Mega Man can only shoot two pellets at once, and many Robot Masters are sped up and fly across the room. Certain enemies in Bright Man’s stage in particular look bloated. The added color depth means a little added shading from the original games, but some enemies’ palette and sprite work are garishly redesigned.
There’s also no Beat, so his collectible icons are missing. Eddie doesn’t appear, so energy is simply placed in the rooms in his place. Though the stages are almost exactly lifted from previous games, there are a few odd omissions and design quirks. Once all six bosses are beaten, it’s straight to Wily’s Fortress from the fourth game, made up entirely of Quick Man’s stage without a Robot Master battle and a tiny two-screen stage from Mega Man 5 straight to the mad doctor Capsule fight. Cossack’s Castle from Mega Man 4, but it consists of the Wave Man and Toad Man stages.
Much like the Game Boy series, there are only four Robot Masters at the start: Bright Man, Star Man, Napalm Man and Stone Man. Developed by a team named Freestyle, this title was released solely in North America, and copies stages directly from Mega Man 4 and 5, with a little bit of 2. Gold acquired the rights from Capcom to make a Game Gear exclusively Mega Mangame.