Now that Ice Man and Fire Man are dealt with, the rest of this part of the game is a tad easier...but just a tad.
Cut Man
The spinning black spiked balls not only drop down and charge at you when you're close enough, but some of them are a lot faster and also instantly change direction when you jump over them.
There is a 1-Up at the beginning of the stage. 1-Ups are signified by Mega Man heads. To get it, you'll have to jump to the left from the very edge of the conveyor belt. Yeah, prepare to see conveyor belts in this game, too.
The conveyor belts have arrows at the end that clearly show which direction they move you at both ends.
The spiked robots that travel across the floor, speed up when you're at their level and can't be shot at with the Proto Buster predictably returns here. Don't even bother charging up, as you have the Proto Buster in this game and you can't charge the ol' arm cannon up at all like in the later NES titles. You also can't slide, either.
As you make your way through the level, you'll notice that the enemy placement is actually more haphazard than what you've seen. Blame it on the developers Capcom outsourced this to. You may have to be creative with the Ice Slasher so that enemies don't do things that you don't want them to do.
The scissor blades actually move toward you when you move in close. When this happens, immediately retreat. When they move forward a little bit, they'll then start flying around in a circle. They're pretty easy to move past, and you can also freeze them with Ice Slasher when necessary.
You'll eventually fight Cut Man. He follows you around, jumps like an idiot every once in a while and also throws the scissor blades on his head. He always jumps when you're near him, so be ready to run right under him and hit him when he lands. Also, the scissor blades go all the way to the wall before they return to him. Whatever you do, don't walk up to the wall or you're going to pay for it. Fire Storm is the best weapon in case he stays way too close, since that shield will do a ton of damage if he does. When you somehow manage to beat Cut Man, you'll get the Rolling Cutter.
Elec Man
The fans blow you back. Like Elec Man's stage couldn't possibly be any harder, developers. Great job.
No sooner do you start the stage that you have to deal with the disappearing block platforms. The first set is ludicrously easy, but don't expect the rest to be that way.
The second screen has those electric barriers, and they seem to go in and out faster than their NES counterparts. Time your movements accordingly.
The fifth screen has not only the disappearing platforms, but also a fan. The blocks are also there longer than usual, which can throw you off.
When you reach the roof of the first building, you'll see the thunder-throwing robots from Air Man's stage in Mega Man 2. This is the first thing the game throws at you that tells you "We just combined the first two games for more Game Boy goodness!" This would be a theme in future Rockman World games, as succeeding games combined the rest of the other game with half of its sequel.
The Mettaurs are back! They act just like they did in the first game. When you get close, they'll lift their hats up and shoot at you from underneath, exposing themselves to attack in the process.
Near the end, you'll have to climb three whole ladders worth of cross-shaped monsters and electric barriers. It was already bad enough having to do it in the first NES game, developers. Enough already. Especially when you get knocked down a ton if you hit a barrier.
When you meet Elec Man, he'll be easy as anything. He will throw electric shocks at you, but he goes down with just three Rolling Cutters. That's it. You now have the Thunder Beam, which is a three-way thunder blast, as well as Carry, an item that allows Mega Man to make platforms that can get him to supposedly inaccessible areas. (The last of the four Robot Masters you beat at this point will always give you Carry no matter what.)
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