Showing posts with label Mega Man 11. Show all posts
Showing posts with label Mega Man 11. Show all posts

Sunday, March 24, 2019

NintendoCapriSun plays Mega Man 11 - Part 7 of 7


Here's Dr. Light's Lab, one of the Challenges in the game. NCS doesn't beat it, but he does show off the first eight rooms.

Room 1: Defeat fifteen enemies.

Room 2: Make your way to the end. The enemies here are simple, for the most part.

Room 3: Make your way to the end. Watch where the gold chevrons go!

Room 4: Make your way to the end. Watch where you're going when bouncing off the top of the purple ball, and bounce off the right wall to get over the spikes at the end.

Room 5: Defeat ten enemies. Use Scramble Thunder. If you time it so that any enemy from the left is near the right end of the conveyor belt, the radius of the explosion will hit that and the enemy coming from the right, meaning that you only have to fire it five times.

Room 6: Make your way to the end. Shooting Scramble Thunder upwards can help get rid of some of the Mettaurs, and Tundra Storm can also help.

Room 7: Make your way to the end. You'll have to be careful where the buses when they get exploded into the air. Use Impact Driver at the third bus.

Room 8: Rush Jet will only get you so far, so be ready to make some big jumps and keep your Buster charged to get rid of the drones.

NintendoCapriSun plays Mega Man 11 - Part 6 of 7


Here it is: the stunning conclusion to Mega Man 11!

Eventually, you'll be able to buy items at Dr. Light's Lab for half the bolts it usually takes. Take advantage of that!

Dr. Wily Stage 3


Well, this is interesting. You'll be doing the boss rush in the third stage and not the fourth. The same strategies for each Robot Master still apply.

Top row (from left to right): Block Man, Acid Man, Impact Man, Bounce Man
Bottom row (from left to right): Fuse Man, Tundra Man, Torch Man, Blast Man

When you beat a boss, you'll automatically teleport back to the teleporter capsule room. The large health pick-up will be in the middle of the bottom row at the center of the room. The only this doesn't happen is when you've defeated all eight Robot Masters in the boss rush, as the capsule leading to Dr. Wily will be in the center of the bottom row instead of a health power-up. Also, the gears in each Robot Master's chamber seem to get faster with each successive chamber you survive.

As mentioned earlier, once you beat all eight Robot Masters a second time, you'll get the teleport capsule leading to Dr. Wily in the center of the bottom row.

Dr. Wily Stage 4


There is some platforming here involving the platforms on the tracks from Fuse Man's stage, but it's dead easy. When you see the giant wall of spikes, go all the way down into the pit. You'll find the door leading to Dr. Wily's chamber as well as a large health pick-up and a large weapon energy pick-up to the left.

After seeing eight more open capsules used to house Robot Masters in the background, you'll meet Dr. Wily at last.

The first form is a giant skull drone. To make matters worse, the floor is a conveyor belt. Avoid the red missiles that come down, and use the red missiles that come at you as platforms to jump up and hit the skull drone in the eyes. If you need to, use the Speed Gear. The drone will back up and rush at you before returning to the right side of the screen.

When you get it down to half health, the eyes will be exposed and you can see Dr. Wily. Try not to get ground up on the wheels that will balance the drone on the floor - and shoot at the wheels in order to get the drone to come back down - and watch out for the red Dr. W logos that the drone will shoot out.

As you face the first form, none of the weapons will really do that much damage, so go ahead and use the Mega Buster.

The second form that you get after beating the first one is yet another edition of Dr. Wily flying around on a small personal carrier. Watch out for the gears that Dr. Wily fires at you, which will always be in groups of four, and hit Dr. Wily with the shots from the Acid Barrier weapon whenever you can. Thankfully, you can always shoot the gears down. Use Tundra Storm to negate the weapons and multiple gears at once and do even more damage to Wily. You can also use Block Dropper.

When Dr. Wily produces two hammers at his sides, they will spin around. Be ready to slide under him as he moves towards you.

When Dr. Wily glows blue, he will fly around the room in an oval pattern. Stay away from him and shoot at him with the two aforementioned weapons.

When he shoots four gears up and down, produces the hammer and flies up, be ready to avoid being in the air so you aren't hit with a powerful laser. After that, he will teleport and try to hit you with the side hammers as he flies towards the ground (or towards you if he appears inside or just above the "floor").

Once you beat the second form, Dr. Wily will beg and plead for the eleventh time. As Wily refuses to admit defeat, Dr. Light suddenly shows up, and Dr. Wily accuses him of plagiarism. Dr. Light calls Mega Man the results of his and Dr. Wily's ideas combined when the powers of their inventions are used wisely, and tries to get Dr. Wily to join him again. Dr. Wily refuses, and flies away as he says that he will strike again.

Suddenly, the fortress starts crumbling, and Auto suddenly shows up. Everyone gets out of there, then we see Mega Man flying on Rush Jet above the ocean as the credits roll. After the credits, Mega Man returns home, and the eight Robot Masters are brought back to normal while we see Auto under the influence of the Double Gear system. We find out that Dr. Light was at Dr. Wily's fortress to recover the eight Robot Master's primary components so that the Robot Masters would be as good as new.

You'll then see a group shot of all the Robot Masters as well as the protagonists of the game, then you'll be able to save your game one more time. You'll go back to the title screen, and you can check out the extra modes. You can check out every enemy you've seen in the game, take on challenges much like you did in the ninth and tenth games, see your records, check out the online leaderboards and more.

Saturday, March 23, 2019

NintendoCapriSun plays Mega Man 11 - Part 5 of 7


Okay, wow, holy cow, that looks nice.

The Power Shield lessens the amount of knock-back you receive when you take damage.

The Super Guard cuts all damage in the stage you use it in by half, and it lasts until you lose a life or complete the stage.

Dr. Wily Stage 1


This stage borrows elements from Fuse Man and Bounce Man's stages.

Before we start this stage, can I just give the game props for letting you pick your stage within Wily's Castle instead of just keeping you on rails like every other Mega Man game ever? Because that's pretty cool.

The gears with the yellow centers act as platforms. You do get moved around when you stand on the yellow centers, so be careful. Also, pay attention to which way the gears are spinning, so you'll know if you will get moved to the left or the right.

The orange, rusted gears will fall the moment you jump onto the centers of them, and you won't have much time on them, either.

The Appearing Blocks will eventually show up. As in every other game, watch the pattern, and utilize shortcuts such as Rush Jet and Rush Coil where necessary.

You'll eventually come across a drop point with spike-laden walls before the second set of Appearing Blocks.

The boss here is...Yellow Devil! He's back! Jump over and slide under the blocks as they show up, then charge up the Mega Buster and shoot the Yellow Devil's eye when it is exposed...and make sure his later doesn't hit you. Keep doing this until he glows blue.

When the Yellow Devil glows blue, he creates multiple clones that leap to one side to the screen, then return to the other by running. There are safe spots during the jumping part, but you'll have to jump over them all when they run at you. They then all drop down from one side to the other, but there is a safe spot. Interestingly, you can shoot the clone that has the eye and do damage. After that, you'll get the usual Yellow Devil form again, but he'll shoot multiple fireballs instead of a quick laser blast.

Dr. Wily Stage 2


This stage borrows elements from Block Man and Blast Man's stages.

You'll eventually come up against a moving wall that looks like a skull tank. You definitely want to outrun it, but sadly, you can't use Tundra Storm to freeze it in place for a few seconds.

The skull column can be easily destroyed with the Pile Driver. You can hit both the eyes and the laser cannon in its mouth.

The Pile Driver will be useful against the Sniper Joe enemies, since you don't have to wait for them to stop hiding behind their shields to destroy them. Keep that in mind in case a skull tank is chasing after you.

The big blue jetpack robots can be destroyed easily with the Bounce Ball.

Use the Speed Gear to get past the one part with the multiple skull tanks that try to crush you as you jump upwards.

The boss here is a robot inside a spiked ball. Avoid the fireballs and lasers it shoots, and when the center opens up, hit it with Bounce Ball.

Eventually, the boss will teleport, turn red, and fire three laser beam at you. You will have to move rather quickly and stay away from the path of the beam right after the initial targeting beam touches you to avoid them all.

Tater-Tot Tunes - Block Man's Stage (8-Bit Remix) - Mega Man 11


There wasn't much in the NES/Famicom style that I could think of for the intermission. I think this will do.

Friday, March 22, 2019

NintendoCapriSun plays Mega Man 11 - Part 4 of 7


NintendoCapriSun has beaten all eight Robot Masters! Now it's time to go to Dr. Wily's fortress once again...

Fuse Man


The parts of the floor that are orange are hot and should not be touched.

The plug robots that move towards you have an electric barrier around them. Hit them from a distance.

The bat from Wood Man's stage is back at the end of the first section.

The yellow laser shooters will travel quite a distance, and the yellow track on the ceiling (or floor) give them the instruction to continuously fire. When they are off the track, the laser goes away. They can also travel across walls as they go in and out of holes in the yellow boxes. The lasers can be stopped by solid walls, so use that yo your advantage when you need to make your move at certain points.

The blue blocks that produces the lasers in four directions can be destroyed by the Bounce Ball, and the only time lasers come out of them is if a laser is shot into it by a laser shooter. There is a red variant that shoots the electricity diagonally.

You'll see the vertical versions of the red turrets from Bounce Man's stage here. These stay on the ceilings rather than the walls and downwards rather than left or right, but the three angles it can fire at you from are still the same.

The purple drones fly around in a sine wave pattern.

The mini-boss is a big robotic head that looks like it has dreads and sunglasses as it bobs its head while lasers on the ceiling fire in certain patterns. When you hit the sunglasses with the Bounce Ball a few times, you will expose its eyes before it explodes. You can also destroy it easily with the Acid Barrier.

The big blue robots that jet upwards will stay in the air for awhile before they come back down. If you try to slide under them, they will try to come down on you.

Fuse Man will create balls of electricity that will move across the track on the wall, and he can also teleport across the room and throw bolts at you.

When he goes into overdrive at half-health, he will zap like crazy to the top of the room and try to come down on you. This is where the Bounce Ball really comes into play. While he will try to knock some of the balls away before he does this, he won't be able to do it after he loses half of his health, and all those balls you can get on the screen will hit him one way or another.

Beating Fuse Man will give you Scramble Thunder, which sends quick bolts of electricity downwards and then across the ground from where Mega Man is standing. You can also shoot it upwards. With the Power Gear, you can make the shots bigger.

Tundra Man


The snowflake enemies just slowly fall down to the bottom of the screen. Love the fact that they have one eye.

The bunny robots jump up and down as they track Mega Man. You can take them down easily with Block Dropper.

The wind will push you black rather strongly, but you can perform some long jumps and some awesome platforming if you know what you're doing. It can also blow the snowflake enemies around, too.


The bird robots with the ice cubes will drop the ice down when they are directly above you.

Near the end, you'll have to deal with an ice maze as well as strong winds that will blow Mega Man to the right. When you reach solid ground, you'll have to slide and then jump immediately.

Tundra Man slides back and forth around the room, and also jumps twice across the span of the room. Scramble Thunder works well here, since he does stay on the floor a bit of the time.

When the multi-colored spotlights hit Tundra Man, he gets faster and can also create a tornado in the center of the room.

Beating Tundra Man will net you Tundra Storm, which creates a tornado around where Mega Man is standing that can freeze enemies. If you use the Power Gear, the tornado covers the entire screen and wipes out any minor enemy you can see on the screen.

Torch Man


The tents can be shot down to reveal a green bunny enemy that bounces forward at times. The owl lantern enemies fly around at the top of the screen, following Mega Man in an attempt to drop fire on him.

The green-and-gray mushroom-like enemies shoot fire upwards out of their heads. If the fire touches a solid ceiling, it won't be able to go through it. Destroy them from a distance to get them out of your way.

There will be plenty of jumps from one wooden column to another above bottomless pits. Be careful.

The purple tank enemies will be knocked back by the Mega Buster, but you can also freeze and kill them with Tundra Storm.

At times, you will be followed by a blazing wall of fire that is instant death if you touch it. You can freeze the wall with Tundra Storm, but it will eventually un-freeze itself and start moving again.

If the mushroom enemies' fire hits metal blocks, the blocks will heat up. Jump over these blocks when they are white hot.

If you destroy the owl lantern enemies in certain points, the area will go dark. You can use Scramble Thunder to light up the screen again for a few seconds.

The boss here is a phoenix robot. Get up to it and hit it with the shots from the Acid Barrier up close to absolutely demolish it.

Torch Man will hop around the room, throw fireballs and also try to kick at you if you're up close. He also has a kick that travels from the air to the ground and travels roughly the width of the room.

At half-health, he will get faster, and he will jump around will sending fireballs across the ground. Two shots of Tundra Storm with the Power Gear later, he's done before he can do much else. As a matter of fact, that's all you should be doing.

Beating Torch Man results in obtaining the Blazing Torch which sends a fireball into the air, which then comes back down. With the Power Gear, that fireball becomes a three-way shot.

After you beat all eight Robot Masters, you'll be back in Dr. Light's lab. Dr. Wily will hijack the monitor and be irritated with Mega Man using the Double Gear system. He reveals exactly where he is (even though he whined and groveled the last ten times he got beat), and dares Mega Man to face him.

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.

Thursday, March 21, 2019

NintendoCapriSun plays Mega Man 11 - Part 2 of 7


In this episode, NintendoCapriSun takes on Block Man and Acid Man.

Block Man


Watch out for blocks following down from the top of the screen into the bottomless pits below.

The robots inside the wheels are vulnerable if you can shoot them so that the Buster Shot goes through the hole in the wheel, but you're better off jumping over them...sometimes.

The yellow cylindrical robots slowly fly towards you. They can be taken down very easily.

The skulls on the ground have hammers. Don't get too close.

The grey stone blocks can be shot down to get them out of your way.

There are conveyor belts here. The yellow arrows will point which direction they will take you.

There is a weapon select that you can use in-game where you can switch exactly to the weapon you want without pausing or cycling through weapons, but time doesn't stop when you use it, so be careful.

The mini-boss here is a totem with what looks like a spiky tire with eyes for a head on the top. When it spins, get out of the way of the four spinning sections as they drop down, and shoot at the head with Chain Blast. Using this in combination with the Power Gear will definitely save you some time. Just save some for Block Man, though. You'll eventually meet this mini-boss again, and this time, you'll be on a conveyor belt. 

Shortly after this, you'll see the blocks dropping down from the top from the beginning of the stage as well as the gray destructible blocks. When you see what looks like small debris moving on the ground, be ready to avoid something. You'll then get trapped by a wall of moving gear that materialize from behind you, and you'll have to shoot the gray blocks while traversing the solid sea foam green blocks like some sort of maze. If you use Chain Blast along with the Power Gear, you can blow them all up and speed through this section.

In the first fully vertical section, you'll see what looks like a feint tornado. If you approach it, it turns into a robot with light blue spikes around it. Just shoot it up with the Mega Buster before it shoots its eight-way shot.

Be careful when approaching extra lives that are sitting there in an easy location; some of them are evil purple Eddie look-a-likes that will run away and then jump out of your reach if you don't shoot them down fast enough. They also can run off with other power-ups, as well.

The gears help refill your Double Gear gauge. Just mentioning these now because this is when I really started noticing them.

Rush can crush the blocks that drop down in the second fully vertical section whenever you call Rush Jet. All you have to do is have the blocks drop on him before using Rush Coil.



Beating Block Man will give you the Block Dropper, which lets you drop four blocks from above, much like Block Man did. Using it with the Power Gear lets you drop even more blocks. In this game, you can try both forms out for yourself, and you'll learn that using the Power Gear is like a temporary version of the X-Buster upgrade that powers up special weapons from the X series. The try-it-yourself weapon demo does not end until you press Start.

Acid Man


If you pay attention to the window at the beginning of the stage, you'll eventually see Acid Man swimming around.

The spider robots will come down when you get close enough. There are also mini-spiders that are pretty fast, but can easily be hit with a fully-charged Mega Buster shot. Sometimes the big spiders will spawn small ones. Also, the green water will hurt you.

The syringe robots will shoot acid drops upwards in an attempt to attack you, and if they hit the blue water, they will turn it yellow. If more of their acid is dropped, it will turn red, and then turn green after one more drop. If it is green, it will hurt you.

The shield robots come back here. Shoot them from behind as they fly away.

The doors that lead in and out of the underwater sections will open automatically when you get close. When in the water, you'll be pushed back by the current (watch out for spikes!), and the current will also blow robots in your direction. In later sections, the current will push you somewhere other than to the side...

The circle-shaped robots that move back and forth can easily be destroyed.

The mini-boss is a circular robot with four wheels that will swim at you. It will spin around and create circle-shaped robots. Hit it in the core with Block Dropper, but be sure to save some for Acid Man.


The wheels in the background have platforms that move in a circle along with it. Time your jumps to make getting around easier.

Sometimes, an enemy will drop a power-up that randomly switches between all the power-ups you can pick up in the game. Whatever it is when you run into it is yours. If you're lucky, you can even get an E-Tank for recovering your energy this way!



Beating Acid Man will net you the Acid Barrier. It's a shield weapon, but you can also shoot acid bullets. Using it with the Power Gear creates a bigger, more powerful shield that can also destroy enemies to the touch.

NintendoCapriSun plays Mega Man 11 - Part 1 of 7


I thought this day...and this game...would never come...but here it is...

The story begins in the past, where a committee chooses Dr. Light's research into robots with independent thought over Dr. Wily's project. Dr. Wily takes offense to this, and storms off guaranteeing to the committee that the world will soon learn that he was right.

Dr. Wily then wakes up out of bed, complaining that bad memories make the worst dreams. Suddenly, he remembers his research from his youth...

When you start a new game, you will get four difficulties: Newcomer, Casual, Normal and Superhero. NCS will be playing under the Normal difficulty for this Let's Play.

At the start of a new game, it is still 20XX and Dr. Light is giving robots their annual maintenance check-up. He has just checked on Block Man, who is a construction robot. He thanks Dr. Light, and heads to the construction site. Roll reminds Dr. Light that Torch Man, Acid Man, Impact Man, Bounce Man, Fuse Man, Tundra Man and Blast Man are left. Way to spoil the surprise of who we have to face in the game, Roll. Torch Man is about to get his check-up when what seems like an earthquake hits Dr. Light's laboratory.

Dr. Wily breaks in through the ceiling, and tells Dr. Light that he has recalled some research that was crushed by their student committee back in their university years, and has perfected the design. Block Man and the seven other Man robots all show up at once to check on Dr. Light and confront Dr. Wily, but Dr. Wily decides to make them test subjects with the Speed Gear. Dr. Light tells all eight of them to run and hide, but it is too late; the Speed Gear has allowed Dr. Wily to run away with them all.

Dr. Wily is now back in the same place he was before using the Speed Gear, and now has Block Man in a barrier. He promises that the world will bow down to his genius, then leaves. Mega Man is about to head off and go after Dr. Wily, but Dr. Light tells him about Dr. Wily's invention: the Double Gear system, which pushes robots far beyond their normal strength and speed. He is afraid that Mega Man will not stand a chance if Dr. Wily really has completed it, but realizes Mega Man will let nothing stop him. He hands Mega Man the prototype that Dr. Wily developed back at Robot University, and warns him that the great strain it can place on robot systems can be dangerous. Mega Man goes ahead with the upgrade, and a few days later, the Double Gear is fully installed. The adventure then starts.

You can then get an explanation of the Double Gear system and the Double Gear technique, which you can skip. There are three different techniques that you can use, and the Double Gear system allows you to do some pretty nifty things that can sometimes make the game easier at times. You'll want to be careful with it, however, as using it long enough to the point that you fill up the gauge that pops up above Mega Man's head will overheat him, and when he overheats, you won't be able to use the Double Gear system again until Mega Man has cooled down.


You'll then get the stage select screen. NCS will be starting with Blast Man.

Blast Man


In case you can't tell what things are on the upper-left corner of the screen, the yellow gauge is your health (which you don't want empty; obviously), the red gauge is for Rush Coil, which you start with at the beginning of the game, and below both gauges is the gauge for the Double Gear system. More on that gauge later.

Also, you can slide in this game after being unable to in the ninth and tenth games (which always grinded my gears), and you can charge the Buster again. Now we can go back to putting the "Mega" in Mega Buster! The only draw back is that Mega Man gets knocked back a little bit while firing a fully-powered shot.

Blue pick-ups still give you weapon energy, yellow ones still give you health, and the screws are back as use for currency in Dr. Light's Lab, which you can access by pressing L on the stage select menu. Of course, Mega Man heads will give you extra lives.

The robot with the red flamethrower can on its back will shoot fireballs into the air, which will then drop onto the ground. When you shoot them down, the can will fly into the air and then fall down as a desperation attack.

If you land on any small red blocks that are connected to a purple box on the wall, a fuse will light up from the purple box and travel down the pipeline to the red boxes, blowing them up. If anything is next to them when they blow up, the explosions will hit them, too. This leads to chain reactions that blow up multiple flammable boxes, where you'll have to run from beginning to end to avoid getting hit. It starts out a little simply at the beginning, but as you progress, you'll be sliding to avoid explosions that will hit Mega Man in the head and you may have to make use of the Speed Gear. (Again, more on that later.)

The small screw robots that scamper back and forth will, when shot, get knocked back and blow up when destroyed. They can also jump into the air, glow purple, and home in on your current position with a flying kick.

The Speed Gear is the blue gear on the system that allows Mega Man to slow the game speed down for a limited time. It's like The Matrix or Max Payne-esque bullet time, except you're using it in a Mega Man game. You'll move slowly as well, but so will everything else, and you'll be able to avoid everything and also handle difficult jumps more easily.

Not only are the Sniper Joes - and their attack patterns where they hide behind their shields and make themselves vulnerable to attack when they shoot - back for this game, but so are the mechs that they rode in the second game. Shoot the mech riders in the head to destroy both them and the mech at the same time. These guys shoot four projectiles, one forward and three down and forward, with each shot being closer to the mech than the last.

By blowing up the yellow bus, you can get to a higher area that even the Rush Coil won't be able to get you to.

The purple and gray rocket cars with the small screw robots are the mini-boss here. They spin around on an oval track in the background, and the small screw robots will jump out of them. You will want to hit the rocket cars with fully charged shots while also dealing with the robots that pop out. If you can get the explosion of a robot to hit one of the cars, you can deal some sweet damage.

When one car runs into another, they will both bounce off each other repeatedly. When this happens, get to the center of the room and keep jumping until it stops, and get some fully-charged Mega Buster shots in on one of the cars.

Once you take one car out, it won't be long until you take out the other one.

Remember those rotor robots that opened up, shot a projectile, closed back up and flew at you from the earlier games? They're back after the mini-boss, and they are vulnerable when they open up to shoot at you.

Spikes, as ever, are instant death when you touch them.

Also, just like every other game, there is an "I move back and forth, speed up when you're at my level, and am vulnerable to only one weapon while everything bounces off" enemy. They seem to be the same ones from the eighth game. You can destroy them with the Chain Blast.

Blast Man will jump up and throw a series of five bombs that will explode on the walls and floor. Find a safe spot at a distance, then use the Speed Gear to do some fine-tuning if you have to and get some fully-charged Mega Buster shots in.

The bombs with the "white spikes" on them are sticky bombs. They will float in the air, and if Mega Man gets close enough to them, they will follow them and also group up into a small cluster for an even bigger explosion. When they glow red, they're about to blow.

When Blast Man glows orange and creates an energy wave around him, he will use the Power Gear. He usually does this when he is down to 50% health. When this happens, he will throw even bigger bombs with even bigger blast radii. You can stand between them, but space between the explosions will be a tad tight. This is where the Speed Gear really comes in handy.


Beating Blast Man will net you Chain Blast, which lets you shoot the sticky bombs. You can connect up to four just like Blast Man did, and you can control when it detonates. Using the Power Gear will let you fire bigger bombs. 

Also, unlike past games, instead of just getting a simple color change, Mega Man's physical appearance changes a little bit, with Mega Man getting the spikes that were on Blast Man's helmet.