Tuesday, March 12, 2019

NintendoCapriSun plays Mega Man 10 - Part 2 of 10


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Sheep Man will leap up and turn himself into four clouds. Jump when the last cloud shoots lightning, as the lightning that travel across both sides of the floor. After the fourth cloud's worth of this, Sheep Man will sometimes shoot a shot that goes into a sine wave at you - which will either stay low or go high as far as height is concerned - then repeat the whole pattern again.

Sheep Man is weak to the Rebound Striker. That makes sense, since it bounces around the room. You probably won't have it yet, as Sheep Man may usually be the first Robot Master you beat.

Beating Sheep Man will reward you with the Thunder Wool, which allows Mega Man to shoot a cloud that shoots thunder downwards after floating upwards and forwards. 

Commando Man


The green flying robots will shoot downwards while moving in one direction.

The flashing things in the quicksand floors are mines. Don't touch them. If you shoot them, you can find holes in the sand, but only one of them uncovers three large bolts while the rest contain the red claw enemies that shoot projectiles upwards. Also, you should obviously jump across the quicksand floors to stop yourself from sinking and dying.

The red claw enemy shoots projectiles upwards, which then fall down.

There is a fork in the road at the end of the first section of the level, and regardless of which path you take, you'll have to deal with the sandstorms. When you see the wall of sand move out from the left or right side of the screen, stay near a wall to keep from being blown around. Make sure that wall is in the direction the sand will move you, and be sure you do not get shoved slowly into spikes. You'll need the sand to make the final jump before the boss if you don't want to use Rush Coil (which you have at the beginning, anyway).

The balls that come out of the pits slowly float downwards. They easily go down in one hit.

The Mettaurs are back in this game. When they expose their eyes, shoot them in the face.

The red robot with the crusher bottom that jumps up and down is the crushing robot for this game. It goes down to the "Mega" Buster rather easily.

Commando Man will shoot missiles that can home in on your position and cannot be shot down with the Mega Buster. They leave a small explosive trail that briefly travels to both the left and right when they hit a wall or a floor as well, and you'll have to be ready to jump when they come your way. Commando Man can also jump, and if he jumps high, be ready to jump so the quake from the land does not stun you.

Commando Man is weak to the Wheel Cutter, which is useful as Commando Man will stand around for a second after a jump, which is enough to hit him with four Buster shots.

Beating Commando Man gives you the Commando Bomb, which can be turned around in any of the cardinal directions twice. Just like Commando Man's version of the weapon, it also creates the energy weapon that briefly travels in two directions upon hitting a floor, wall or ceiling.

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