Since Drag has covered the main classic run + X1-3 and Ray is busy butchering his time and sanity whilst hacking away at the Zero and ZX games, it falls to the rest of us to finish up the remainder. And by the rest of us, I mean me. Because $deity knows Ivolt isn't gonna get shit done anytime soon.
So lets lay things out.
MM&B is actually the last of the classic Megaman games in release order - released on the SNES right at the end of its lifespan, even after MM8 had been released for the Playstation and Saturn then later rereleased on the GBA. Then later again translated and released outside Japan as part of the 15th anniversary celebrations for the squeaking robot midget. Its also (re)introduces multiple player characters to the series though unlike the X games you can't switch midplaythrough, you're stuck with your initial choice for the entire game. This is a MM playthrough so I'll lay out the differences you wouldn't otherwise get to see: MM is standard MM - slide, charge shot and all. Bass has no charge shot or slide but has a dash, a double jump, a better fire rate and can actually fire in directions other than straight forward. He just can't run and gun like the blue bomber.
The powerup system from MM8 sort of makes a return here, but since regular enemies drop screws you can grind to your hearts content and nail whatever powerups you want. The collection part of the game instead features the CD pickups, kind of like the trophies in Super Smash Bros. There's 100 of them and luckily they carrover across multiple playthroughs because many of them are only accessible with one character.
Its also non-canon, depending on how you look at things. Its supposed to coincide timeline wise with MM9 and the events are mutually exclusive.
So with the usual shit out of the way, lets get it on.
This starts at video 2, since my recording of the intro stage crashed and burned like an amateur pilot. A later run of this will be edited into this post once I get around to doing the audio for it.