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Rockman 6: Wonder Law
Original game : Mega Man 6
Platform : NES
Author : LAS
Release date : 05 November 2020
Category : Complete
Patch version : 1.0
Modifications : L, P, O
Downloads : 525
ROM Information
Database match: Rockman 6 - Shijou Saidai no Tatakai!! (Japan)Hack description
The concept of recreating the Wagan Land 1-3 stage in Mega Man 6.Screenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| LAS | Hacking |
Reviews
| Rockman 6: Wonder Law - I'm sorry, but I'm disappointed | diablo666 | 2021-11-09 | Version 1.0 |
Good night, I write late, because I passed this hack using state saving. Very hardcore, even creepy in places. But about everything in order. I'll start with the bosses, because they each need to be painted, because they spoiled my nerves. Blizzard man - The attack is one from the original, and the other randomly creates snowflakes. The distance is very small, and as a result, the damage is either from the boss itself or from the snowflake. ( - ) Centaur man - Remained as in the original, one correction: "The shot is now up, not towards the player." The boss remained almost as in the original. ( + ) Flame man - Remained as in the original, only slightly accelerated his movements. It doesn't cause any problems. ( + ) Knight man - Due to the fact that it has become faster, it is impossible to hit it, because the shield reflects shots at it. And it attacks you more often and jumps a random distance. You should be very lucky if the bullet is pixel to pixel with its damage point ( - ) Plantman - now can't jump, just walks and throws a shield at you. It has become much easier, but you should slide more often, because in the corner - you will simply die. ( + and - ) Tomahawk man - No changes, only slightly reduced speed and jump distance ( + ) wind man - Turned out to be a dishonest boss. It pulls you sharply towards it. If you are lucky not to come in contact with it, its attack can cause damage. The further away from it, the greater the chance of not touching it, but the 25% chance that you won't take damage from its attack. (A huge minus) Yamato man - remained as in the original, only slightly accelerated attacks. ( + ) Go to Castle X:
Moving on to the Wily Castle Bosses:
Bosses are painted, now to the features of this hack and a little about the levels and enemies. Enemies are placed so that you don't expect to be caught off guard. They deal 1/2 health damage. WHY SO MUCH DAMAGE??? But honestly, not in all levels - there are a lot of enemies. Somewhere there are levels where it is even too easy, and somewhere it is normal. As luck would have it, as they say. Platforms are my headache. Some really platforms that have other functions of action, some are generally half - enemies (until I hit it, it gives damage... you have 5 seconds to escape from it), and at one stage - managed to make a "type of trolley" that disappears if you run too far. It's varied, but it's a hell of a mess... Levels... honestly, in the Robomaster stages, you have to go in a straight line, just like in Castle X... They are difficult in different ways because of the enemies and the structure of the levels. You have to go through one long screen. But Wily Castle - these are levels that have not one screen, but several. And very complex, and... cruel. I was talking about the boss, which causes pain to the eyes? So: the First stage of Locks - the screen will scroll, and you will need to have time to jump on platforms that behave very unpredictably. And the screen is in the stars... My eyes hurt a lot. Unpleasant level. Features of the hack. There are at least a few of them, but they Supposedly give variety to the hack. One stage - with low gravity. (Mans Knight stage) In another stage - you have a Blaster - has a short-range shot. If you charge it, it will fly a short distance and then - it will become weaker and disappear altogether. (This feature is used for 3 stages of the lock). In the Third stage - your shots are heavy. They like to shoot in an arc and slide on the floor until they touch the wall. (THIS FEATURE WAS USED FOR 4 CASTLE Х BOSSES. WHY???) And there is a feature that - the floor is a spring. (WIND MAN stage) If the Blaster feature of the 4th boss of Castle X worked correctly, and the boss was not so protected, then it would be better. The most dishonest thing I see is this: Jump (it is difficult to control), the Blaster Itself is the main ability of the character (why does it shoot one bullet?), there Is no E-tank, bosses to some extent, levels and enemies. And yet - in dishonest - I put the stage as in the game FLAPPY BIRD. I don't want to admit it, BUT THIS CREATION - I was DISAPPOINTED on a LARGE SCALE. This hack has potential, interesting feeds, but it covers all this - exactly what I described above... Some are more frustrating, and some are so frustrating that I had to use SAVES and DOWNLOADS to complete the steps. The work is not of the best quality. Sorry, masters, I believed in you, because I knew that you brought interesting, unusual and those hacks that it was nice to come back again and again. And THIS HACK - I don't want to go back. I'm disappointed in you. NOT RECOMMEND. | |||
| An interesting concept that often frustrates but overall is fun | fabiansummers | 2020-11-08 | Version 1.0 |
Rockman 6: Wonder Law is not the 4th entry in the same author's RE series of hacks. Rather, it attempts to create a very specific, somewhat peculiar atmosphere by using short stages that demand quick reflexes to pass followed by boss battles that make use of knowing certain patterns and striking at the right time, very much in classic Rockman style. What makes this hack very different is that it does not allow you to acquire any special weapons or armors, restricts you to one shot on the screen at a time, and, like the vanilla game, disables your charge when you get hit. Minor enemies do not shoot at you, but do 50% damage upon collision. Bosses do normal boss damage. There are also no E-tanks to use, and your max jump height is boosted by a low-G effect in most stages. This all makes Wonder Law a collection of bite-sized, frantic challenges rather than a standard Rockman game. Most of the time, this results in fun, fast-paced action. There are a couple of boss fights that drag on because they require you to dodge as much as shoot, but they don't fully dim the appeal of this very interesting hack. A fair amount of ASM editing in every enemy, especially bosses, makes them feel like a fresh challenge, too. That said, you'll be seeing the same 10 or so types of regular enemies recycled in most stages. Given this game's very minimalist aesthetic, this also works for it. Those who expect Puresabe-level madness and standard Rockman gameplay will be very disappointed. Those who are willing to open their minds to a new kind of Rockman game, however, may find themselves pleasantly surprised. I applaud the author for giving us something genuinely new in this work. | |||