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Rock's stage is probably the hardest in the whole Wily castle, so you're past the difficulty peak!
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# ? Oct 27, 2022 06:15 |
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# ? Jun 6, 2024 06:05 |
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Natural 20 fucked around with this message at 00:05 on Oct 29, 2022 |
# ? Oct 28, 2022 22:53 |
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Those alternate routes the allies put you on look more like a pain than a help.
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# ? Oct 29, 2022 01:57 |
I really get the impression that the designer was much better at using Roll's abilities for interesting challenges than Rock's.
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# ? Oct 29, 2022 05:48 |
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# ? Nov 1, 2022 01:01 |
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Sometimes, you just flow through a level like water. Other times it's like you have two left feet and two left hands, and they're switched. Keep at it, you can do it!
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# ? Nov 1, 2022 02:38 |
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This is a really neat boss fight, but it's unforgiving to learn because (thanks to the pits) a lot of mistakes end up turning into instant death. I don't know how far ahead you've recorded, but the best advice I could give for this one is to take your time and focus more on staying alive than trying to get hits in. (Which I know is even harder when you get into frustrated/tilted mode after repeating the level so many times! Um.) The weakness situation for this boss is also interesting, a lot of weapons have unorthodox effects in this fight depending on how and when you use them... I think I tend to prefer fighting it with the buster though.
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# ? Nov 1, 2022 03:07 |
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# ? Nov 3, 2022 00:18 |
Checking the wiki, there is in fact an environmental clue to the giant light bulb fight!
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# ? Nov 3, 2022 00:44 |
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Gnoman posted:Checking the wiki, there is in fact an environmental clue to the giant light bulb fight! Which is?
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# ? Nov 3, 2022 11:05 |
Torrannor posted:Which is?
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# ? Nov 3, 2022 13:50 |
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anilEhilated posted:The developer talks about it in a comment under the youtube video. It's actually pretty clever. That requires breaking the first rule of the Internet: never read the comments. Okay that is a clever clue. I wondered a bit about that last episode, but it felt a bit more Zelda than MegaMan. I am glad to see that the laser does something if you do it right; that seemed like it would either be the weakness (overload) or it would be flat-out immune ("thanks for the power!").
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# ? Nov 3, 2022 15:05 |
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# ? Nov 5, 2022 00:34 |
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With the weapon balancer, if you have the normal mega buster selected, using one charge of Rush Jump to get a big weapon energy capsule will fill up that chunk, plus a few of the other weapons I think? So not picking up the weapon energy is a mistake, imho.
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# ? Nov 5, 2022 08:14 |
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Just FYI since you were wondering about it, the alternate path you couldn't figure out how to access is gotten to through the underwater section. When you reach the ladder, instead of going up, Rush Jet off the right side of the screen and you'll come to a small room with IIRC a large health and yet another extra life. the ladder from there goes up to the dark area with the two bats, then off to the left where you slide under the gap and proceed normally. Just a small detour for an extra life, and all you miss is the two fire shooters over the water.
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# ? Nov 5, 2022 16:53 |
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Honestly kind of feels like this should have been the first Rock level; both the level itself and especially the boss seemed a lot easier, not to mention the above-average amount of extra lives. By the way, the weakness of this boss is indeed the missile, but it can also be frozen with the snowball to make a subseqeunt missile hit more effective. And Eddie's evil counterpart is obviously named Baddie.
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# ? Nov 5, 2022 18:00 |
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Well-played, this level seems to have given you a lot less trouble. I do think you made a few of the jumps harder on yourselves by not destroying some of the boxes, but what you did seems to have worked just fine in the end. The boss is a neat concept (and variation on a classic Mega Man boss, too). Changing patterns each phase was an interesting twist to put on this one. The next level up is my favourite in the game.
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# ? Nov 5, 2022 19:07 |
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# ? Nov 8, 2022 11:23 |
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I've pretty much been waiting the whole LP for you to get here; this might genuinely be the most impressive and memorable Mega Man level I've ever seen. The Fortress stages in general are excellent, both individually and in the new ideas for how the Fortress part of a Mega Man game can work.
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# ? Nov 8, 2022 18:53 |
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I know I haven't been the most fond of these fortress stages, but I really do think this one is clever. I've seen that weird looping thing where going to one end of the screen just puts you on the opposite side in rom hacks before, but it really works well in this one.
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# ? Nov 8, 2022 22:54 |
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I really enjoyed that level, super solid design there
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# ? Nov 8, 2022 23:13 |
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Carpator Diei posted:I've pretty much been waiting the whole LP for you to get here; this might genuinely be the most impressive and memorable Mega Man level I've ever seen. The Fortress stages in general are excellent, both individually and in the new ideas for how the Fortress part of a Mega Man game can work. I'll get to this comment after the next episode.
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# ? Nov 8, 2022 23:26 |
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This is my favourite level. It's really well done as far as puzzle levels go, it's not that hard to figure out what you have to do, but figuring it out really makes you feel clever (and it makes you recontextualise things again and again, and change how you interpret parts of the screen). It's just really excellent design all around (and the music's great too). The only thing I don't like in this level are the baby Yellow Devil enemies, but that's more because they're annoying than an actual design complaint. It feels to me like they spend a bit too long being invincible, to the point it's not worth bothering to fight them since you can just run past; they just end up being a weird kind of obstacle.
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# ? Nov 9, 2022 01:23 |
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How many shots from the Buster does it take to even defeat one of those mini-Yellow Devils?
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# ? Nov 9, 2022 01:31 |
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# ? Nov 10, 2022 00:05 |
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Nice boss design there
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# ? Nov 10, 2022 01:50 |
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I swear that song has a snippet from Wild West (The Veldt theme) from Final Fantasy VI.
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# ? Nov 10, 2022 02:02 |
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Natural 20 posted:I'll get to this comment after the next episode. As promised. This is the single best stage a Mega Man game, official or fangame has produced in my opinion. The only comparable ones for me are Splash Woman in 9 and Quick Man in 2. And I don't think they come close. The platforming precision alongside the creativity of the puzzles and the immediate visual appeal of the stage are put simply, not something I've seen a platformer put together so well. This stage was an absolute joy to play top to bottom and you can hopefully hear how engaged Tea and I are as we play through it. Dying to the boss wasn't even that bad because we just get to play back through this kickass stage again. Rock n Roll isn't my favourite game of this year, but with this stage alone it is very very close.
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# ? Nov 10, 2022 12:44 |
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Yeah, everything about this level is just amazing, from the intro glitching out to the way the laws of physics seem to have gone haywire. It really conveys a sense of "Whatever Dr. Wiley was researching in here has gone horribly awry." Also, I think the gimmick of the boss for the Weapons Depot stage is that he changes his weakness everytime you damage him, which is indicated by the lights on the boss and his shots changing colors.
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# ? Nov 10, 2022 14:29 |
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This, and as mentioned the Wily Fortress in general, is in my opinion what takes Rock'n'Roll from 'This is a very well-made fangame' to 'This might legitimately be better than the source material'. And no one has even mentioned yet that Dennis managed to make a Yoku Devil boss-fight fun.
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# ? Nov 11, 2022 01:40 |
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That stage gave me second-hand "aha!" from witnessing the puzzles, twice. First from understanding them on the initial run, then again from appreciating just how good they really are on the rerun. At the very least it's the best vertical slice of classic megaman I can think of.
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# ? Nov 11, 2022 02:27 |
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# ? Nov 12, 2022 02:46 |
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I wonder if the balance issue with Roll being overall more useful than Rock could have been mitigated if you got to play as Protoman in the main game instead of Rock. The bullet deflection on top of the charge shot could have been adequate compensation for the lack of a double jump, and story-wise it wouldn't change much if Rock's and Protoman's roles were switched. Would have kind of ruined the title pun, though.
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# ? Nov 12, 2022 11:55 |
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So, yeah, this Protoman level is the reward for saving the allies and opening all four locks. It's pretty tough, but it's fair and learnable, and it's an absolute nostalgia blast with how much it calls back to the first ever Wily Fortress in aesthetics, mechanics, and enemy types. I don't think you guys have picked up on this, but his buster is slightly different from either Rock's or Roll's: Protoman can only have two bullets on screen at once, compared to the siblings' 3. And, as you did pick up, he charges faster than Rock and has the upgraded charge shot, and takes extra damage like Roll. Protoman may not get access to the Robot Master weapons Rock and Roll have acquired, but he does use their same pool of E/W tanks (though obviously, he shouldn't use a W tank). When I was playing through this the first time, I don't think I realised I could get game overs and continue (and use this to grind E tanks), so I started with 9 lives, practised every level and saved all my E tanks for this and the upcoming levels. That said, I don't think it's too hard to get good enough at this boss that you shouldn't need them, it takes some time to learn the patterns but once you do it's honestly not that bad. (It's a real marathon of a fight though, and you need to learn new patterns each phase, which makes it easy to trip up.) Good luck!
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# ? Nov 12, 2022 16:50 |
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Our boss here is, iirc, a reference to a Wily stage boss in MM1, where Mega Man had to fight a copy of himself. Question: Can Protoman's shield reflect Copy Mega Man's charged buster? That seems like it could be really useful if it can.
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# ? Nov 12, 2022 18:26 |
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azren posted:Our boss here is, iirc, a reference to a Wily stage boss in MM1, where Mega Man had to fight a copy of himself. Yes it can. It's still tough to time correctly to successfully land a hit and doesn't do any more damage than Protoman's own charged shots, but it's still a thing that can be done. I still haven't gotten past this point myself. It's a tough boss fight.
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# ? Nov 13, 2022 20:42 |
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# ? Nov 14, 2022 23:39 |
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Ahh yes... absolutely brutal boss fight
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# ? Nov 15, 2022 01:22 |
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...Oh. Oh no. You're going to miss those E-tanks later. I'm usually okay using one in this fight but I really want to have at least two on hand (one each for Rock and Roll) for the Wily Machine fight (is that even a spoiler?). I understand the temptation though, the Copy Robot fight is long and while it's definitely learnable, it can get tedious slogging through the phases you know to practise the next one. (That said, as seems to be a trend with this game, Roll is by far the trickiest to beat.) You're also not screwed. There is a place where you can grind E-tanks coming up, though it's decently well hidden and I don't remember if I actually found it myself. (And I think it's after the Rematch Room.)
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# ? Nov 15, 2022 03:42 |
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# ? Jun 6, 2024 06:05 |
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It's extremely funny to me that the Roll phase of the copy robot is the hardest, while the Rock phase was the easiest.
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# ? Nov 15, 2022 05:18 |