Hazards: I've still gotta disagree on this one. These puzzles seemed fairly reasonable compared to, say, MM5's disappearing blocks in the after-game stages. Granted, you could sit there and watch those, but they were more complex than either Plug Man's blocks or even Hornet Man's Rollout platforms. Perhaps not as an absolute, but I can safely say that you don't have to memorize the puzzle layouts of MM9 (certainly if compared to those of previous games). And the strange part, the majority of my opinion on that is based on how narrow the required jumps involved are. Puzzles are fairly straightforward unlike Dust Man's junk compactor; look, I shot a one-square hole for me to slide through, can't I just go on? Geez.
Um, not to be rude, but the two things you mentioned from MM4 & MM5 are not only easy, but PAINFULLY easy. In the history of me playing those two games, I've NEVER died at any of those point. Ever.
Hoppers: I hear ya on the Charge Shot. I'll admit, I was a bit disheartened to see the MM4 charge shot rather than the MM6, 7, or 8 shot which has a wider range. Regardless, what makes Hoppers more annoying is their placement relative to Mega Man's entrance onto the screen. I don't believe the enemy regeneration rate factors into those little guys, but it sure makes Mega Man 2 annoying.
Again, I've never had a problem with those things. But, if you want to talk about screen placement like that as an example, sometimes those Spiders in MM9 are the exact same way, in terms of placement. So this point is once again moot.
Jumpers: Agreed, though I would say that a proper Mega Man game should be able to be beaten without using any special weapons. If Mega Man 2 ever did have Challenges, "Clear the game without using any Special Weapons" couldn't be one of them, thanks to the 2nd Wily Stage boss and Alien Wily.
MM9 doesn't have that challenge either. The challenge is, "CLEAR THE GAME BY USING THE LEAST AMOUNT OF WEAPON ENERGY POSSIBLE!" which can be done in any MM game, by the logic you've stated above.
Weapons: They're definitely strong, and I love it. But the good weapons to use take a very large chunk of energy. You don't even have enough weapon energy for Tornado Blow to finish Magma Man. As far as Plug Ball and Laser Trident go, well, we're used to having good weapons at a low cost, like Metal Blade. There should be at least one of those.
Yes you do. Tornado Blow can finish Magma Man off with all it's weapon energy. It just depends on where you hit him. Also, that point is moot being the in the majority of Classic MM games, the Weapon used to beat said RM usually does it with the greatest of ease. No, the MM9 weapons are definitely overpowered, even with a couple of them using high weapon energy. But Jewel Satellite doesn't, can stay on you for a long time, and that's the best weapon in the game, by far.
Boss Patterns: But you've got to admit, MM9's bosses don't have very random movement patterns like Quick Man and Flash Man. Shadow Man's randomness...well, double-edged sword, here. He either jumps high or low three times, then either slides or uses Shadow Blade. Still, it's enough to where considering how far he moves, you don't really have time to get far enough away to evade attack. Same for Hard Man.
That's because some of the MM9 bosses have downright Wii-tarded patterns. Most of them are easy to figure out, and the harder ones just take trial and error, just like the 3 you mentioned. And seriously, HardMan? Terrible example, cause if you have trouble beating him, then man o man...
Graphics: For all the trouble Inticreates went to to be "authentic", the "fades" in MM9 are way too fluid (between stage select/boss intro/game over/weapon get/etc). That said, everything else still meshes well, and the only ambiguity on hitboxes that I could find was on Magma Man. You could have done a short hop, looked like you didn't even touch him, and BAM, you're hit. And as far as controls, maybe there's not much difference between 2-5 and 9, but 1 sure has some issues.
Well that's because it's a more polished 8-Bit game. I'm not disagreeing with that. However, graphics, especially the close to exact same graphics as the other MM games do not make the game any better. As for controls, MM1 was the first, so it stands to reason that the sequel games are going to be better.
Even for all its ups and downs, MM9 can be more fun than some of the older, supposedly "harder" games. Perhaps they are, but is it due to player error, or design flaw? The decision to remove the Slide? Eh, that I can let go. Sliding makes the bosses far too easy. Charge Shot? Yeah, that one I have a bit of an issue with, too. But, it seems like they designed this game to compensate for the loss, and yet didn't explain in the story why.
I can see why people wouldn't like MM9 for all the subjective reasons. Story, graphics, people might actually be really turned off by the concepts of Jewel Man and Splash Woman; we know Inafune was nervous about how people would react to her. There's just a really good chance that, objectively, it has the fewest design flaws, even if it removed or attempted some things.
Okay, and here's where your argument, like most Greater or Less than discussions come to a halt. You like MM9 better because of personal preference. This is why this debate will get us nowhere. This could go on and on, but even if I were to logically answer every single point you make, chances are you'd still think MM9 was better or more fun. From what I've debated with you about, it seems that you like MM9 better than the other's because it's easier, in regards to hoppers, puzzles, boss patterns, and so on. You've mentioned parts in the old Classic MM games that I've NEVER had a problem with. So again, I absolutely disagree that MM9 is a better game than MM1-MM6.