Tuesday, March 12, 2019

NintendoCapriSun plays Mega Man 10 - Part 1 of 10


With the eleventh game having come out at the time this was written, and with this the only one of the first ten left, we might as well get this one out of the way.

The story begins with Roll coming home only to have a fever, even though she is a robot. She suddenly collapses, and Dr. Light comes to the conclusion that Roll has come down with Roboenza, a virus that only affects robots. He tells everyone to be careful.

As time passes, Roboenza begins to spread around the world, causing robots to malfunction. Many humans find it impossible to complete even simple tasks without their robot helpers (which in turn makes me want to think the people of 20XX are all ripe for a Darwin award at this point), and without robot assistant, no one can develop a proper cure. A month following the outbreak, the situation worsens. The infected robots turn violent and attempt to take over the world!

Suddenly, Dr. Wily's saucer almost crashes in front of Dr. Light's lab, but Mega Man catches it in time. Dr. Wily explains that an infected robot went crazy and attacked him. He then explains that he has spent the last few days studying Roboenza, but even he was unable to come up with a cure. As a result, he has built a machine that he hopes holds the key to developing a cure. Unfortunately, it has been stolen by the infected robot masses. He asks Dr. Light and Mega Man to help him get the machine back, and they are left with no choice but to fight for a cure...

Proto Man also shows up and tells him he won't be able to do this alone, and Mega Man accepts his help.

When you start the game, you'll have quite a few options. Besides the main game, there is a time attack mode, challenge mode, online rankings (which are now no more), a downloadable content section and the ability to set some options.

You can choose to play as Mega Man or Proto Man, but you must unlock Proto Man in order to play as him. Sadly, you will not see any cutscenes if you play as Proto Man. From there, you can also set the difficulty between easy and normal. If you beat the normal difficulty, you'll get the hard mode.

After that, you're taken to the stage select screen.

Sheep Man


You start the game with the Mega Buster and the Rush Coil. Just like in Mega Man 9, you cannot charge the Mega Buster or slide. With that said, if you can't charge the Mega Buster, just call it the Proto Buster or "P" again. I can take a hint.

The mouse pointer creates blocks that then shoot out in certain directions.

The blue blocks you see after that first enemy disappear when Mega Man stands on them. You'll soon see them in other colors, such as yellow and red, and you'll start seeing simple puzzles where you will have to jump on certain sets of colored blocks in order to get to the next area, and when you jump on any block in the set, the whole set will begin to disappear all at once in a couple of seconds, so be careful. If you see any spikes of the same color connected to those sets, those spikes will disappear alongside them. 

The platform enemies can be taken out by shooting down the columns beneath their heads before shooting down the heads themselves. If you stand on them, they will lower. Watch out, because they can still shoot two echolocation shots that can bounce off walls and have the potential to hit you. Thankfully, they can only bounce off a floor, wall or ceiling once. When you get off their heads, they will slowly rise back up.

Bolts appear in this game again, and you'll be using them to buy things from Dr. Light's lab later on.

The yellow "brain" robots move back and forth as they slowly drop down. The blue shield robots are the retun of the shield enemies from the previous games. As with those games, you'll have to shoot them in the back to defeat them.

Do red, green, then blue, then yellow. Otherwise, you're going to meet the spike pits below, and as always, they're instant death.

If you need to use Rush Coil to grab high-up items, do so. You start the game with it.

The platforms that are down are powered by a nearby conveyor belt. By walking on it, Mega Man will walk in the center and make the conveyor belt move, which in turn powers up the nearby platforms for a short time. When the circle on the platforms flash, they are about to power down and fold back downwards until they are powered up again.

The mini-boss is a machine that is powered by the two conveyor belts on the sides. Run on one of them, and shoot down one of the two robots that the mini-boss creates. Don't shoot down both, or the mini-boss will immediately make two more. When you power up the machine, climb you way up with the blocks and shoot the mini-boss' light bulb for a head. The room will soon go dark again, but as long as you have one of the light bulb enemies flying around and you keep avoiding it, you should not have much trouble repeatedly "powering up" the mini-boss, getting onto the blocks, and shooting the mini-boss in the head until it dies.

Later in the stage, there are yellow things in the floor, and if the yellow brain robots lower into them, those things will rise up and reveal themselves to be gun turrets for these robots. Shoot the turrets down, and you'll be able to take care of the robots.

After that, stand on the blue blocks to get rid of them and the connected spikes, then watch the appearing blocks to pick out their pattern. (Yes, they're called Appearing Blocks, I finally found out what they're called, and yes, that's their Japanese name. So there.) You'll have to do this a couple more times to get further.

From here, you'll do two more color block puzzles. If you can do the first one right, you can get a W-Tank that will allow you to refill all your sub-weapons. Save it for later!

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