MMIV (2:26)
- Takes a while to get used to the buster knockback. Not sure I like it... I get tricked constantly by the new timing, 'cause you can't jump immediately after a shot, and (of course) sometimes the recoil will push you off a ledge.
- Like III, the second set of Robot Master levels are very long and difficult. I loved the challenge. They gave some familiar gimmicks a new twist, like those Napalm Man drills being used for platforming now. The final level is even longer.
- I don't understand the W I L Y items. I collected all 4 and a big gate opened after the second set of RMs. Dunno if they were mandatory or if I just opened a shortcut. Either way, they were pretty easy to find.
- Love the ending showing little demonstrations of boss weaknesses and how to dodge their attacks. Too bad they didn't show the lesser enemies, though.
MMV (2:12)
- Oh man, yes. This game. Easily on par with the NES classics. All new content, great additions, decent length, excellent music. And it wasn't as lag-tastic as I remembered, so yay. I should play this more often.
- Mega Arm doesn't seem like the kind of buster replacement I'd enjoy, but it's very well implemented, especially its upgrades. You don't need anything else, it's like having Arrow Shot in MM8. As a result, even though the weapons are pretty creative, they're useful more so as tools. And unfortunately, the 4 crystals aren't nearly as valuable as they should be... 2x ammo for 2 levels, with an overpowered buster and S-Tanks/W-Tanks already available, isn't the greatest deal. Good incentive for No Buster, though.
- Mercury's weapon saved my ass more than a few times. There was one time when I was at the end of the level, 0 lives, and I entered a room with a missile enemy. The enemy kept firing missiles, and I kept shooting the missiles down for 2 HP until my health was full. Made it through without using a continue there.
And that's it, all 5 games. I might grab X-treme 1 and 2 later this week, never played those.
EDIT: Where's that handy Double Post button?