Mega Man Endless - SECRET Bosses (Boss Mode)
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- Опубликовано: 6 сен 2024
- """SECRET""" Bosses that you'll face in Mega Man Endless after you've beaten a certain number of bosses (4 RMs from 1, 2, and 3 making it 12 total bosses).
Hologram Mega Men:
My strategy here is more on the tedious side if Copy Robot decides to spawn on the lowest teleporter. Start the fight by going to the left edge of the very middle platform and time your shot so it hits Hologram Mega Man (or reveal that the middle one is fake) before he fully teleports in. Then, go to the most left platform, jump and shoot the top Hologram Mega Man (or reveal that the top one is also fake which means he teleports in at the bottom (which means he's a lousy staller)), lure the shots by jumping and then shooting again (if top one is real obviously) and repeat the pattern.
Weakness: Ring Boomerang
Mecha Dragon:
Very punishing fight. Get hit once and you've probably been knocked into the pit. This version of the game here doesn't restart you at the very beginning if you die to pits/spikes but instead reduces your total HP by 7. The strategy here is to go to the right platform and face away from Mecha Dragon after every time you shoot him so you don't get knocked into the pit.
Weakness: Ring Boomerang
Purple Devil:
Your typical devil fight. Only thing that's close to a strategy I can give is to try and slide instead of jumping if the blob is 2nd to lowest. Charge Kick isn't needed to dodge the double 2nd lowest blob combo but it definitely helps.
Weakness: Didn't remember but it isn't Ring Boomerang though
There are no more new Secret Bosses after that except for the previous ones but with more damage dealt to you.
The MM3 Yellow Devil being purple reminds me of Brutal Mario.
I am suprised there is a Mega Man Engine using the Genesis sprites instead of the Super Famicom ones.
They are both 16-bit systems, yes, but definitely something I have not seen before.
That being said, I do wish it at least uses the Genesis sound effects instead of the Super Famicom ones. I can understand using the same Game Physics as the Super Famicom ones since it is superior, but the sound effects don't really match the sprites used.
Maybe have the option to choose between SNES sound effects and music and the ones from the Genesis Wily Wars game, solid middle ground for those who like the SNES stuff better and for those who prefers accuracy with the Genesis graphics.
@@TheCommenterSam that's already in the game
Probably cuz in both MM7 and MMnB the spritework is larger and cover more space on screen,Wily Wars is a bit morr acurate to Megaman esque regular gameplay
Bros I gotta say. The wily boss theme from 7 is probably my favorite
Gonna comment here to make sure the sub beggar isn't the only commenter.
Blyka's Engine looks accurate for being primitive. I wonder if a fan game from this year would use it.
Honestly doubt it, unless someone were to ask for Blyka really early and kept it a secret until then. There's been quite a few engines made after it that are imo more polished and flexible than Blyka's. Megamix Engine (the engine used for MAGMML2 and MAGMML1 Remastered) is an example of that, and that's originally heavily modified from the Mega Engine by WreckingPrograms that everyone that I've seen at the time compliment for being much better than Blyka's Engine.
@@BiggastFish Or Open/Super Mega Engine, a fork of Mega Engine, which I've personally took a liking to. Still, I'd be surprised if someone uses Blyka's Engine in 2019.
@@BiggastFish Also, how does the gameplay look smooth here? It doesn't run at 60fps on my PC.
@@flash4354 No clue. My best guess would be a difference in PC performance but my frankly low quality laptop could run it fine.
@@BiggastFish Okay then. Thanks.
but where is dr wily?
Sick bro
gaming
Ay just found out you have a yt channel
New video pls