Napalm man looks so cool but I always feel sorry for his minions in Mega Man 5, I just want to give them a pat on the back and give them the "you tried, I guess" sticker lol.
I’m so glad somebody finally said it, that Napalm Man’s stage is clearly is a better level than Napalm Man’s stage. I mean, seriously, capcom should’ve just gotten rid of Napalm Man’s altogether and put in Napalm Man’s stage, right in the NES version, just to save themselves the embarrassment!
I dunno, they both have their merits. Sure, Napalm Man's stage is better than Napalm Man's stage, but Napalm Man does something really interesting, and Napalm Man doesnt really do that, like Napalm Man. I feel like people ignore Napalm Man because he's not as consistent as Napalm Man, but there's a good deal of stuff to analyze in Napalm Man's stage.
Napalm Man's stage definitely has its own special traits but I think Napalm Man's stage just has amazing gimmicks that I think Napalm Man just does better than Napalm Man, Napalm Man's stage has some really tough competition with Napalm Man's stage though but I'm still not sure if I like Napalm Man or Napalm Man better.
It's funny that you mentioned the one Apache Joe because that was exactly the one single good enemy in the entire level I was thinking about. Also, I feel like one cardinal sin of any later Mega Man game stage is having a stage that expects you to just keep charging your Mega Buster and one-shotting enemies. It's boring and the sound is annoying. Also, thanks for this video. It's probably useful for anyone making Mega Man alikes or using the Mega Man Maker fangame.
Good point about sound, granted that it could be a factor in gameplay when dodging around ambushes where sound is a more reliable method for addressing the threat. Still, burst damage from charged attacks is designed to make things more kinetic. The premise with them is simple: you enter a round of combat with a charged attack ready, then use it as a *_valuable_* singleton attack you'd want to accommodate in a surgical strike. It also complements tactical factors such as maneuver awareness and defilade because chargeup would naturally be done in dead time, and some games like Battalion Wars and Metroid (to an extent with the latter) will also prevent chargeup when in given defensive states to make it into incentive to avoid relying on crutch moves for evasion. The problem you're complaining about is execution. There are multiple solutions besides level design, which this video points out as well, to making sure charged attacks don't trivialize enemies: 1) Active offense from the enemies to make sure the player is threatened before they finish charging up in the first place 2) Make the enemies parts of buddy system groups (not clusters or anything like that) so that the other enemies in groups can cause problems after the initial shot is used up 3) Defenses from either enough durability or dodging ability, maybe both, to prevent the enemy from being trivial Now if there are subtle reasons provided by the game to NOT charge up attacks, such as sound, that would improve things, but I still would rather have my satisfying options, thank you.
@@MasterKnightDH Yeah, that's reasonable. I think you've actually changed my opinion somewhat, because I absolutely like the Charge Beam in Metroid games (because they tend to handle it much better.) Having charged attacks would be fine in MM5 if the game threw more than one enemy at you in those sections or gave you any real chance of missing. Part of it might have been hardware limitations. Mega Man 5 seems to suffer from slowdown pretty bad if there's too much going on, judging by the romhacks that use only slightly more enemies than usual. Come to think of it, while I generally prefer Mega Man over Mega Man X, the latter did seem to handle charging up better simply because there were usually enemies spaced out across the screen.
@@moosesues8887 I'm not happy about certain people's apathy given the damage it had done to efforts of mine in handling a major issue even without the quarantine messing with the bad guys' ability to travel to hit me with blackmail, but if you're even doing some cheap parody of them, it's not funny. Even with why I'm no more a fan of button mashing than I am of Samus Returns Melee Counter hate, just dehumanizing them for a preference even when it doesn't exactly support finesse rather than calling them out for legitimate idiocy does NOTHING useful and my goodness I just want to puke.
It _is_ kind of fucked up that they gave a robot master named "Napalm Man" a stage based on Vietnam, when you think about it. It's like having a robot master named "Crimes Against Humanity Man"
@@TheRealBlazingDiamond Apparently the Sonic devs didn't know what "genocide" meant and were horrified when they found out, at least from what I heard. Whereas it's really hard to argue that anybody setting a napalm-based robot in Vietnam wasn't aware of the context.
Jewel Man's stage is another good example of a bad robot master stage, but on the opposite end. Almost every enemy has an annoying quirk that makes them hard to hit or punishes you for hitting them, as well as the level design boiling down to "try to go through narrow spike lined jumps with a weird physics platform you have to control"
“That one Apache Joe is literally the only enemy that has a chance of hitting you.” …..most of the footage used playing the level shows you at less than half health. LOL
Nani remains one of my favourite players to ever play for Man Utd. It was shameful how Van Gaal just unceremoniously kicked him out of the club even though oily a couple season prior he'd won the Premier league player of the season award and had been instrumental in all the league titles and the champions league trophy too. And he was sold for pennies like 7 or 8 years ago now, and literally only this summer are they finally getting round to replacing him by buying a new right winger in Jadon Sancho. Seriously, 7 or 8 _YEARS_ without having a dedicated right winger that's at least decent let alone world class. Playing all sorts of players there instead like Mata who is 100% not a right winger and can't play that role. We bought Daniel James to play there, and he's a decent squad player, but not a starter. Greenwood played there last season more than anyone else, even though he's a centre forward, not a right winger. Buying Jadon Sancho is incredible and I'm so glad they finally signed him. He's the best young winger in the world, apart from maybe Rashford. But we already have Rashford. So imagine both of them on either wing, swapping places throughout the match to confuse the defenders, and having Cristiano Ronaldo back in the twilight of his career to knock in 30+ goals. And Cavani on the bench. Our attack will be so scary. But yeah we could have kept Nani all these years instead, and not had that gaping hole in the line up for so long. Playing every match with 10 players instead of 11, it felt like. We may have even won a league or two if we hadn't sold him Poor Nani. He's a club legend, but he never got a testimonial match because he was booted out by an idiot (Van Gaal) who himself was booted out as manager after only 2 seasons because the football he got the team to play was dreadfully slow and boring and innefective. "Zombie football" was the term used most often to describe his tactics. Nani tried dangerous balls, he wanted to attack, so of course he had to go according to Van Gaal. He cared only about pass completion %, and Nani appeared to give the ball away a lot, but that was because he was the only one trying to attack and to get a goal or assist. Van Gaal preferred his players to always pass backwards because possession is king, to him. But it meant man utd had their lowest scoring season for decades. Poor Nani. He should be brought back to the club now, as a player/coach. Give him a good final pay day, and use his experience and knowledge to teach our young forwards how to play well.
6:06 i feel that this should have been expanded to include making the other robot master weapons generally useful, without necessarily tying an environmental utility gimmick to them. what i loved about mega man 11 is how the stages layouts will naturally take advantage of other robot master abilities. you know that one room in impact man's stage where you ride an elevator down, right, and then upwards while projectiles get bombarded at you? that room is made way easier when you have block man's ability, since you can clear all the enemies below you while you start at the top. its also made SUPER easy when you have acid man's shield, which is basically built for this stage. that one infamous section is made a million times easier by using basically any of the robot master abilities that arent the scramble thunder or chain blast, and i never really end up relying on using various robot master abilities in the base stages for most other mega man games (not including mega man 9 because that game also handled robot master abilities super well). i feel its a really clever and under-talked about idea to use enemy layouts to make robot master weapons useful, over just having utility-based weapons specifically made for each challenge. the latter is definitely great, but i think enemy layouts that can't just be shot at immediately with the buster are a more nuanced way of encouraging usage of the different weapons. i'm not saying all of the robot master weapons NEED to be like this, but it can bring great variety to use both techniques at the same time. anyways, an advantage of the utility-based weapons idea is how it can be a pretty good way to give weapons more than one use. tundra man's weapon not only hits mega man directly above him (a range that the buster can't easily deal with), but it also functions as a screen nuke when charged, ON TOP OF having a special utility function where it freezes the fire in the chase sections of torch man's stage. and since torch man's weakness is the tundra storm, you have to choose between using it for enemies directly above mega man (torch man's stage has the owls that drop projectiles on you from above), using it as a cheap screen nuke, using it on the instakill fire in the tense chase sequence, or using it on the robot master. i think the utility function adds a lot to this particular weapon, and the tundra storm is made much stronger by having both genuine combat use and unique utility function then theres the scorch wheel, which is useful for: -the fight against slash man -lighting the torches in shade man's stage -melting the ice in freeze man's stage (even though you have to go through freeze man's stage before you can even unlock the scorch wheel, so this isnt useful unless you re-enter the stage to get rush search) -burning the trees in slash man's stage to get beat (just re-enter the level after you beat him lol) -burst man and freeze man, but only in their rematch fight. so this is only useful if you're low on WP for their actual weaknesses this weapon is so fucking slow to come out that it becomes nearly useless in actual combat. i really tried thinking of more than 5 points in the game where its remotely useful but i couldnt think of anything. two of those useful cases are against robot masters, and all of the other cases are for utility. the scorch wheel is an extreme example of a weapon thats only useful for utility if i had to think of the other extreme, it would be a weapon that has no specialized utility but is super fun and balanced in combat. lets say, the block dropper from mega man 11. that weapon doesnt have any sort of case like shade man's torches, or special use in a chase sequence, but i find use for it regularily and i find it much more fun than lighting torches. what i find boring in this type of game is just having one optimal weapon bust through everything, or a roster of underpowered weapons that you wouldnt dare use in place of the buster. NES napalm man's stage is a great example of when the charge shot is too overpowered, and when the buster is too strong it makes the game feel like every weapon is like the scorch wheel. if i wanted to play a game more built around the buster, and maybe one or two other good weapons to accompany it, i'd much rather an approach more similar to the mega man zero games. they build their challenges more around using a few specific weapons you obtain at the start of the game, and the elemental chips are basically ONLY there for boss weaknesses and the environmental touches. you dont need to worry about designing the levels around 50 different weapons mega man can use, and can focus on make sure its fun with the buster, z-saber and the flavor-of-the-month rod weapon. EX skills are the games' equivalent to the unique weapons seen in the classic series, but instead they're treated more as a tiny bit of extra utility on your existing weapons, so i'm less disappointed when one ends up being underwhelming. plus the EX skills are only obtained if you're good enough to get an A rank in the previous stage. thats one video i'd love to see made, actually. mega man zero 3 specfically handles the EX skills in a way that just flows through the entire rest of that game's design, and add so many interesting decisions that apply to all skill levels i dunno, i feel like all the decisions that comes out of the robot master weapons is a big part of what i like about a great classic mega-man game. napalm man's stage definitely got this one right while napalm man's stage just dies to the charge shot. and i definitely prefer an approach where weapons are useful as weapons than as "the torch lighter". fuck the scorch wheel
While we have great stage layouts like in the first castle stage of x4, mm11's (yet again as a good example) first wily stage and maybe x1's first sigma stage to an extent, we needed way more stage layouts that emphasize and encourage special weapon usage. While I feel it should be given incentive I wouldn't make it strightly mandatory either, if you have the guts and the skills to pay the bills, it should be tricky but perfectly doable to jump over traffic cone enemies with homing missiles while other enemies also try to get at you at the same time. If you run out of energy like in MegaMan 1, I don't want a game to just tell me to bugger off just because I didn't have enough energy and be forced to go to the shop or game over.
Megaman Legends actually has weapons that aren’t gimmicks. The homing buster and Shining Laser make you feel especially powerful, though I prefer the homing buster because of its rapid fire capability.
I didnt even realize this was a new video lmao I thought homepage was reccomending me stuff from your backlog as per usual. Great to see that you're still alive and kicking!
When I was a kid, I always thought his napalm hands looks like lipstick hands. I know what it was, but I still cannot get the lipstick image out of my head.
Napalm Man is honestly one of my favorite robot masters. His design is so cool, and I love characters who use fire and explosions. Also the joke about his napalm bombs being peanuts always gets a kick out of me
I saw the submission of Beat Man. He was given a bunch of missiles because he was supposed to launch missiles to the beat of jungle drums. He was inspired by African drumming and explosions like we hear in old classical music from cannon blasts. The gorilla robot should give it away. Japan decided to go Vietnam thinking the more common knowledge of it would make it more popular according to a certain man who shall not be named.
As a huge mega man fan, and particularly as someone who's super interested in the fangames, it is really really nice to see some solid mega man game design analysis on youtube. I feel like we really don't get enough of that, compared to mario or sonic. It's also nice to see the gameboy games get acknowledgement!!!! 4 and 5 for gameboy totally deserve more respect!!
Designing For out of context: "the player well-prepared for the sudden jet-propelled infant" also i really don't see how they look like babies, but it's funny so it's alright, lol
Dude, this is some of the best analysis I've watched on youtube! Now I feel sorry for not having watched it earlier, it's been in my recommended for a few days and the title cut off the "stage" part so I thought "How can this guy talk about how Napalm Man got MM5 banned in Vietnam for 20 minutes? Laaame". I couldn't have been more wrong. Once again, amazing video!
Napalm Man’s stage was the real highlight of the game because it changed its fundamental level design drastically and turned it into one of the best levels in the entire subseries and a standout for the entire series. Whoever was in charge of that level really put a lot of love into it. They took an underused asset and made all sorts of platforming puzzles out of it.
Ooo, wasn't expecting a Mega Man video on this channel (unless I missed something). It'd be awesome if there were videos for other robot master stages, and the Wily stages 👀
I loved Mega Man 5, but definitely always found this level straightforward without really thinking about it. Never knew how much they changed it up for the gameboy. This was awesome! Another subscriber earned.
Wow, this was great! I really like your analysis and editing as well (some nice jokes thrown in, too). I would like to mention two things I noticed while watching, if I may. Firstly, Mega Man 5 tends to be regarded as the most lackluster of the NES games, so it lends itself to having the bad Napalm rendition. The charged buster is way OP in that game, and it, as you mentioned, does not bode well for the enemies throughout the game. Second, since you mentioned it in this video, I was hoping to help out a little with those crystal droppers in Crystal Man’s stage. If you jump across the gap right when the gem falls past you, you should be able to make it across without getting sniped by another gem. You can also use Star Man’s shield to absorb the hit from the gems, if I recall correctly.
Yes that is true about the jewel droppers. However I'm going to add that each has different drop speeds and patterns, so it's a matter of watching and waiting too. I'm going to disagree about 5 being lackluster, I find it fun with laid back music, and some very creative stages. Although they had no business putting 2 shield weapons. I find 4 and 6 to be the most boring and ho-hum entries in the classic series. Have not yet played 8,9,10.
@@bezoticallyyours83 Hey, thanks for the comment! I, as well, enjoy MM5, but in terms of the community, many view it to be much too easy and lacking the challenge that has become custom to the series (what with the OP charged shot, as I mentioned, as well as the increase in drop rate of lives as well as the surplus of E tanks). Not that an easy Mega Man game is a bad thing, it's just not as loved, from what I've seen, and it's completely fair for you to enjoy it (I do as well). Also, you mentioned that you haven't played MM 8, 9, or 10, and I must admit that 9 and 10 are my favorites across the entire franchise, and I strongly feel that you'll find them to be very enjoyable indeed.
I think MM5 tends to get a little more hate than necessary. Sure it’s sort of by-the-numbers, but it’s got some great level designs and music. I find it to be better than 1-3, but not as fun to come back to compared to them. I should note that MM4 is my favorite of the original NES games, since I find it to have the best balance of everything: challenge, music, weapons, and level design.
I've always felt like napalm man is the, goku raiding red ribbon army base level. The drills in the tunnel section was an empowering moment for the player, showing that nothing can stop him and he's coming for napalm. It's my own opinion but I never felt that a game necessarily has to be hard to be fun, though I appreciate a challenge. On a side note the only thing worse than a spike you can not see is a misdirection. This relates to the baby missle "jump scare". I believe this technically worse, because it trains your brain to think its safe to just run past only for the rule to change. Again, just my opinions.
I have yet to find someone that dislikes/forgets Napalm Man's theme, so I think pretty much everybody agrees it's a banger. I mean, the man has Napalm Jazz and RELOADED as covers. I'd say he's popular.
Great analysis! I love this stage, and I very much love Game Boy Mega Man IV and V. You touched on a lot of the reasons why I love Game Boy MMIV- It's one of my favorite games in the franchise! What I especially love about MMIII and MMIV is how they, in some ways, improve upon the level designs of the MM4 and MM5 Robot Masters. In addition to Napalm Man, I also love what they did with Stone Man's stage. It makes you wonder how the levels would have turned out if they got a second chance at designing levels for the MM6 Robot Masters! By the way, because of the date that I am typing this, Merry Christmas/the holiday of your choice!
I was thinking about the megaman weapons and thought what if you started with no weapon instead. This way you would have to fight the entire level just with your platforming skills and you only get the buster later but its limited use.
I got an ad after the mid-show pause screen, and since I’m pretty sure that ads are placed bye the person who makes the video, I thank you for the warning
the timing of the crystals in crystal mans stage is to jump over them. Which is to say, jump immediately after one passes you, aiming to jump over it before it falls fully. As far as i can tell, there can only ever be one crystal on screen at a time despite appearances. So if you jump over one on screen, one will never fall from above. This also works the same way in turbo mans stage.
Dude, not gonna lie, you really bombed this video. Well played, 10/10 IMHO, worthy of stinky puns, even, apparently [edit time] I tend to be spending a lot of time using Mega Man Maker lately, I think I might take some of the ideas and incorporate 'em some! Thanks
The game boy MegaMan games are criminally underrated. GB four with its addition of Ballade Beats out most of the NES versions easily. GB 4 is insanely good
@@mat_max How so? For what they were attempting to do, and how small they had to make them due to coding and size limits, those games are pretty amazing. Especially having been done so early in the GB lifecycle that coders hadnt figured out some of the shortcuts that allowed for things like Donkey Kong Land to exist.
And on top of Napalm Man's stage and Napalm Man's stage, there's also Napalm Man's stage from Battle Network 5. Which is also an exceptionally weird stage that suffers from the problem of none of BN5's stages being themed around their boss, so it's aquatic themed with the gimmick being an oxygen meter and whirlpools that drain it, it's also a stage that Megaman himself never has to go to, as Battle Network games are linear in order and you go to this stage at a time when Megaman is not playable.
I think you should take a look at Rabi-Ribi, the entire game up until the end of the DLC, that game is a master piece, don't let the cover fool you, most deceptive hardcore game ever, beautifully designed boss fights
Crystal Man’s crystals are super shit to deal with if you don’t have Star Crash The analysis to MM5 Napalm Man I think also highlights how MM5’s weapons aren’t very good and how the Charged Buster rips through pretty much everyone and everything in the game
The only other good solution to the crystals is to ride Super Arrow and just speed past them before they spawn, which is something not indicated anywhere else in the game.
Im pretty sure the reason the tigers die in one charge shot is because many of them attack you as soon as they are on screen, unreactable on the first playthrough
i know the tigers at the beginning go down easily but they do jump to where if you were standing level with them that they jump over your charge shot. They actually drain my health a good bit bc i mistime my shot at least once and get hit. When 2 get on screen and you miss once, it becomes chaotic.
I acknowledge that no one might see this, but since the Megamaker program is out, I decided to give remaking the Napalm Man stage from 5 while giving it the design thoughts of the Gameboy version! Its simply called Napalm Man Remixed, and maybe some people would like to try it out! I only hope that it improves the original level!
GB1/3 are really hard/cheap at points, GB2 is very easy (and ear-harming), but GB4/5 are quite good and comparable to the NES titles (if no moreso). YMMV on the first three but the latter two are considered pretty good
@@docs.a.t.7161 I’ll stand by Dr. Wily’s Revenge being great. It’s difficult, but the weapons and basic buster equip you to competently deal with pretty much every situation thrown at you involving enemies, provided you’re able to use them correctly. It’s also got tough platforming sections that still manage to be fair and unique from the NES originals. The only downright unfair points are a few dumb spike drops in Wily 1 and one of the Yoku block sections in Wily 2. MMW2 is pretty easy and sorta boring, but it’s an interesting game to look into for its oddities and original content. MMW3 is way too similar to its NES counterparts with the occasional added unfairness that wasn’t originally there, and while MMW4 has great original content, it also feels a little too similar to the NES games at times. MMW5 is definitely my favorite of the World games though. It’s not super challenging, but it manages to stick the landing with consistently good-great original content that allows it to stand on its own.
Napalm Man himself is even easier than what you described, you shouldn't go to the corner ever, out range his explosion he'll jump so run underneath him turn around shoot and rinse and repeat.
I disagree. Mega Man is easy compared to other NES platformers. I've beaten multiple Mega Man games, and I can't say the same for Castlevania or Zelda 2.
Crystal Man's stage "gem droppers", ya those things appear to just do random drops instead of a pattern of some kind, at least not one I ever could predict. I just use Star Man's shield to get past them rather than rolling the dice to a bs instant death to a timing obstacle that's actually just an RNG obstacle.
Napalm Man's NES stage might have been bad... But the level design of X6 was WAY worse! If you want to make a huge comparison video, then I'd like you to take a look at Megaman 6 and it's X series counter part. See where MM6 succeeded where X6 failed
@@marx4538 OH NO! NOT THE SQUAD!! I'm heavily unguarded! Cactus! You were supposed to keep watch! 🌵:I lost a leaf.... Oh no! He lost a leaf! His only weakness! Leaf loss!!!
Not sure if this comment was a joke, but that is just edited in for the video. It is official artwork of the enemy placed where the in-game enemy was, and animated for the video's joke. It's the same version of the game that is available on pretty much all platforms.
I headcannon that the reason the lift thing saves you at the end is because napalm man has built respect for you for getting this far and thinks that falling into a pit would be disrespectful for your hard work
Napalm man looks so cool but I always feel sorry for his minions in Mega Man 5, I just want to give them a pat on the back and give them the "you tried, I guess" sticker lol.
The baby-faced missiles are probably the worst enemy design Dr. Wily ever came up with. I'm guessing they came from his LSD experimentation phase.
Bruh fucking commando tiger the fuck you on
Aw thanks
@@drobnjak15 Your welcome :D
@@emilyz4104 It's a psychological tactic. By the time you bring yourself to shoot those adorable little buggers they've already hit you and exploded.
I’m so glad somebody finally said it, that Napalm Man’s stage is clearly is a better level than Napalm Man’s stage. I mean, seriously, capcom should’ve just gotten rid of Napalm Man’s altogether and put in Napalm Man’s stage, right in the NES version, just to save themselves the embarrassment!
I agree with ya, Napalm Man's stage is amazing, way better then Napalm Man's stage.
Idk man, I've always been more of a fan of Napalm Man's stage as opposed to Napalm Man's stage
I dunno, they both have their merits. Sure, Napalm Man's stage is better than Napalm Man's stage, but Napalm Man does something really interesting, and Napalm Man doesnt really do that, like Napalm Man. I feel like people ignore Napalm Man because he's not as consistent as Napalm Man, but there's a good deal of stuff to analyze in Napalm Man's stage.
The fuck
Napalm Man's stage definitely has its own special traits but I think Napalm Man's stage just has amazing gimmicks that I think Napalm Man just does better than Napalm Man, Napalm Man's stage has some really tough competition with Napalm Man's stage though but I'm still not sure if I like Napalm Man or Napalm Man better.
It's funny that you mentioned the one Apache Joe because that was exactly the one single good enemy in the entire level I was thinking about. Also, I feel like one cardinal sin of any later Mega Man game stage is having a stage that expects you to just keep charging your Mega Buster and one-shotting enemies. It's boring and the sound is annoying.
Also, thanks for this video. It's probably useful for anyone making Mega Man alikes or using the Mega Man Maker fangame.
Good point about sound, granted that it could be a factor in gameplay when dodging around ambushes where sound is a more reliable method for addressing the threat. Still, burst damage from charged attacks is designed to make things more kinetic. The premise with them is simple: you enter a round of combat with a charged attack ready, then use it as a *_valuable_* singleton attack you'd want to accommodate in a surgical strike. It also complements tactical factors such as maneuver awareness and defilade because chargeup would naturally be done in dead time, and some games like Battalion Wars and Metroid (to an extent with the latter) will also prevent chargeup when in given defensive states to make it into incentive to avoid relying on crutch moves for evasion.
The problem you're complaining about is execution. There are multiple solutions besides level design, which this video points out as well, to making sure charged attacks don't trivialize enemies:
1) Active offense from the enemies to make sure the player is threatened before they finish charging up in the first place
2) Make the enemies parts of buddy system groups (not clusters or anything like that) so that the other enemies in groups can cause problems after the initial shot is used up
3) Defenses from either enough durability or dodging ability, maybe both, to prevent the enemy from being trivial
Now if there are subtle reasons provided by the game to NOT charge up attacks, such as sound, that would improve things, but I still would rather have my satisfying options, thank you.
@@MasterKnightDH Yeah, that's reasonable. I think you've actually changed my opinion somewhat, because I absolutely like the Charge Beam in Metroid games (because they tend to handle it much better.)
Having charged attacks would be fine in MM5 if the game threw more than one enemy at you in those sections or gave you any real chance of missing. Part of it might have been hardware limitations. Mega Man 5 seems to suffer from slowdown pretty bad if there's too much going on, judging by the romhacks that use only slightly more enemies than usual.
Come to think of it, while I generally prefer Mega Man over Mega Man X, the latter did seem to handle charging up better simply because there were usually enemies spaced out across the screen.
@@emilyz4104 bruh I love the charge sound effects especially proto fucker
@@emilyz4104 fuck naw why would you charge every second when mashing is better in every way it’s only good for bosses
@@moosesues8887 I'm not happy about certain people's apathy given the damage it had done to efforts of mine in handling a major issue even without the quarantine messing with the bad guys' ability to travel to hit me with blackmail, but if you're even doing some cheap parody of them, it's not funny. Even with why I'm no more a fan of button mashing than I am of Samus Returns Melee Counter hate, just dehumanizing them for a preference even when it doesn't exactly support finesse rather than calling them out for legitimate idiocy does NOTHING useful and my goodness I just want to puke.
*"You're weak."*
*"I'm you."*
i can't like it, it's at 69 likes rn
@@luisjogos821 You, I like you.
@@luisjogos821 It hit 149, you can go ahead now.
@@CoralCopperHead damn only took 5 months lol
Despite all my rage, I am still stuck in Napalm Man's stage.
Bruh
Mullet with butterfly wings
"the world is a shade man"
It _is_ kind of fucked up that they gave a robot master named "Napalm Man" a stage based on Vietnam, when you think about it. It's like having a robot master named "Crimes Against Humanity Man"
At least the level isnt based on Germany
@@realsalu634 Genocide Man's Stage. Almost as edgy as Genocide City, a scrapped concept for Sonic 2
@@TheRealBlazingDiamond Apparently the Sonic devs didn't know what "genocide" meant and were horrified when they found out, at least from what I heard. Whereas it's really hard to argue that anybody setting a napalm-based robot in Vietnam wasn't aware of the context.
@@TheRealBlazingDiamond well there are other Robot Masters based on edgy things, such as the 2 headed tank one
@@emilyz4104 yeah, good point
Jewel Man's stage is another good example of a bad robot master stage, but on the opposite end. Almost every enemy has an annoying quirk that makes them hard to hit or punishes you for hitting them, as well as the level design boiling down to "try to go through narrow spike lined jumps with a weird physics platform you have to control"
I like the spike drops, to be honest.
He has missiles for hands.
He's nae palms man.
“That one Apache Joe is literally the only enemy that has a chance of hitting you.”
…..most of the footage used playing the level shows you at less than half health. LOL
There's always a couple of tigers I can never get past without being mauled.
That one Apache Joe was just THAT troublesome.
The review and discussion about the level design sounds like some really good advice for those of us that play Mega Man Maker.
Mega Man World 4 is so underrated; glad to see you talk about a stage from it.
NANI?!
Nani remains one of my favourite players to ever play for Man Utd. It was shameful how Van Gaal just unceremoniously kicked him out of the club even though oily a couple season prior he'd won the Premier league player of the season award and had been instrumental in all the league titles and the champions league trophy too. And he was sold for pennies like 7 or 8 years ago now, and literally only this summer are they finally getting round to replacing him by buying a new right winger in Jadon Sancho. Seriously, 7 or 8 _YEARS_ without having a dedicated right winger that's at least decent let alone world class. Playing all sorts of players there instead like Mata who is 100% not a right winger and can't play that role. We bought Daniel James to play there, and he's a decent squad player, but not a starter. Greenwood played there last season more than anyone else, even though he's a centre forward, not a right winger.
Buying Jadon Sancho is incredible and I'm so glad they finally signed him. He's the best young winger in the world, apart from maybe Rashford. But we already have Rashford. So imagine both of them on either wing, swapping places throughout the match to confuse the defenders, and having Cristiano Ronaldo back in the twilight of his career to knock in 30+ goals. And Cavani on the bench. Our attack will be so scary.
But yeah we could have kept Nani all these years instead, and not had that gaping hole in the line up for so long. Playing every match with 10 players instead of 11, it felt like. We may have even won a league or two if we hadn't sold him
Poor Nani. He's a club legend, but he never got a testimonial match because he was booted out by an idiot (Van Gaal) who himself was booted out as manager after only 2 seasons because the football he got the team to play was dreadfully slow and boring and innefective. "Zombie football" was the term used most often to describe his tactics.
Nani tried dangerous balls, he wanted to attack, so of course he had to go according to Van Gaal. He cared only about pass completion %, and Nani appeared to give the ball away a lot, but that was because he was the only one trying to attack and to get a goal or assist. Van Gaal preferred his players to always pass backwards because possession is king, to him. But it meant man utd had their lowest scoring season for decades.
Poor Nani. He should be brought back to the club now, as a player/coach. Give him a good final pay day, and use his experience and knowledge to teach our young forwards how to play well.
Bruh my dumbass thought you meant mega man 4 for the nes
" Rockman " lV ( this man talk about megaman to game boy )
6:06 i feel that this should have been expanded to include making the other robot master weapons generally useful, without necessarily tying an environmental utility gimmick to them.
what i loved about mega man 11 is how the stages layouts will naturally take advantage of other robot master abilities. you know that one room in impact man's stage where you ride an elevator down, right, and then upwards while projectiles get bombarded at you? that room is made way easier when you have block man's ability, since you can clear all the enemies below you while you start at the top. its also made SUPER easy when you have acid man's shield, which is basically built for this stage. that one infamous section is made a million times easier by using basically any of the robot master abilities that arent the scramble thunder or chain blast, and i never really end up relying on using various robot master abilities in the base stages for most other mega man games (not including mega man 9 because that game also handled robot master abilities super well).
i feel its a really clever and under-talked about idea to use enemy layouts to make robot master weapons useful, over just having utility-based weapons specifically made for each challenge. the latter is definitely great, but i think enemy layouts that can't just be shot at immediately with the buster are a more nuanced way of encouraging usage of the different weapons. i'm not saying all of the robot master weapons NEED to be like this, but it can bring great variety to use both techniques at the same time.
anyways, an advantage of the utility-based weapons idea is how it can be a pretty good way to give weapons more than one use. tundra man's weapon not only hits mega man directly above him (a range that the buster can't easily deal with), but it also functions as a screen nuke when charged, ON TOP OF having a special utility function where it freezes the fire in the chase sections of torch man's stage.
and since torch man's weakness is the tundra storm, you have to choose between using it for enemies directly above mega man (torch man's stage has the owls that drop projectiles on you from above), using it as a cheap screen nuke, using it on the instakill fire in the tense chase sequence, or using it on the robot master. i think the utility function adds a lot to this particular weapon, and the tundra storm is made much stronger by having both genuine combat use and unique utility function
then theres the scorch wheel, which is useful for:
-the fight against slash man
-lighting the torches in shade man's stage
-melting the ice in freeze man's stage (even though you have to go through freeze man's stage before you can even unlock the scorch wheel, so this isnt useful unless you re-enter the stage to get rush search)
-burning the trees in slash man's stage to get beat (just re-enter the level after you beat him lol)
-burst man and freeze man, but only in their rematch fight. so this is only useful if you're low on WP for their actual weaknesses
this weapon is so fucking slow to come out that it becomes nearly useless in actual combat. i really tried thinking of more than 5 points in the game where its remotely useful but i couldnt think of anything. two of those useful cases are against robot masters, and all of the other cases are for utility. the scorch wheel is an extreme example of a weapon thats only useful for utility
if i had to think of the other extreme, it would be a weapon that has no specialized utility but is super fun and balanced in combat. lets say, the block dropper from mega man 11. that weapon doesnt have any sort of case like shade man's torches, or special use in a chase sequence, but i find use for it regularily and i find it much more fun than lighting torches.
what i find boring in this type of game is just having one optimal weapon bust through everything, or a roster of underpowered weapons that you wouldnt dare use in place of the buster. NES napalm man's stage is a great example of when the charge shot is too overpowered, and when the buster is too strong it makes the game feel like every weapon is like the scorch wheel.
if i wanted to play a game more built around the buster, and maybe one or two other good weapons to accompany it, i'd much rather an approach more similar to the mega man zero games. they build their challenges more around using a few specific weapons you obtain at the start of the game, and the elemental chips are basically ONLY there for boss weaknesses and the environmental touches. you dont need to worry about designing the levels around 50 different weapons mega man can use, and can focus on make sure its fun with the buster, z-saber and the flavor-of-the-month rod weapon.
EX skills are the games' equivalent to the unique weapons seen in the classic series, but instead they're treated more as a tiny bit of extra utility on your existing weapons, so i'm less disappointed when one ends up being underwhelming. plus the EX skills are only obtained if you're good enough to get an A rank in the previous stage.
thats one video i'd love to see made, actually. mega man zero 3 specfically handles the EX skills in a way that just flows through the entire rest of that game's design, and add so many interesting decisions that apply to all skill levels
i dunno, i feel like all the decisions that comes out of the robot master weapons is a big part of what i like about a great classic mega-man game. napalm man's stage definitely got this one right while napalm man's stage just dies to the charge shot. and i definitely prefer an approach where weapons are useful as weapons than as "the torch lighter". fuck the scorch wheel
While we have great stage layouts like in the first castle stage of x4, mm11's (yet again as a good example) first wily stage and maybe x1's first sigma stage to an extent, we needed way more stage layouts that emphasize and encourage special weapon usage. While I feel it should be given incentive I wouldn't make it strightly mandatory either, if you have the guts and the skills to pay the bills, it should be tricky but perfectly doable to jump over traffic cone enemies with homing missiles while other enemies also try to get at you at the same time. If you run out of energy like in MegaMan 1, I don't want a game to just tell me to bugger off just because I didn't have enough energy and be forced to go to the shop or game over.
Megaman Legends actually has weapons that aren’t gimmicks. The homing buster and Shining Laser make you feel especially powerful, though I prefer the homing buster because of its rapid fire capability.
I didnt even realize this was a new video lmao I thought homepage was reccomending me stuff from your backlog as per usual. Great to see that you're still alive and kicking!
When I was a kid, I always thought his napalm hands looks like lipstick hands.
I know what it was, but I still cannot get the lipstick image out of my head.
Woah, did not expect the Gameboy games to be talked about here. The last two Gameboy games are VERY cool. Sunstar in the latter needs no explanation.
Napalm Man is honestly one of my favorite robot masters. His design is so cool, and I love characters who use fire and explosions. Also the joke about his napalm bombs being peanuts always gets a kick out of me
@@jcplays5831 Well glad to see a fan of my work.
I saw the submission of Beat Man. He was given a bunch of missiles because he was supposed to launch missiles to the beat of jungle drums. He was inspired by African drumming and explosions like we hear in old classical music from cannon blasts. The gorilla robot should give it away. Japan decided to go Vietnam thinking the more common knowledge of it would make it more popular according to a certain man who shall not be named.
Inafune??
As a huge mega man fan, and particularly as someone who's super interested in the fangames, it is really really nice to see some solid mega man game design analysis on youtube. I feel like we really don't get enough of that, compared to mario or sonic.
It's also nice to see the gameboy games get acknowledgement!!!! 4 and 5 for gameboy totally deserve more respect!!
I wouldn’t say Naplam Man has a bad stage in the NES, but man, it sounds like they improved it 10-fold on Gameboy, and that’s sick as heck man.
I would say that due to its ease, it should be the FIRST stage you play.
Napalm Man went from scrap metal to sacred memories which is pretty impressive
still has one of my favorite designs. the robot master that is
That is good for hearing
Designing For out of context: "the player well-prepared for the sudden jet-propelled infant"
also i really don't see how they look like babies, but it's funny so it's alright, lol
Dude, this is some of the best analysis I've watched on youtube! Now I feel sorry for not having watched it earlier, it's been in my recommended for a few days and the title cut off the "stage" part so I thought "How can this guy talk about how Napalm Man got MM5 banned in Vietnam for 20 minutes? Laaame". I couldn't have been more wrong. Once again, amazing video!
The duality of man, napalm man
Napalm Man’s stage was the real highlight of the game because it changed its fundamental level design drastically and turned it into one of the best levels in the entire subseries and a standout for the entire series. Whoever was in charge of that level really put a lot of love into it. They took an underused asset and made all sorts of platforming puzzles out of it.
when I enter his stage: “oh crap, I can hear the trees speak Vietnamese…”
Honestly, this is great general advice for Mega Man Maker levels as well.
Ooo, wasn't expecting a Mega Man video on this channel (unless I missed something). It'd be awesome if there were videos for other robot master stages, and the Wily stages 👀
There is an older video about the series’ relying too much on the Mega Buster
I loved Mega Man 5, but definitely always found this level straightforward without really thinking about it. Never knew how much they changed it up for the gameboy. This was awesome! Another subscriber earned.
I know this is a stupid oppinion, but megaman 5 will always be my favorite megaman game.
it's my favorite too.
It's a valid opinion nonetheless.
Its one of my faves too.
well, at least he has something going for him: the best theme out of all the robot masters
Those tigers don't take only 3 shots do they? Swear they gave me hell in my lemon only run for 5
Masterpiece of a video, someone had to say it
Glad you still out there alive an well thanks for the content I was havin a rough ass day this came right on time❤
"There be Missile Babies here..."
Wow, this was great! I really like your analysis and editing as well (some nice jokes thrown in, too).
I would like to mention two things I noticed while watching, if I may. Firstly, Mega Man 5 tends to be regarded as the most lackluster of the NES games, so it lends itself to having the bad Napalm rendition. The charged buster is way OP in that game, and it, as you mentioned, does not bode well for the enemies throughout the game.
Second, since you mentioned it in this video, I was hoping to help out a little with those crystal droppers in Crystal Man’s stage. If you jump across the gap right when the gem falls past you, you should be able to make it across without getting sniped by another gem. You can also use Star Man’s shield to absorb the hit from the gems, if I recall correctly.
Yes that is true about the jewel droppers. However I'm going to add that each has different drop speeds and patterns, so it's a matter of watching and waiting too.
I'm going to disagree about 5 being lackluster, I find it fun with laid back music, and some very creative stages. Although they had no business putting 2 shield weapons. I find 4 and 6 to be the most boring and ho-hum entries in the classic series. Have not yet played 8,9,10.
@@bezoticallyyours83 Hey, thanks for the comment! I, as well, enjoy MM5, but in terms of the community, many view it to be much too easy and lacking the challenge that has become custom to the series (what with the OP charged shot, as I mentioned, as well as the increase in drop rate of lives as well as the surplus of E tanks). Not that an easy Mega Man game is a bad thing, it's just not as loved, from what I've seen, and it's completely fair for you to enjoy it (I do as well).
Also, you mentioned that you haven't played MM 8, 9, or 10, and I must admit that 9 and 10 are my favorites across the entire franchise, and I strongly feel that you'll find them to be very enjoyable indeed.
I think MM5 tends to get a little more hate than necessary. Sure it’s sort of by-the-numbers, but it’s got some great level designs and music. I find it to be better than 1-3, but not as fun to come back to compared to them. I should note that MM4 is my favorite of the original NES games, since I find it to have the best balance of everything: challenge, music, weapons, and level design.
I've always felt like napalm man is the, goku raiding red ribbon army base level. The drills in the tunnel section was an empowering moment for the player, showing that nothing can stop him and he's coming for napalm. It's my own opinion but I never felt that a game necessarily has to be hard to be fun, though I appreciate a challenge.
On a side note the only thing worse than a spike you can not see is a misdirection. This relates to the baby missle "jump scare". I believe this technically worse, because it trains your brain to think its safe to just run past only for the rule to change.
Again, just my opinions.
Can we just talk about the stage music on MM5. It's one of my favorite tracks. I'm not sure what the general consensus is in the MM community though.
I have yet to find someone that dislikes/forgets Napalm Man's theme, so I think pretty much everybody agrees it's a banger. I mean, the man has Napalm Jazz and RELOADED as covers. I'd say he's popular.
Great analysis! I love this stage, and I very much love Game Boy Mega Man IV and V. You touched on a lot of the reasons why I love Game Boy MMIV- It's one of my favorite games in the franchise! What I especially love about MMIII and MMIV is how they, in some ways, improve upon the level designs of the MM4 and MM5 Robot Masters. In addition to Napalm Man, I also love what they did with Stone Man's stage. It makes you wonder how the levels would have turned out if they got a second chance at designing levels for the MM6 Robot Masters!
By the way, because of the date that I am typing this, Merry Christmas/the holiday of your choice!
Anyone else gonna comment how seamlessly the "animated thumbnail preview" blends with the regular thumbnail for the video?
Hearing your points on what makes a level good, reminds me of a fan game call “Rock and Roll”, and it absolutely checks most of those boxes.
I was thinking about the megaman weapons and thought what if you started with no weapon instead. This way you would have to fight the entire level just with your platforming skills and you only get the buster later but its limited use.
I lost it at 16:29 for that one joke. I love those kind of jokes
It's Lipstick Man!
I got an ad after the mid-show pause screen, and since I’m pretty sure that ads are placed bye the person who makes the video, I thank you for the warning
the timing of the crystals in crystal mans stage is to jump over them. Which is to say, jump immediately after one passes you, aiming to jump over it before it falls fully. As far as i can tell, there can only ever be one crystal on screen at a time despite appearances. So if you jump over one on screen, one will never fall from above. This also works the same way in turbo mans stage.
Dude, not gonna lie, you really bombed this video.
Well played, 10/10 IMHO, worthy of stinky puns, even, apparently
[edit time] I tend to be spending a lot of time using Mega Man Maker lately, I think I might take some of the ideas and incorporate 'em some! Thanks
The game boy MegaMan games are criminally underrated. GB four with its addition of Ballade Beats out most of the NES versions easily. GB 4 is insanely good
I mean, the first 3 are pretty trashy
@@mat_max How so? For what they were attempting to do, and how small they had to make them due to coding and size limits, those games are pretty amazing.
Especially having been done so early in the GB lifecycle that coders hadnt figured out some of the shortcuts that allowed for things like Donkey Kong Land to exist.
I love Napalm Man, but I found something about him i didn't know at first...
...He has identity issues.
If the NES napalm stage caused controversy, I'm sure that's why the gameboy version had a complete overhaul both in theme and design.
And on top of Napalm Man's stage and Napalm Man's stage, there's also Napalm Man's stage from Battle Network 5. Which is also an exceptionally weird stage that suffers from the problem of none of BN5's stages being themed around their boss, so it's aquatic themed with the gimmick being an oxygen meter and whirlpools that drain it, it's also a stage that Megaman himself never has to go to, as Battle Network games are linear in order and you go to this stage at a time when Megaman is not playable.
So what you're saying is, do Napalm Man's level first and use his weapon against whoever he's strong against.
I think you should take a look at Rabi-Ribi, the entire game up until the end of the DLC, that game is a master piece, don't let the cover fool you, most deceptive hardcore game ever, beautifully designed boss fights
Me with my Mega Man Maker: I HAVE WORK TO DO!!!
PEOPLE ARE STILL TALKING ABOYT MEGA MAN!!!! THANK YOU SO MUCH!!! PLEASE KEEP UP YOUR WORK!
0:19 damn it's been a while since I've heard that version of the song
Crystal Man’s crystals are super shit to deal with if you don’t have Star Crash
The analysis to MM5 Napalm Man I think also highlights how MM5’s weapons aren’t very good and how the Charged Buster rips through pretty much everyone and everything in the game
The only other good solution to the crystals is to ride Super Arrow and just speed past them before they spawn, which is something not indicated anywhere else in the game.
By the way, what do you think of Dust Man's level in Game Boy MMIII? To me, THAT is one of the most infuriating levels in Mega Man history.
I like the missile babies
Great video!
I guess I never thought too deeply about Napalm Man’s level, though I have a soft spot for Mega Man 5. But you make really good points.
Everybody Gangsta until the Vietnamese People are ranting in the comments section
"Good for war crimes"
Really fun & thorough look into Megaman, loved the editing on it too
Mega man 5 was my first mega man and tbh it's way too underrated
Im pretty sure the reason the tigers die in one charge shot is because many of them attack you as soon as they are on screen, unreactable on the first playthrough
i know the tigers at the beginning go down easily but they do jump to where if you were standing level with them that they jump over your charge shot. They actually drain my health a good bit bc i mistime my shot at least once and get hit. When 2 get on screen and you miss once, it becomes chaotic.
6:46
5:30 megaman 9 is very guilty of random bs
I acknowledge that no one might see this, but since the Megamaker program is out, I decided to give remaking the Napalm Man stage from 5 while giving it the design thoughts of the Gameboy version!
Its simply called Napalm Man Remixed, and maybe some people would like to try it out! I only hope that it improves the original level!
Napalm mans weapon is the Napalm bomb. The menu shortens the first word of the weapon. Mega man drops the Napalm bomb.
I'll let you connect the dots.
Virgin MM5 Napalm Man vs Chad MMw4 Napalm Man
As far as Game Boy Mega Man games go, I’ve only played Mega Man 5, so it’s good to know that the other Game Boy games are good too
GB1/3 are really hard/cheap at points, GB2 is very easy (and ear-harming), but GB4/5 are quite good and comparable to the NES titles (if no moreso). YMMV on the first three but the latter two are considered pretty good
@@docs.a.t.7161 1 is actually very good though even if hard
@@docs.a.t.7161 I’ll stand by Dr. Wily’s Revenge being great. It’s difficult, but the weapons and basic buster equip you to competently deal with pretty much every situation thrown at you involving enemies, provided you’re able to use them correctly. It’s also got tough platforming sections that still manage to be fair and unique from the NES originals. The only downright unfair points are a few dumb spike drops in Wily 1 and one of the Yoku block sections in Wily 2. MMW2 is pretty easy and sorta boring, but it’s an interesting game to look into for its oddities and original content. MMW3 is way too similar to its NES counterparts with the occasional added unfairness that wasn’t originally there, and while MMW4 has great original content, it also feels a little too similar to the NES games at times. MMW5 is definitely my favorite of the World games though. It’s not super challenging, but it manages to stick the landing with consistently good-great original content that allows it to stand on its own.
Imagine this stage on a Game Gear screen... and you have a stage from Mega Man on the Game Gear
Jet-Propelled Infants probably like both stages, but I'll let them be them.
"inherently Fun" 1:20 Cougch Hard Megaman 10 Cougch Megaman and Bass
Megaman and Bass is hard, but isn't that bad, it's probably as hard as the first game
True
Seems the Gaijin Goombah episode has vanished on the stage. I distinctly remember watching it a long while ago but cant find it at all now
Napalm Man himself is even easier than what you described, you shouldn't go to the corner ever, out range his explosion he'll jump so run underneath him turn around shoot and rinse and repeat.
This video would actually be pretty good for anyone who plays Mega Maker
There’s also things like the Adaptors and Double Gear.
3:14 that'd be very nice >:]
MegaMan is truly the dark souls of video games
dArK sOuLs iS A vIdEo GaMe tHo
I disagree. Mega Man is easy compared to other NES platformers. I've beaten multiple Mega Man games, and I can't say the same for Castlevania or Zelda 2.
@@murphmariotwopointoh7714 it's joke
@@neverseemstoAsh Welp. Don't really care, so my opinion still stands.
@@murphmariotwopointoh7714 seethe
- Mega Man is good.
Ok, my man, here's that like button nice and smashed
16:53 What is the song that plays here?
Through the Air - Rockman Battle & Chase.
Really solid OST for that game in general!
@@DesigningFor Thank ye! I recognize that song and it has a weird nostalgic feel to me, even though I've never played the game it's from.
I don't know man your health was low at points haha +1 Napalm Man Stage. Great editing though!
SUPER PUNCH OUT MONTH IS WHAT WE NEED
Crystal Man's stage "gem droppers", ya those things appear to just do random drops instead of a pattern of some kind, at least not one I ever could predict. I just use Star Man's shield to get past them rather than rolling the dice to a bs instant death to a timing obstacle that's actually just an RNG obstacle.
What's the song that starts at 16:55?
Through The Air (Quick Man's Theme) from Mega Man Battle & Chase!
@@DesigningFor Thank you so much for the quick reply! I've been enjoying your content a lot lately.
Ok, the Flash Stopper usage in that detonator section is VERY smart.
That said, what do you think about Blast Man, stage in comparison?
Napalm Man's NES stage might have been bad... But the level design of X6 was WAY worse! If you want to make a huge comparison video, then I'd like you to take a look at Megaman 6 and it's X series counter part. See where MM6 succeeded where X6 failed
X6 defense squad has arrived.
@@marx4538 OH NO! NOT THE SQUAD!! I'm heavily unguarded! Cactus! You were supposed to keep watch!
🌵:I lost a leaf....
Oh no! He lost a leaf! His only weakness! Leaf loss!!!
@@joeygamer5387
nah no worries i can give him a Leaf Shield
What version is this..........its very close to the original NES version but some things look diffrent like this enemy at 8:00
Not sure if this comment was a joke, but that is just edited in for the video. It is official artwork of the enemy placed where the in-game enemy was, and animated for the video's joke. It's the same version of the game that is available on pretty much all platforms.
@@Rhubarb120 Wasnt a joke, just me being dumb...thank you for the explanation lol.
Napalm Man is my favorite robot master in the series and I simply never knew how bad his stage was
Does anyone know what song starts playing at around the 17:00 mark?
"Through The Air", Quick Man's theme from Mega Man Battle & Chase.
6:59
Just like any enemy in Nega man 5
16:17 SCARY WARNING!!!
Those ten seconds were an intense seconds 👉😘👉
Still it is my favourite stage
Napalm Man looks more like a “Lipstick Man” to me😄
I headcannon that the reason the lift thing saves you at the end is because napalm man has built respect for you for getting this far and thinks that falling into a pit would be disrespectful for your hard work
What is the "The Baby" quote from?
Metroid: Other M
@@AuthorMx Thanks!
Napalm Man from Boastgusters in a D4 video???
You deserve to blow up just like those cute little missile babies. This content is great!