Finished Mega Man 4.
Can't say I was impressed. Clearly they've shifted from squeezing as much content into the game, into making the game look more presentable. Henceforth we get a nice intro and outro, a nice 'Weapon Get'-screen, and some more snazzy effects.
Unfortunately this comes at the cost of gameplay. Despite MM 4 adding some new tricks, every care is taken to make each of these tricks as painful as possible. Charging up the Mega-Buster is a nice addition, but instead enemies are introduced where split-second timing with charged shots is necessary... and the game's incessant flickering due to overload isn't helping on that front. New elements in platforming are met with the same obsession of having large jumps merge with enemies sliding into view as the game scrolls, meaning even more 'gotcha'-attempts. Drill Man's stage is ESPECIALLY bad at this.
And then there are the Robot Masters. The themes felt kinda silly in MM 3, in MM 4 the themes form a circus. At least the levels are more theme-consistent this time, and I enjoyed the stages of Pharaoh Man and Skull Man, as they strike a good balance between theme, challenge and novelty. But I was more saddened by the rehashed material: Bright Man is Flash Man from MM 2 (with added Mega Buster action), Ring Man is Quick Man from MM 2 (with Metal Man's color palette), Dust Man is an inverted Air Man from MM 2 and Skull Man is Wood Man from MM 2. Toad Man deserves special mention for two reasons: A good player can completely prevent him from firing his weapon, and his weapon has the weakest rate of fire of them all - but it guarantees hits, no aiming required. Truly an original weapon, which sadly gets no love except for taking out Bright Man.
The audio - why, oh why did they stretch out the time it takes for a boss's health to fully charge? The sound playing is painful enough as is, now we have to put up with it for 5 seconds?
But it's not all bad. Both the Dr. Cossack-stages and the subsequent stages are fun and challenging, but I have to admit I'm getting tired of constantly cycling through all the weapons to find which ones work against each boss. That's an inherent Mega Man-problem, so I can't really bitch much about that. The Mac-stage brought a smile to my face, as well as seeing Macs with snorkels when underwater.
One thing I want to bring up is a single line in the game's manual: "As he blows these robotic rebels into oblivion, Mega Man may find a variety of special items to aid him in his journey." What this line fails to mention is that there are hidden sections in some of the levels, which may include extra goodies, including NEW WEAPONS! This adds a new layer to the Mega Man-games, as exploring is now encouraged, as shown in the last two sequels (more on that later).
Overall, MM 4 comes slightly ahead of MM 3, which comes slightly ahead of MM 1, but none of them are within reach of MM 2.
I'm getting kinda tired of these games, but I think I'm past the worst.
On to (sigh) Mega Man 5.