which does lead to frustration in my case.

The extras are a pain. The weapons are a pain. Geez. Just about every element in this game is a pain.

Life - 4

Yawn. I think that word sums this game up. Exactly.

Audio - 5

Ugh! There's that flaw again seen in "4"! Most of the songs don't click with me in general. Other than Wind Man's and the boss song, just about every new song out there is not that great.

Control - 10

This is the only section that gets a perfect score from me. You know why? The commands respond. What else?

Story - 3

Flaw #2 is there again. Wily just had to pull a stunt like this. Why?

Art - 6

Oh and here's the final flaw. With the exceptions of Flame Man and Plant Man, the rest of the designs are either mediocre like Wind Man's or great like Knight Man's. I still don't know why Rock's eyes don't move as you select a robot, but I don't want to go into that. It was spiffy seeing the stats and seeing what the weapon looks like as you shoot it, but seeing Rock shooting before the screen tells you what weapon you received is probably the best effort I've seen out of Capcom. At times, I wish that Capcom moved on, but I guess it had to give some kind farewell to the system and this was it for the most part.

Overall - 5

This is one of the few times in which I don't like a certain "Rockman" game. If you liked it, more power to you. I just didn't grasp the feel at all. To those who haven't played it yet, play it if you have to finish every game of the series.


The pic of Rock shooting before you see your new weapon is spiffy and so is the historical/story telling robots touch for the most part.


The extras kill the game and from my point of view, it's one of the weaker games of the series.
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