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Refill Weapon after Death
Original game : Mega Man 6
Platform : NES
Author : Thirteen 1355
Release date : 24 October 2019
Category : Improvement
Patch version : 1.0
Modifications : P
Downloads : 956
ROM Information
Database match: Mega Man 6 (USA)Hack description
This patch is meant to make the game a bit easier and less frustrating.Screenshots



Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Thirteen 1355 | Hacking | Finding offsets, original idea |
| ElwinBran | Hacking | Hex editing |
Reviews
| Mmm-- Ugh... Check, Please. | Eldrethor | 2021-09-17 | Version 1.0 |
Here we are; six games in, we're past the peak of effective for Thirteen 1355's amazing Refill hacks, with its overall significance in this game tragically lighter in comparison to earlier installments. Getting a full weapons refill after every death was great when you ran the risk of running out of weapon energy on bosses that would stomp you. The bosses here have some forgiving attack patterns that can be dodged, and the Charged Shot, while toned down from Mega Man 5, is still a solid contender against any of the bosses. This makes running out of weapon energy not as catastrophic as in past games, which devalues the need for refills. Another issue is that while the refills do encourage experimenting with weapons, I just don't feel the need to do so. Most of them are designed for some really niche situations, and the Mega Buster can hold its own most of the time. If anything, I feel more compelled to play with the Rush Adaptors instead, which brings me to my last point: long traversal sections requiring Rush Jet or Marine were much harder if you had to redo them with less energy on subsequent tries, but the Adaptors don't run on weapon energy, so that's no longer a concern. Overall, I don't think this hack is needed, but I wouldn't not recommend it either. To no fault of its own, it just doesn't do much for Mega Man 6. Still, it does work as intended, and while it won't do anything for a Mega Man veteran, it may be of use to newcomers who need that extra edge. Kudos to Thirteen 1355 for making this happen. | |||
| Interesting but not needed | danuffo | 2020-08-21 | Version 1.0 |
It's interesting these patches show the NES hardware limitations were not the reason of this missing refill weapon feature, very useful when you start a new stage in the Dr.Wily fortresses. HOWEVER... Megaman 6 is already an easy game with all the most powerful abilities, frustrating? Come on! You need to be a really bad player, a 3 year old person maybe. The patch works correctly but it just kinnda breaks the game(destroys the challenge). There are only a few Rockman games that deserve these patches 1,2 ,3 and Rockman & Forte. Reasons are variable... One of them: Megaman 2 has a final boss where you can't refill your weapon(the only weapon that makes damage to the enemy) in the stage if you lose a life, so you are forced to kill your character(suicide) until game over screen and then you will get your special weapon refilled. Rockman & Forte is ok without it but it would be a good adittion, the game is enough harder so a refill weapon patch doesn't break it. Anyway I will write in detail my review the other refill weapon patches for the other Megaman games. In conclussion Megaman 6 has a mega buster and slide move, and bosses received a lot of damage with their weaknesses weapons, I DON'T recommend using this patch, at least not for this Megaman. | |||
| Works as advertised | TheGershon | 2019-10-26 | Version 1.0 |
Works as advertised, not much to say there. I find it a little odd that there's no version for the japanese version of the game, as there are popular hacks for that version that improve many things. I'd love to see a version of this compatible with puresabe's optimization hacks (not available on this site) and Her-Saki's english patch. | |||
| Perfect | ifightdragons | 2019-10-25 | Version 1.0 |
These hacks are amazing. Big thanks for completing the NES and Game Boy series. | |||