Conclusion: If you’re a die hard Mega Man fun, you’ll probably enjoy this game despite the kiddy appearance. If you’re a retro-purist that despises remakes of classic games that water down certain aspects of the game, then avoid this.
Excerpt: In 1987, my frustration level was pushed into the red by a game whose hero was a little blue man with a cannon fixed to his arm. The idea of Mega Man was great, the style was very catching, and the enemies were fun to destroy, but the difficulty is something that has always trumped me, even to this day. To complete a game on my own was a nearly unbeatable task, and soon I felt that I had found my downfall in this evil yet enticing game.
Excerpt: He’s tiny and adorable, but he sure does pack a wallop in that little arm of his! Mega Man Powered Up is a complete reinvisioning of the original game that started it all. The very first Mega Man game has aged remarkably well, still being completely playable to this day and the target of many a speed runner.
Excerpt: Much like Mega Man Maverick Hunter X , Mega Man: Powered Up has received an overhaul in nearly every aspect. The most noticeable is, of course, the graphics – which sport a super deformed, “kiddie” look. The new look pushes the notion of the original series’ place as the more “kiddie” of the two series (with the X series being considered the “mature” one by some).
Summary: is an utterly brilliant game. There are some slight slow down issues, and the game might be a bit too hard for some gamers. If you can look past that though, you've got one of the most brilliant games of 2006. If you own a PSP, do yourself and your system and give this one a play. You'll be glad you did.
Conclusion: The real mileage for the game begins in the other two modes: Challenge and Construction. Challenge mode consists of one hundred assorted tasks (twenty for Megaman, ten for each of the eight robot masters). These challenges range from running through a gauntlet of enemies without taking damage, taking out a certain number of enemies in a limited amount of time, to wall bouncing off of swinging pendulums onto ladders that are precariously placed over a surfeit of spikes.
Excerpt: Capcom used the underlying "run, jump, and shoot" design from the NES game as a base to build the PSP game, which features new level layouts, modern high-resolution graphics, and story scenes with spoken dialogue. They also threw in some new modes and bonuses that significantly extend the game's replay value.