Thank you, ObviousMan, but it's still one at a time. The switcheroos only get you so far. And they do not compare to MM9's shop items, the recovery they grant you is massive, as is the death trap immunity. Most of your recovery options (Eddie being a major exception, but he's MM exclusive) in MM&B are worthless unless you're in a safe area.
are you sure that the game is really easier than its ancestors? cause i'm thinking you're just old enough and have gathered enough experience with Mega Man to learn the game's tricks quickly. it's the same thing i say to PB when he says Twilight Princess is easier than past Zeldas; it's not easier, you just have a better idea of what's coming.
Denied. Besides MM&B; 1, 2, 7, and 8 are all harder than MM9, and with the exception of 7, I replay them all on a fairly regular basis. 4-6 are a blur in my head, though I have played them to completion on AC, but my memory of them isn't solid enough to make a good call. MM3 is the only main-series Classic game that I would definitely call easier than MM9, and that is probably due in no small part to the fact that I replay it insanely more often than any other NES game.
The simple fact is that MM9's shop breaks it. 9 E Tanks, 1 M Tank, 3 Spike Guards, 3 Beat Pickups, all a Jewel Satellite camp away. But because of the expected dependence on it, the designers left very little useful pick-up items. Barely any stray tanks. It's not a design that I'm fond of.
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