Rockman - Gutsman (No Damage, Buster-only)
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- Опубликовано: 31 янв 2025
- In order to make this not too boring, I've decided to go with some strategies that involve more risk or precision (because it's fun).
For the Mets, I've chosen to take them out before they shoot so I can keep moving; this requires precise timing of both your jump and shot, but isn't really difficult in practice. There's nothing that can be done to make the moving platforms less tedious without the Magnet Beam, so I just try to do movements that aren't too boring.
Making use of their behavior, I misdirect most of the Bunby Helis and shoot the few that still get in the way in order to avoid stopping, and for the first, second and fourth Pickelmen, I stop once I am at a specific distance away from them in order to start moving and shooting when they open themselves up to damage.
This can be done with the third one as well, but I chose to risk further when dealing with him and dodge away from the second pickaxe thrown, misdirecting the third, but also requiring me to dodge the fourth as I make the jump. The rest of the stage isn't too interesting, as the vertical segment just involves dropping, the Big Eye is random and the boss hallway just requires good timing.
While the fight with Gutsman mostly went like it usually does, I ended up getting in a lucky situation where he chose to get really close and throw a rock at me, but not to the very end of the arena, meaning the moment was cool and I didn't have to go under him (which is difficult)