Mega Man & Bass - Burner Man Perfect Run - Part 1.5
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- Опубликовано: 7 фев 2025
- To make a long story short, while I was working on Burner Man, Shagg said I should also record the security crystal area. Well, the big shiny bolts were too tempting, so I did so. Alas, it added too much time to the Part 2 vid. As such, I clipped it, and it thus gets its own video, part 1.5.
Looking for the actual Burner Man stage run? That would be here :
• Mega Man & Bass - Burn...
Looking for the outtakes and difficulty analysis? That would be here :
• Mega Man & Bass - Burn...
Featured Song :
"Chaos Gate" - Warriors Orochi Soundtrack
There's a part in one of the fortress stages where Mega Man has to make an Ice Wall, push it off a ledge while riding it, and jump at just the right time to get up to a platform and continue to the next room. Bass can just double jump there, making it far easier for him.
Quick note on the Tengu Blade dash, it gives you an extra frame of invincibility so you can use it like Pluto's Break Dash to get past enemies, unless there's a line of them which just makes you run into one. The dash is also the most powerful of the 3 forms in terms of standard attack power (ex. it kills those annoying Rhinodrillers in 3 hits compared to 5 or so for the slash).
Actually the Charge Kick and Tengu Blades can be safely used against robot masters without suffering damage if you launch it from right next to them, you ass completely through them before the attack, and subsequent invincibility, is over. Granted getting that close is risky, but it's not like Top Spin where it hurts you upon contact with them as well.
The Ice Wall gem can be cheaped out by just moving left into the wall and keep moving left, then spawn the Ice Wall. Ice Wall's hitbox is big enough to barely tap the gem and destroy it!
The Remote Mine Crystal ticked me off. -_-
Thank you very much indeed, I appreciate the sentiment.
good luck with the family!!:)
Just checked, they in fact are coloured... for both characters.
Looking back on this comment, watching this after you've done fortress runs of MM1-4...My inner mean person is cackling gleefully.
Lmao. I was cackling about a possible 7 fortress run PR
This was a brilliant concept. I've actually gone back to the other MM's in my mind and planned out other weapon puzzles.
It's slightly trickier in the US version. None of the cubes are color-coded.
LIGHTNIG BOLT
All because they can't afford another N
Even with all the giant bolts
That stage music is catchy.
Fun fact: It’s based upon a prototype track in Mega Man 8, used in the test stage
Eh, it happens, my mouse has slipped and caused lower votes than I've meant on other vids before ^_^;
They weren't? That's strange, I forgot that being the case.
I like the charge kick too
Ooh.... Shiny.....
SHINY!
I was hoping for the fortress but it must be really hard
Unless by this point you have played this game... You have no idea. That damned place has gotta be the most evil, and brutal level/boss design I have EVER seen in a Mega Man game! Especially when considering two of the bosses here have a screen sweep attack that is damn near impossible to prevent as Mega Man without the Remote Mines... As well as one of those bosses being an endless autoscroller on tiny platforms that can be DESTROYED, and... Yeah. I love the game, and I will normally try to defend it all the way to the end, but I will agree that the King/Wily levels are complete and utter bull crap!
@RoahmMythril It's not that bad....It's worse in the second stage that it's
L O N G!!!
what nasty ice wall puzzle your talking about?
No crystal-bolt outtakes?
man, that stage seemed too easy.
wacht magnetmang super funny music magnetman says pow and powers
For the record, i seriously hope if you ever get back to doing PRs of the fortress stages you skip this one.
Its not only uninteresting stage design it would also drive you up the wall. Please dont try and put yourself through the nightmare that is King's fortress....