Friday, March 22, 2019

NintendoCapriSun plays Mega Man 11 - Part 3 of 7


In this episode, NintendoCapriSun checks out Dr. Light's lab before taking on two more Robot Masters.

At Dr. Light's Lab, you can buy all the power-ups you need, including extra lives (up to nine), E-Tanks,W-Tanks, M-Tanks, Eddie Calls (which summon Eddie to give you five random power-ups) and Beat Calls (which summon Beat should you fall into a pit to save yourself with Left and Right on the D-Pad). You can only carry a certain amount of each, and you can find out just how many of each item you can have here as well as on the pause menu. You'll also be able to see if the item works automatically or if you have to use it yourself.

W-Tanks fully refill your special weapons, while M-Tanks refill all health and weapons. You can only hold one M-Tank.

The Energy Dispenser reduces your energy gauge in exchange for letting you use the Double Gear technique - which allows you to use both the Speed and Power Gears at the same time - whenever you want as opposed to when your health is low.

The Shock Absorber reduces the recoil from firing a powered-up Mega Buster shot.

The Auto-Charge Chip charges the Mega Buster while you're not firing; otherwise, the charging process will reset if you are.

The Buster Plus Chip makes fully-charged Mega Buster shots bigger and more likely to hit enemies.

The Spike Boots stop you from slipping and sliding on icy floors.

The Energy Balancer automatically recharges the weapon with the least energy if you pick up a weapon capsule if your current weapon is full (or the Mega Buster), as always.

The Mystery Chip provides a bonus if you complete a stage quickly.

The Buddy Call Plus allows you to carry up to three Eddie Calls and three Beat Calls.

The Tank Container increases the maximum number of E-Tanks and W-Tanks you can hold to nine.

Impact Man


In the Japanese version, Impact Man is known as Pile Man due to his piledriver-like moves.

The electrified barriers can be destroyed with your weapons.

The classic Mettaurs are back. Shoot them when they expose their eyes when you get close. If you hit them with a fully-charged Mega Buster shot, you'll stun them for a few seconds, and you can shoot them with regular shots while they are exposed during that time.

The pick-throwing guys from Guts Man's stage in the first game are back. Attack them as you approach. At least they don't throw picks as much as they used to.

The missiles that the red missile shooting robots shoot will home in on you. Keep that in mind as you traverse the platforms that move across the tracks.

If you see faint gold chevrons moving around, a drill robot will be moving in that direction. Be ready to stay out of their way. According to Impact Man's character bio, Impact Man is made of three drill robots, and these are those robots. You'll meet them again when you face Impact Man proper.

The small welding robots will make holes in the ground that will burn to the touch if you move onto them.



Keep hitting Impact Man with the Acid Barrier's projectiles. You'll be able to take him down in no time.

Beating Impact Man will give you the Pile Driver, which allows Mega Man to perform a dash attack. Using the Power Gear along with this weapon makes it more powerful. Be careful when using it against enemies, however; there is a bit of knock-back after you connect. Also, this is the first power to use three main colors instead of two, due to the three drill robots that make up Impact Man.

After beating four Robot Master stages, you'll be back at Dr. Light's lab. Dr. Light talks about how he and Dr. Wily had a falling out over the events in the past that took part at the beginning of the game. Dr. Light felt that with independent thought, robots would truly be partners with humankind at last, but Dr. Wily felt that even with independent thought, robots would still be thought of like tools, and felt that only with insurmountable power and speed would robots be seen for what they truly are. Dr. Light was strongly opposed to Wily's ideas and research, and with the Double Gear putting an incredible strain on the robots that use it, it could be used to cause terrible harm in the wrong hands. Dr. Light then mentions the committee that cancelled Dr. Wily's research in favor of his, and that Wily has not only never forgiven him, but has become more extreme in his views since. Dr. Light then says his attempts to reconcile have only fueled the fire, and wishes there was a way to work together again, as even Dr. Light admits that the Double Gear system can be a tool for good if used properly and with proper judgement. He says that Wily's dream of turning a robot into a hero could come true if Mega Man uses it, then announces that Rush has been tuned up, which unlocks Rush Jet.

When you head back to Dr. Light's Lab, you can get new items that were unavailable before.




Bounce Man


In the Japanese version, Bounce Man is known as Rubber Man.

The flying green turrets move up and down and shoot bombs at you.

The circle platforms are bouncy, and you can use them to jump higher if you press the jump button just as you land on them. You'll also have to bounce into them from the sides to get up some walls. They're like the springs in Spring Man's stage in the seventh game.

The yellow platform at the bottom of a section acts as a bouncy trampoline that allows you to reach new heights if you can jump onto it from very high up. You'll be using these to get out of two sections: the first and the last.

The blocks with the hands act as platforms, and the direction the circular arrow rotates is the direction that the hand will rotate when you shoot it. Shoot the hand with a fully-powered Mega Buster shot, then jump and stand on the top of the block. When you shoot the hand, a timer counts down, and when it reaches zero, the hand will move back up to the top and smack you to the side.

The light blue-and-yellow ball enemies bounce around anywhere. They go down easily in a few shots.

The pink robots held up by the balloons float back and forth and explode when they hit the ground after their balloons are shot down. The spinning balloons that are by themselves explode when shot.

The red turrets from the fourth game are back. They can only fire in three directions: forward, up at a 45-degree angle and down at a 45-degree angle.

The yellow metal panels with the hole in them create the yellow cylindrical robots.

The mini-boss is a balloon frog. Use the Pile Driver to pop the frog as it swings around on its tongue and tries to attack you with it, then use it again on the robot that comes out before he creates another balloon frog while avoiding the bouncy robots. You'll take this mini-boss out very quickly. You can also use the Mega Buster and the Speed Gear for this.

Watch out near the pits after the mini-boss; there will be some mime robots that will pop out to block your path. Also, there is a shield robot that raises its shield up to fire forward, making itself vulnerable in the process.

The room with the five pink hand blocks can be easily dealt with by using Block Dropper.

Bounce Man will (obviously) bounce about the room and try to hit you with his extendo-arms. Hitting him once with Pile Driver will split him apart, and parts of his body will then start bouncing around the room. Hit the body - the part with the yellow circles on it - to do damage on the biggest part of him until Bounce Man pulls himself back together..


When Bounce Man glows blue, he uses the Speed Gear. He will bounce around the room a little bit faster while punching at you every so often. It won't be long before you defeat him as long as you keep your distance.

Beating Bounce Man nets you Bounce Ball, which lets you shoot a three-way shot of bouncing pink balls. The Power Gear lets you shoot six - three to the front, three to the back. You can also aim the weapon upwards or downwards.

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