January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.
Released: 24 August 2015
Originally Released: 6 December 1991
Developer: Digital Eclipse
Original Developer: Capcom
Also Available For: GameCube, Mobile, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PlayStation, PlayStation 2, PlayStation 4, PlayStation 5, PlayStation Portable, Xbox, Xbox One, Xbox Series S
The Background:
In 1987, Capcom wished to move away from producing arcade titles and make their debut on the revived home console market. Thus was born Mega Man (known as “Rockman” in Japan), a notoriously difficult run-and-gun title widely praised as an NES classic, Yet, the developers were only able to produce the vastly improved Mega Man 2 (Capcom, 1988) between other projects and, despite also being a success, it would be two years before the equally praised (and challenging) Mega Man 3 (ibid, 1990) came out. This wasn’t the case for the fourth game, which was quickly pushed into development to capitalise on the franchise’s now-undeniable success. The game’s eight new Robot Masters were the result of fan input; the developers had to narrow over 70,000 submissions down to eight, and the winners all received a special gold edition cartridge of Mega Man 4. The game added a new charge shot to Mega Man’s arsenal and placed additional emphasis on the narrative, elements that were praised and set a new standard for is subsequent sequels, though the repetition of the gameplay formula was criticised. Still, Mega Man 4 has seen multiple re-releases and was naturally a part of the Legacy Collection release, which boasted helpful quality of life features and additional bonuses to introduce new gamers to the long-running franchise.
The Plot:
The fighting robot Mega Man faces a new challenge when Doctor Mikhail Sergeyevich Cossack seeks to succeed where Doctor Albert Wily failed, unleashing eight new Robot masters and striving for world domination.
Gameplay and Power-Ups:
As you’d expect, Mega Man 4 is a 2D, sidescrolling action platformer where you again assume the role of chibi fighting robot Mega Man and run-and-gun your way through eight levels to defeat the newest crop of Robot Masters. You’re free to choose the order you challenge these bosses, but your life will be made much easier if you use an online guide (or the handy cheat sheet supplied with the Legacy Collection) and tackle the stages in a specific order as each Robot Master has a specific weakness. As before, the Legacy Collection lets you play the US and Japanese versions of the game, enable a turbo feature, and freely configure the button layout, though the basic setup is perfectly viable. By default, you jump with A, fire your currently equipped weapon with X, utilise an autofire function with Y (more akin to a rapid-fire mode), while B does nothing. The Xbox’s Menu button brings up an in-game menu where you can select different “Special Weapons” to equip to Mega Man’s Mega Buster arm cannon. Finally, you can rewind the game with the Left Bumper and manually save at any time from the main pause menu. Mega Man 4 brings back the slide gimmick, performed by pressing down and A, though it’s still somewhat limited as there aren’t many narrow gaps or tunnels to slide through. I did find more opportunities to slide under enemies and projectiles, to be fair. Rush and his three abilities (a spring, jet, and submarine) also return, allowing you to reach higher areas, traverse gaps, and freely blast through water for as long as your energy meter lasts. Similarly, enemies continue to drop health and energy pick-ups, you can still find the odd 1-Up and Energy Tank, and the password system also makes a return.

Players can finally replay any of the eight base stages once they’ve beaten them (though there’s little incentive to do this), and Mega Man’s arm cannon has received a substantial upgrade. Now, you can charge a shot by holding X, unleashing a more powerful blast to deal additional damage. It’s useful, especially when used with an equipped Special Weapon, but I rarely used it all that much except against the game’s tankier enemies. Although Mega Man gains eight new Special Weapons here, long-time players will notice that, again, his new weapons are simply reimaginings of previous weapons. The Flash Stopper is similar to the Time Stopper, for example, the Skull Barrier to the Leaf Shield, and the Pharaoh Shot to the Shadow Blade. Each Special Weapon has its own energy bar, meaning you’ll need to “farm” enemies to keep them all topped up, which can limit their use outside of boss battles. Generally, there’s no requirement to use any of them, however (though the Drill Bomb can destroy certain otherwise impassable walls), depending on how good a shot you are. It can be easier, though, to fire off a few of the homing Dive Missiles or clear the screen with the Rain Flush, and destroy wall turrets with the diagonal Pharaoh Shot. Still, I remain disappointed that they don’t have more utility, like being used to solve puzzles or having certain enemies be vulnerable to certain weapons. Mega Man also has a new ally, Eddie, who tosses him health or energy power-ups when you spot him wandering about. Still, it’s like Capcom are afraid of experimenting with new abilities; everything feels very safe and samey, despite small tweaks like the Dust Crusher exploding on impact and you being able to remote detonate the Drill Bombs. Hell, this time around there were very few instances where I needed to use Rush. You can spring up to ladders or optional paths for goodies, bypass certain platforming sections using Rush Marine, and cross longer gaps, of course, but it’s still disappointing that there aren’t dedicated sections or even levels utilising these mechanics to break up the action with scrolling shooter sections.
Mega Man 4 is very typical of its predecessors, featuring an abundance of bottomless pits, tricky jumps, instant-kill spikes (of varying design), and floaty underwater sections. You’ll drop down shafts, slide through tunnels, and clamber up ladders; jump to swinging, moving, and temporary platforms and blocks; and occasionally take different paths to reach power-ups hidden in precarious sections. Some ladders now have clamps on them that’ll knock you off, some enemies pop out from the background, and more hazards are liable to drop from above this time around. The blackout feature from Mega Man 3 returns, now tied to the 100 Watton enemy and primarily seen in Bright Man’s stage. Destroy these lightbulb-like robots and the background is plunged into darkness, though destroying the firework-blasting Dompans will illuminate the area once more. Mega Man 4 brings back the annoying disappearing/reappearing blocks from the last two games and also debuts some new platforming hazards, such as platforms that sink the longer you stand on them, blocks the sprout spikes from their sides and force you to better time your jumps, coil and rainbow platforms that create a temporary surface you need to quickly run or jump across, and quicksand and rushing water that’ll suck you in and push you along, respectively. Ridable enemies are also included: you can cross spikes on either the grasshopper-like Battan or the shot-firing Hover, often blasting enemies and hopping to platforms or other rides to progress. Toad Man’s stage includes a bit of wind resistance, trash compactors threaten to crush you if you don’t clear a path and slide to safety, and snow and ice will slow you down and cause you to slide along, respectively, in Dr. Coassck’s dangerous stages. The level design actually felt more forgiving this time around; I encountered less instant-kill hazards than before, though bottomless pits, respawning enemies, tricky jumps, and disastrous knockback can still be your downfall.
Presentation:
At this point, it’s obvious Capcom knew what worked for Mega Man and had very little intention of making massive deviations. Mega Man’s sprite is still exactly the same, changing only when you equip different Special Weapons or charge up your shot, which is honestly a bit of a shame considering the continued overhaul to the in-game menu and the abundance of bigger, more detailed enemy sprites. Mega Man 4 does boast an impressive introductory cutscene, however, that recaps the previous games and introduces the new threat, complete with large, chibi-style pixel art. The title screen is still lacklustre compared to Mega Man 2 but it’s a big step up from Mega Man 3 simply for including Mega Man’s helmet alongside the title. Robot Masters continue to be introduced with a fun pre-stage graphic, new sprite art depicts Mega Man acquiring his weapons, and the music is a step up from the last game, in my opinion, being a bit more memorable and jaunty. Sadly, story takes a backseat until you battle Dr. Cossack. The dangling plot thread regarding Proto Man is completely unresolved and the game still suffers from screen tearing, slowdown, and sprite flickering in certain stages or when too many sprites are onscreen at once.
Mega Man 4 ups the ante a bit in its stages, however. While there’s nothing really that new here, with the same combination of futuristic, mechanical, and industrial areas, backgrounds tend to be livelier than before, with fossils, blinking effects, moving clouds, mountains, and hieroglyphics all included. This makes it all the more disappointing when you’re faced with a plain black or blue background, but stages like Toad Man’s (with its honestly impressive rain effects, waterfalls, and rushing sewer streams), the light/dark effect in Bright Man’s stage, and the veritable snowstorm in Dr. Cossack’s stages show just how far the developers have come since the first game. Electrical currents, bubbling lava, pipes and girders, and splash effects are far more commonplace here, with some stages boasting more forked paths that lead to dead ends, goodies, or more challenging sections. Dive Man’s stage includes a rising water gimmick where you need to watch for spikes and mines, and you’ll need to jump at switches to spawn in ground in Drill Man’s cave-like stage. Dr. Cossack’s third stage includes an autoscrolling section where you need to outrace the screen and hop to hazardous platforms, and you’ll need to continuously jump to avoid being sucked into quicksand in Pharoah Man’s stage. Things get a bit garish when you reach Dr. Wily’s stages, with the colour palette not being the most pleasing to the eye, but I liked the rendition of Dr. Cossack and Dr. Wily’s lairs and the use of in-game sprites to advance the story and reveal Dr. Wily’s newest master plan.
Enemies and Bosses:
Mega Man 4 boasts a new crop of robotic baddies to blast your way past, courtesy of Dr. Cossack, though series fans will recognise the returning, hard hat-wearing Metalls. Now sporting a three-way projectile and the ability to twirl and swim, these little bastards are more annoying than ever. The “Joe” enemy variant also returns, but again completely unrecognisable as Skeleton Joe, a skeleton who tosses bones and will rebuild itself unless you hit it with the right Special Weapons. Robotic fish, rats, manta rays, bats, and bugs are commonplace enemies, as are bizarre gumball machine robots that spit projectiles, flocks of robot penguins, and caterpillars. Robot scorpions burst from the sand in Pharaoh Man’s stage, which also introduces the head-tossing Mummiras (who pop in and out from hidden doors), and you’ll have to slide or jump over the charging Shield Attackers to hit them from behind. Four stages also boast gigantic sub-bosses, similar to those in Mega Man 3. We’ve got a giant whale, a giant hippopotamus, a giant snail, and a giant eye-thing. All of these toss bombs or homing missiles except for the latter, which fires rings and is best held in place with the Flash Stopper. The hippo-like Kabatoncue can be a problem if you’re low on weapon energy as you need to destroy its constantly-regenerating pillar to get it low enough to hit, but the Dive Missile, Pharaoh Shot, and Rain Flush can level the playing field.
Of course, you also have to battle the eight new Robot Masters, who challenge you again in Dr. Wily’s fortress at the end of the game, dropping only health and no weapon energy. It might just be me, but I found the Robot Masters much more durable this time around. Only a handful of them were easily bested by their weakness and I had to do a lot of rewinding and reloaded when battling them. First up for me was Dive Man, who’s also weak to the Skull Barrier; he attacks with a torpedo-like charge and by firing destructible homing missiles that can be a pain to dodge. Though Drill Man is weak to the Dive Missile, he avoids damage by burrowing into the ground and launches drills at you. His Drill Bomb makes short work of Toad Man, but you’ll need to be quick as this slippery bugger hops about and can decimate you if he unleashes Rain Flush. This Special Weapon will dampen Bright Man’s day but, again, you can’t take him lightly; there’s a delay when deploying Rain Flush and Bright Man can freeze you in place and pepper you with projectiles. His Bright Flash makes a joke out of Pharaoh Man, freezing him in place before he can even launch a shot and allowing you to destroy him and keep the time stop going, though again it seems to take a lot of shots to destroy this boss. The Pharaoh Shot is great for taking out Ring Man thanks to it firing diagonally to hit him when he leaps high up, but again he’s pretty difficult thanks to his Ring Boomerang travelling far and snapping back to him, curving upwards to hit you when you’re in mid-air. It’s the best way to battle Dust Man, though, but he’s also a tricky customer since he spits trash from (and sucks you in with) his vacuum-like cannon. The Dust Crusher makes mincemeat out of Skull Man, but you have to account for its slow firing speed and him protecting himself with his Skull Barrier (not to mention hopping over his triple shot attack).
With all the Robot Masters defeated, you’ll storm Dr. Cossack’s frigid fortress, which is home to four additional bosses (including the new big bad of the game). First up is Mothraya, a large robotic moth with a massive hit box that tries to crush you, breaks the stage with its stinger, and fires diagonal projectiles. Its only weak spot is the orb on its chest and you’ll need the Ring Boomerang to have the best chance here. Next up is probably one of the game’s more annoying bosses, the Square Machine. Similar to the Yellow Devil, this appears onscreen in sections. You must hop into the lower section, slide under the middle, and jump to one of the blocks to hit the central eye (avoiding its plasma blast) and attack with the Dust Crusher before it separates again. Its pieces will trick you by flying in faster and the projectile can be difficult to dodge, making this a pretty frustrating boss. After that, you battle the far simpler Cockroach twins. These bulbous, bug-like robots clamber about the walls, ceiling, and floor of a spike-filled arena, firing at you as they go. The Drill Bomb easily rips through them, so your main concern is not slipping to the insta-kill spikes. Once they’re defeated, you’ll battle Dr. Cossack in his Cossack Catcher machine. He floats about, bashing you with his hit box or dropping down on you, keeping you at bay with projectiles from either side. His biggest threat is the claw appendage, which will grab you if you’re underneath, but it’s pretty simple to slide past him, take the high ground, and pummel him with the Dust Crusher. When he’s defeated, Proto Man pops in with Dr. Cossack’s daughter, Kalinka, who reveals that Dr. Wily was behind everything! Shock! Horror!
So, yes, you’re then forced to take on four additional stages in Dr. Wily’s newest fortress, including battling the Robot Masters again and taking on two additional bosses before facing Dr. Wily once more. The first is the Metall Daddy, a giant Metall not unlike the one from Mega Man 3 that hops about, slamming the ground and causing Metalls to rain down. You’ll need to slide under him and attack his big, gormless eyes with the Ring Boomerang or Dust Crusher to defeat him. Next, you take on Tako Trash, a decidedly more troublesome boss. It sits there launching bombs and spitting fireballs, but its weak point is so small and its projectiles so big that it’s pretty tricky to time your shots while riding the moving platforms in the enclosed arena. The same is true of Dr. Wily’s newest machine; the first phase is simple, just stay under the massive fireballs it shoots and hit the skull-like front with the charged Mega Buster or Ring Boomerang. The second phase is much more challenging; Dr. Wily moves erratically, launching fireballs high and low that are extremely hard to avoid due to their huge hit boxes. You also need to perfectly time detonating the Drill Bomb to damage the jewel below his cockpit, which is quite the ask (especially if, like me, you learned far too late about this trick). Dr. Wily doesn’t give up that easy as he flees to a final area, one sadly a simply pitch-black room, and pilots a UFO-like capsule. In this fight, the only way to damage Dr. Wily is with a fully charged Pharaoh Shot and Dr. Wily is only visible when firing his big, charged plasma ball. However, his craft is onscreen even if you can’t see it which, yes, is a hazard but also means you can hit him with your charged shot when it’s overhead or if you can intuit where he’ll be (or abuse the rewind feature to guide your aim).
Additional Features:
There are twenty-four Achievements in Mega Man Legacy Collection and you’ll earn one specifically for beating this game. Alongside different display options (including borders and filters), the Legacy Collection allows you to view a character database and production art and take tough, time-based challenges for additional Achievements in “Challenge Mode”. Here, you’ll be tasked with conquering remixed stages from this game and taking on the bosses once more under specific conditions, with additional challenges unlocked as you complete them. Remixes of Mega Man 4’s stages and gauntlets also appear in this mode, but there’s little else on offer here as there’s still no high score table or multiplayer options.
The Summary:
Mega Man 4 is what Mega Man 3 should’ve been. It not only has the slide and the additional Rush mechanics, it also includes the charged shot at last and expands the narrative to include a new (albeit misguided) antagonist, expanding Mega Man’s lore and cast and attempting (however safely) to expand the player’s arsenal with some new abilities. My only wish is that the developers had combined more elements of the two, such as allowing more use for Rush Jet and Rush Marine like in Mega Man 3 and incorporating rematches against Mega Man 2’s Robot Masters instead of Mega Man 4’s when tackling Dr. Wily’s fortress. It’s disappointing that the lingering question about Proto Man wasn’t addressed here; he only shows up once when realistically I think he should be a playable character or could’ve at least featured in side missions to help mix things up a bit more. That aside, there’s a lot to like in Mega Man 4. The game is about as big as Mega Man 3 but feels like it has a little more variety in the stage designs, enemies, and boss encounters. Bosses were a lot tougher (for me, at least) and stages seemed easier to navigate (again, for me), making for an interesting difficulty curve. The large sprite art used for the opening and throughout the game was impressive, as was the continued use of giant enemies, although it’s a shame Mega Man hasn’t had much of an overhaul. The music and overall more detailed presentation does account for this (I’m seriously impressed by Toad Man’s stage) and I definitely think this was more of an advancement than Mega Man 3. It just feels as though Capcom were afraid to really step out of their comfort zone with Mega Man, which is a shame as there’s some gimmicks and inclusions here with a lot of potential.
My Rating:
Great Stuff
What did you think to Mega Man 4? Did you enjoy the new charged shot? Were you surprised to find Dr. Wily was the true mastermind? Do you agree that the bosses were tougher this time around? Were you disappointed that the gameplay formula remained relatively unchanged four games in? How are you celebrating the science-fiction genre this month? Whatever your thoughts and memories of Mega Man 4, drop them below and go check out my other Mega Man reviews across the site!











































