Mega Man X3 [SNES] Alternative Doppler Stage Bosses - No Damage
Played by Zenith.
This showcases the alternative Doppler stage bosses that appear if Bit, Byte, and Vile are destroyed during their initial battles with X. I also show off Doppler stage 2 in its entirety, because there are some differences, such as enemies and certain stage elements. Before the fight with Mosquitus, you can enter the boss room as Zero. If you destroy Mosquitus with him, a cutscene will commence showing it crashing into Zero and incapacitating him. Afterwards, Zero will give X his powerful Z-Saber (hell ye!), declaring himself too damaged to forge ahead. This changes the ending of the game slightly, with Dr. Doppler coming to X's rescue and Zero being absent during the credits.
0:00 - Intro
0:17 - Press Disposer fight
1:54 - Doppler stage 2 (part 1)
3:04 - Mosquitus fight
3:50 - Doppler stage 2 (part 2)
5:41 - Volt Kurageil fight
Is all, really.
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Mega Man X3 [SNES] No Damage Playthrough
Played by Zenith.
Many of these fights are pretty boring without using the appropriate weapon on them (and when you _do_ use the right weapon, it's also boring lol). Once their HP drops below half (and sometimes below that, even), they will enter into a different and more annoying battle routine. Tunnel Rhino and Blizzard Buffalo are the two "big-brains" of the game. For the most part, they just try to charge into X and are simple to avoid. I guess the same can be stated for Vile when he's in his ride armor, too.
I opted to keep the Nightmare Police (Bit & Byte) and Vile alive during their 1st encounters. It's possible to kill them off with a certain weapon or two and then fight different bosses in Doppler's lab. Vile's stage is optional, but I wanted to showcase it here. It's best to go after him after you defeat Volt Catfish, otherwise, the elevators in his stage will be inoperable and dodging the falling debris becomes a nightmare.
I'll upload a run of the 1st two Doppler stages with the alternate boss encounters later on... Among other differences, when Vile is alive, Doppler stage 2 will be in a state of ruin.
0:00 - Intro
3:51 - Maverick Hunter HQ stage
5:45 - Maoh the Giant fight
6:54 - Tunnel Rhino's stage
9:52 - Tunnel Rhino fight
11:45 - Blizzard Buffalo's stage
14:42 - Blizzard Buffalo fight
17:55 - Neon Tiger's stage
21:09 - Neon Tiger fight
23:35 - Blast Hornet's stage (part 1)
27:17 - Bit fight
27:51 - Blast Hornet's stage (part 2)
28:30 - Blast Hornet fight
30:45 - Gravity Beetle's stage
33:04 - Gravity Beetle fight
34:53 - Volt Catfish's stage
38:23 - Volt Catfish fight
40:27 - Crush Crawfish's stage (part 1)
41:43 - Vile's stage
42:28 - Vile MK-II fight 1
43:08 - Vile MK-II fight 2
43:46 - Vile's stage (escape)
44:34 - Crush Crawfish's stage (part 2)
45:50 - Crush Crawfish fight
47:34 - Toxic Seahorse's stage (part 1)
48:36 - Byte fight
49:06 - Toxic Seahorse's stage (part 2)
51:51 - Toxic Seahorse fight
54:29 - Tunnel Rhino's stage (revisited)
56:54 - Doppler stage 1
59:51 - Godkarmachine O Inary fight
1:00:53 - Doppler stage 2
1:03:34 - Vile MK-II fight 3
1:04:52 - Vile MK-II fight 4
1:06:17 - Doppler stage 3
1:06:36 - Blast Hornet fight 2
1:07:43 - Blizzard Buffalo fight 2
1:08:52 - Gravity Beetle fight 2
1:09:45 - Toxic Seahorse fight 2
1:10:40 - Volt Catfish fight 2
1:12:02 - Tunnel Rhino fight 2
1:13:04 - Crush Crawfish fight 2
1:14:06 - Neon Tiger fight 2
1:16:03 - Doppler fight
1:17:51 - Doppler stage 4
1:18:39 - Sigma fight
1:20:03 - Kaiser Sigma fight
1:21:56 - Doppler stage 4 (escape)
1:22:32 - Ending
Is all, really.
51
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Mega Man X2 [SNES] Zero Fight - No Damage
Played by Zenith.
This is an alternate fight that occurs when you don't collect 3/3 of Zero's parts from the X-Hunters. Using X's upgraded buster is, once again, a pain; read my description for the X2 no-damage playthrough for more info on that. Overall, Zero is pretty exploitable and doesn't present too many challenges. Just keep moving, remember to cancel out his shots with your own, and use the walls often.
Is all, really.
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Mega Man X2 [SNES] No Damage Playthrough
Played by Zenith.
Getting the enhanced buster, this time around, puts X at a severe disadvantage, since it forces him to stand still while he shoots off charged shots, which means more opportunities to take a beating from his foes. I got it for completion's sake and also because it allows for the other weapons to be charged, which is necessary to get some other goodies. Otherwise, I'd rather not have X's buster charged. Agile's fight and Neo Sigma's fight, in particular, are much more difficult because of this.
Violen is the most fearsome foe here. His ball & chain can be very difficult to predict. Other than that, the bosses aren't too hard. Another thing to note is that, for the most part, the mavericks are more fun (or even easier) to fight buster-only. Bubble Crab is very manipulable. Simply hop over him and he'll try to strike you from below, leaving himself open to attack.
Unlike in Mega Man X, we can actually collect the secret weapon, Shoryuken, without either wasting time or taking damage. I put it to good use on the maverick rematches (and also to smash Agile's second form flat) after already beating them to the pulp (except for Morph Moth lol). I didn't want to use it on the final fights, though, since the move is way too overpowered and diminishes the excitement of the battle a lot.
It's possible to fight Zero in this game, but since I collected all three of his parts from the X-Hunters, the fight was avoided. I might upload just the Zero fight as a separate video, so that all possible encounters are accounted for.
0:00 - Intro
1:38 - Maverick Factory stage
2:26 - Gigantic Mechaniloid CF-0 fight
3:34 - Wire Sponge's stage
4:53 - Wire Sponge fight
6:51 - Flame Stag's stage
8:17 - Flame Stag fight
10:30 - Magna Centipede's stage
12:36 - Serges fight
15:15 - Magna Centipede fight
17:13 - Wheel Gator's stage
19:33 - Violen fight
20:45 - Wheel Gator fight
22:58 - Crystal Snail's stage
24:37 - Agile fight
27:48 - Crystal Snail fight
29:25 - Bubble Crab's stage
31:15 - Bubble Crab fight
32:56 - Morph Moth's stage
35:48 - Morph Moth fight
37:35 - Overdrive Ostrich's stage
39:11 - Overdrive Ostrich fight
41:00 - Bubble Crab's stage (revisited)
42:16 - X-Hunter stage 1
43:36 - Violen fight 2
45:13 - X-Hunter stage 2
47:00 - Serges fight 2
48:28 - X-Hunter stage 3
50:41 - Agile fight 2
52:01 - X-Hunter stage 4
52:17 - Magna Centipede fight 2
53:25 - Flame Stag fight 2
54:17 - Crystal Snail fight 2
55:17 - Bubble Crab fight 2
56:15 - Wire Sponge fight 2
57:17 - Overdrive Ostrich fight 2
58:09 - Wheel Gator fight 2
59:18 - Morph Moth fight 2
1:00:16 - X-Hunter stage 5 (Central Computer revisited)
1:02:01 - Neo Sigma fight
1:03:13 - Sigma Virus fight
1:05:06 - Ending
Is all, really.
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Mega Man X [SNES] No Damage Playthrough
Played by Zenith.
There exist two moments in this game where taking damage becomes mandatory. Those moments are during the first two Vile fights. Most of X's HP needs to be depleted for the game to progress. So, in light of these instances, I took the least amount of damage the game would allow me to. In other words, it's a no damage run so far as I have a say in it! lol
I chose to fight the mavericks in the order that would minimize stage revisits (so only once here). This means that there are a couple of instances in which I don't have an effective weapon against some of them. It is what it is and, honestly, revisiting stages to get a previously unattainable item is a pretty boring thing, but fighting bosses the hard way actually has a chance of being entertaining.
It's possible to obtain a secret weapon in this game: the Hadouken. But, the way that it is obtained requires that X dies multiple times, so I had to forgo pursuing it for this challenge, unfortunately. Well, I'm actually not completely sure that it requires X to die, but the other way I'd imagine is to go through Armored Armadillo's stage four times over to get it. I don't want to waste people's time with that sort of redundant content. It would have been pretty entertaining during the boss rematches, though.
Sting Chameleon wins the most unpredictable boss attack award, for this game. You need to have your eyes laser-focused on those dropping needles, since their pattern is apparently random. It does help that in my run, I didn't have his weakness weapon during my first encounter with him.
The vertical climb immediately preceding Boomer Kuwanger's rematch is the most difficult section in the game. It requires good timing to get through it without taking a hit. I could have cheesed it with a charged-up Rolling Shield or charged-up Chameleon Sting, but what would've been the fun in that? Besides, it's more entertaining this way.
I had some fun with Flame Mammoth during the rematch with him. Chopped his HUGE trunk off, I did. I forgot to turn Launch Octopus' tentacles into sashimi during his rematch, though. But, his fight is pretty hectic and I didn't want to chance things too much by fooling around.
Staying on top of Wolf Sigma's paws is easier said than done. I played it safe and tried to wait until they stopped moving to jump and attack him. No need to lose a run that late in the game. lol
0:00 - Intro
2:23 - Highway stage
4:54 - Vile fight (unwinnable)
6:10 - Chill Penguin's stage
8:37 - Chill Penguin fight
10:14 - Storm Eagle's stage
12:34 - Storm Eagle fight
14:18 - Flame Mammoth's stage
16:27 - Flame Mammoth fight
17:53 - Armored Armadillo's stage
19:39 - Armored Armadillo fight
21:45 - Launch Octopus' stage
24:33 - Launch Octopus fight
26:17 - Sting Chameleon's stage
29:22 - Sting Chameleon fight
32:16 - Boomer Kuwanger's stage
34:43 - Boomer Kuwanger fight
36:07 - Spark Mandrill's stage
38:38 - Spark Mandrill fight
40:18 - Chill Penguin's stage (revisited)
41:28 - Sigma stage 1
42:55 - Vile fight 2 (unwinnable)
44:05 - Vile fight 3
45:16 - Boomer Kuwanger fight 2
46:21 - Bospider fight
47:44 - Sigma stage 2
48:05 - Chill Penguin fight 2
49:50 - Storm Eagle stage 2
50:45 - Rangda Bangda fight
52:20 - Sigma stage 3
53:18 - Sting Chameleon fight 2
54:20 - Spark Mandrill fight 2
55:30 - Launch Octopus fight 2
56:30 - Flame Mammoth fight 2
57:33 - D-Rex fight
58:41 - Sigma stage 4
59:13 - Velguarder fight
59:45 - Sigma fight
1:01:02 - Wolf Sigma fight
1:02:04 - Ending
Is all, really.
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Mega Man V [SGB2] No Damage Playthrough
Played by Zenith.
I don't have anything of note to say here, so here's the chapter list:
0:00 - Intro
4:02 - Mercury's stage
6:37 - Mercury fight
8:19 - Neptune's stage
11:37 - Neptune fight
13:02 - Mars' stage
16:55 - Mars fight
18:05 - Dr. Light's lab
18:46 - Venus' stage
22:21 - Venus fight
23:41 - Terra's stage
24:46 - Dark Moon fight
27:53 - Pluto's stage
31:07 - Pluto fight
32:43 - Uranus' stage
37:04 - Uranus fight
38:29 - Dr. Light's lab 2
39:23 - Jupiter's stage
43:41 - Jupiter fight
45:12 - Saturn's stage
47:53 - Saturn fight
49:06 - Dr. Light's lab 3
49:35 - Pluto's stage (revisited)
53:16 - Dr. Light's lab 4
54:14 - Terra fight
55:17 - Intermission
56:18 - Wily stage 1
57:52 - Skull Cannon fight
58:55 - Wily stage 2
1:00:07 - Enker fight
1:01:01 - Quint fight
1:02:20 - Punk fight
1:03:20 - Ballade fight
1:04:11 - Venus fight 2
1:04:46 - Jupiter fight 2
1:05:36 - Mars fight 2
1:06:21 - Saturn fight 2
1:06:43 - Neptune fight 2
1:07:08 - Pluto fight 2
1:07:51 - Mercury fight 2
1:08:45 - Uranus fight 2
1:09:23 - Wily stage 4
1:10:12 - Wily Robot Hand fight
1:11:17 - Wily Robot Hand fight 2
1:12:32 - Wily Robot Main fight
1:14:02 - Wily Robot Head fight
1:15:42 - Sunstar fight
1:16:31 - Ending
Is all, really.
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Mega Man IV [GB] No Damage Playthrough
Played by Zenith.
Ironically, Bright Man will _darken_ your day, because this time around, his freeze attack is random. You need to pray to your lucky stars that he decides not to use it, in two separate encounters, or else there's no way to avoid taking a hit. Every other robot master fight is more or less the same from their initial appearances in Mega Man 4 and Mega Man 5.
This game is quite a step-up in quality from the previous Game Boy entries in the Mega Man series. Some great original songs, interesting cutscenes, Dr. Light's lab, Superb level design, an actual plot, etc... The boss rush is finally back from the NES titles, too.
0:00 - Intro
2:36 - Toad Man's stage
5:03 - Toad Man fight
6:23 - Bright Man's stage
9:11 - Bright Man fight
10:24 - Pharaoh Man's stage
13:21 - Pharaoh Man fight
14:32 - Ring Man's stage
18:01 - Ring Man fight
19:08 - Wily intermission
20:18 - Satellite Cannon fight
21:54 - Ballade fight
22:41 - Charge Man's stage
24:44 - Charge Man fight
25:56 - Dr. Light's lab
26:34 - Napalm Man's stage
29:50 - Napalm Man fight
30:53 - Stone Man's stage
34:07 - Stone Man fight
35:18 - Crystal Man's stage
39:19 - Crystal Man fight
40:23 - Wily's tank
40:51 - Ballade fight 2
42:11 - Escape from the tank
44:01 - Dr. Light's Lab 2
44:37 - Wily's spaceship 1
45:51 - Bridge fight
46:34 - Wily's spaceship 2
48:17 - Hunter fight
49:59 - Hunter fight 2
50:53 - Toad Man fight 2
51:33 - Bright Man fight 2
52:04 - Pharaoh Man fight 2
52:43 - Ring Man fight 2
53:18 - Crystal Man fight 2
53:54 - Charge Man fight 2
54:27 - Stone Man fight 2
55:21 - Napalm Man fight 2
56:04 - Wily Golem introduction
56:33 - Wily Golem Core fight
58:06 - Wily Golem Head fight
59:46 - Wily Saucer fight
1:00:25 - Ending
Is all, really.
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Mega Man III [GB] No Damage Playthrough
Played by Zenith.
Going from Mega Man II to this title, the controls are rather awkward. Mega Man feels floaty when he jumps and he also carries over his momentum during screen scrolls or after jumping out of slides. You get used to it eventually, but it's a real shock at first.
The robot masters here are akin their their Mega Man 3 & Mega Man 4 counterparts, but are more difficult to fight/dodge due to the reduced resolution of the Game Boy (except for Drill Man, who is easier here). Spark Man and Snake Man, in particular, are devious, in this regard, since the timing is especially strict with them.
Dive man's fight goes a little differently than it does in Mega Man 4, but I actually prefer this version. He fires his torpedoes at you much quicker here, so you are unable to destroy them while also attacking him. It's easier (and more fun) to just play a game of tag with them while you charge up and shoot Dive Man.
Some of the stages are designed in trollish ways, especially Spark Man's stage. I'm not a fan of having to wait around in a Mega Man game, but unfortunately, you'll need to be doing a bit of that to wait for a safe time to progress through the level.
Wily Machine phase 2 can trip you up if you're not paying attention or if you're fighting him with reckless abandon. It's really best to wait for a clear shot at him, while dodge his arcing sphere attacks.
0:00 - Intro
0:20 - Shadow Man's stage
2:10 - Shadow Man fight
3:01 - Spark Man's stage
5:29 - Spark Man fight
6:25 - Snake Man's stage
8:34 - Snake Man fight
9:29 - Gemini Man's stage
12:24 - Gemini Man fight
13:26 - Wily's fortress
13:40 - Giant Suzy fight
14:16 - Dust Man's stage
17:34 - Dust Man fight
18:35 - Skull Man's stage
20:58 - Skull Man fight
22:01 - Dive Man's stage
25:08 - Dive man fight
26:08 - Drill Man's stage
27:55 - Drill Man fight
28:39 - Wily's fortress 2
29:15 - Punk fight
30:30 - Wily's sea fortress
33:47 - Giant Suzy fight 2
35:19 - Wily Machine fight 1
36:04 - Wily Machine fight 2
37:12 - Ending
Is all, really.
7
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Mega Man II [GB] No Damage Playthrough
Played by Zenith.
Air man can cause serious problems in this game. You need to hope that he doesn't use a particular tornado pattern, like in other games he appears in, but this time, I'm not sure it's possible to avoid. Anyways, I get lucky here and he goes easy.
At the end, we have the most embarrassing Wily boss battle in the whole series. Even his design looks ridiculous. His weakness weapon is the Sakugarne (some pogo stick thing), which we picked up from Quint (another laughable fight), but it actually serves more as a hindrance than anything else.
Nothing much else to add. Most of these fights are pretty unremarkable, so here's the chapter list:
0:00 - Intro
0:13 - Metal Man's stage
2:15 - Metal Man fight
3:23 - Wood Man's stage
4:54 - Wood Man fight
5:39 - Air Man's stage
7:08 - Air Man fight
7:52 - Crash Man's stage
10:01 - Crash Man fight
11:25 - Needle Man's stage
13:07 - Needle Man fight
13:52 - Magnet Man's stage
15:54 - Magnet Man fight
16:52 - Hard Man's stage
18:18 - Hard Man fight
19:00 - Top Man's stage
20:53 - Top Man fight
21:36 - Quint fight
22:40 - Wily's space fortress
25:02 - Wily fight 1
25:40 - Wily fight 2
26:07 - Wily fight 3
26:38 - Ending
Is all, really.
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Mega Man: Dr. Wily's Revenge [GB] No Damage Playthrough
Played by Zenith.
Not much to say here. The Big Eye in Cut Man's stage is one of those cases of: you either get past it or you don't. Then, Cut Man is another variable, but at least he's more predictable, since he jumps at a constant interval. The only problem is that the window to walk under him and not get hit is very small. The other three robot masters and their stages are pretty much a cakewalk. Brief note on Elec Man: if you spam the attack button, it will prevent him from shooting his electricity at you.
Now to the teleporter room: Flash Man is a tricky boss to deal with, since you need to precisely know when he will freeze you. Mega Man needs to be in the act of jumping over his head, in order to not take damage there. Luckily, like with Cut Man, the freezing occurs at a regular interval.
Quick Man is probably the most difficult fight. The problem lies with his boomerangs. They seem to be thrown at random, so I just rely on getting lucky during his fight. Because of this, he can end your run _quick_. lol Somehow, he didn't throw his boomerangs at all in this run.
Enker is unpredictable in his patterns. After firing off a mirror slash, he'll either jump all the wall across the room, do two jumps to the end of the room, do one jump and then sprint to the wall, or simply sprint to the other side. You don't have much time to react to these patterns, so a keen eye in a necessity here.
About Wily phase 1: stick close to him and jump over the second Cutting Wheel every time.
0:00 - Intro
0:13 - Cut Man's stage
2:15 - Cut Man fight
3:03 - Elec Man's stage
6:00 - Elec Man fight
6:32 - Ice Man's stage
8:23 - Ice Man fight
8:58 - Fire Man's stage
11:22 - Fire Man fight
12:15 - Wily's castle
15:31 - Flash Man fight
16:10 - Quick Man fight
17:02 - Bubble Man fight
17:52 - Heat Man fight
18:31 - Enker fight
19:45 - Wily's space fortress
24:44 - Wily fight 1
25:25 - Wily fight 2
25:46 - Ending
Is all, really.
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Mega Man 8 [PS1] No Damage Playthrough
Played by Zenith.
The nice thing about Mega Man 8 is that there are two fire and jump buttons mapped to the PS1 controller. This allows one to fire the mega buster rapidly, by alternating between those two buttons. I make use this technique extensively here. Mega Man takes a bit of getting used to, if one is familiar with how earlier entries control, but the controls are still tight as ever.
I collect all 40 bolts, too, which means revisiting several stages after all is said and done with their robot masters. That might be a bit dry for someone who just wants to see the stages once, so I'll provide chapters for an easier viewing experience.
Speaking of pleasant viewing experiences, this whole game is, artistically, quite captivating. Everything is incredibly polished in the graphics department, especially the animations. The music ties all of the elements together well, too. I especially like how the robot masters react to being damaged by their weakness weapons; makes me laugh every time. I didn't used to like this title as much as the earlier ones, but I've grown to appreciate it a lot for, at minimum, the sheer effort that went into it. This game, along with Mega Man X4, is the prettiest-looking Mega Man game.
Dodging Search Man's Deadly Sword attack is the hardest thing one can attempt in this game. Luckily, the order of the missiles seem to be the same every time, so a strategy can be developed.
Besides that, the next hardest moment has to be the Wily Saucer (Wily Capsule Great). It's the toughest iteration yet and it combines many of the attacks from the previous game's Wily Saucer fights. He can choose one of four different patterns each time, which adds an extra layer of unpredictability to the match. To make matters worse, you need to get up close and personal with him to strike him with his weakness weapon, Flame Sword.
Astro Man's Astro Crush attack can be very challenging to effectively dodge. Sometimes, it's an easy pattern. Other times, it is seeming impossible. Just pay attention and look for openings.
0:00 - Intro
5:00 - Intro Stage
7:08 - Hermit Crab fight (Yadokargo)
8:27 - Tengu Man's stage
11:42 - Laser Cannon fight (Shiriko da Gama)
13:06 - Tengu Man fight
15:11 - Clown Man's stage
16:35 - Lion Disk fight (Sisi Roll)
19:47 - Clown Man fight
21:36 - Grenade Man's stage
23:18 - Eyeball fight (Ururuun)
25:22 - Grenade Man fight
27:07 - Frost Man's stage
31:54 - Frost Man fight
33:20 - Duo cutscene
35:37 - Duo stage
36:35 - Duo fight
37:59 - Wily castle cutscene
42:08 - Astro Man's stage
46:16 - Astro Man fight
48:34 - Aqua Man's stage
49:43 - Giant Fish fight (Gorone)
52:43 - Aqua Man fight
54:23 - Sword Man's stage
57:19 - Fire Gear fight (Gearna Eye)
59:10 - Sword Man fight
1:01:15 - Search Man's stage
1:04:58 - Search Man fight
1:07:22 - Tengu Man's stage (revisited)
1:10:50 - Clown Man's stage (revisited)
1:13:32 - Grenade Man's stage (revisited)
1:16:17 - Frost Man' stage (revisited)
1:19:16 - Aqua Man's stage (revisited)
1:22:33 - Wily stage 1
1:24:34 - Bag Worm fight (Atetemino)
1:25:55 - Wily stage 2
1:28:55 - Flying Robot fight (Bliking)
1:30:04 - Wily stage 3
1:31:37 - Super Bass fight
1:34:15 - Green Devil fight
1:35:50 - Wily stage 4
1:36:14 - Astro Man fight (round 2)
1:38:02 - Frost Man fight (round 2)
1:38:55 - Sword Man fight (round 2)
1:40:00 - Aqua Man fight (round 2)
1:40:44 - Search Man fight (round 2)
1:41:47 - Grenade Man fight (round 2)
1:42:23 - Clown Man fight (round 2)
1:43:10 - Tengu Man fight (round 2)
1:44:57 - Wily Machine 8 fight
1:45:45 - Wily Capsule Great fight
1:47:16 - Ending
Is all, really.
104
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Mega Man 7 [SNES] No Damage Playthrough
Played by Zenith.
This time around I decided to fight the robot masters buster-only (except for Slash Man, since it was fun to make a fool of him from the get-go), for a little while, since there is greater attention to detail in their patterns than was found in the previous two titles (especially Freeze Man, since he keeps you on your toes at all times). Another reason for this is because using weakness weapons in this game utterly neutralizes the majority of them and makes for a repetitive and unpleasant viewing experience. I also opted to collect all of the items in the game, for completion's sake.
Before I planned this run, I was not aware that you could slide through Spring Man's legs just after he lands without taking damage, so I took advantage of this here.
The charged shot was nerfed in this game, from the usual three damage points down to two, so I didn't emphasize using it much on the standard enemies. Plus, the sound effect for it is absolutely ear-grating.
Bass' first Wily Stage fight is an absolute monster. Any time you are aligned with him vertically, he will fire off a shot at you, so you need to make sure there is enough distance from him any time you cross his path. The silver lining to the black clouds here is that he goes down very fast with the charged super adapter fist, but the black cloud is that Mega Man is unable to slide while in that transformation. It's pretty easy to get yourself cornered and, overall, it's more difficult than the final Wily fight to not get hit, actually.
0:00 - Intro
4:33 - Urban Area stage
5:56 - Burst Man's stage
9:06 - Burst Man fight
11:28 - Freeze Man's stage
13:51 - Freeze Man fight
15:51 - Cloud Man's stage
18:49 - Cloud Man fight
20:34 - Junk Man's stage
23:08 - Junk Man fight
25:50 - Robot Museum stage
26:17 - Mash fight
27:14 - Junk Man's stage (revisited)
28:34 - Turbo Man's stage
32:12 - Turbo Man fight
34:13 - Slash Man's stage
37:29 - Slash Man fight
39:14 - Spring Man's stage
41:48 - Spring Man fight
43:49 - Shade Man's stage
47:09 - Shade Man fight
50:23 - Shade Man's stage (revisited)
51:58 - Proto Man fight
54:35 - Wily stage 1
56:31 - Bass fight
57:31 - Guts Man G
59:17 - Wily stage 2
1:00:30 - Super Bass fight
1:03:03 - Gamerizer fight
1:05:20 - Wily stage 3
1:07:40 - HannyaNED² fight
1:09:14 - Wily stage 4
1:09:34 - Freeze Man fight 2
1:10:19 - Slash Man fight 2
1:11:17 - Junk Man fight 2
1:11:51 - Cloud Man fight 2
1:12:35 - Turbo Man fight 2
1:13:08 - Spring Man fight 2
1:14:06 - Shade Man fight 2
1:14:44 - Burst Man fight 2
1:15:35 - Wily Machine 7 fight
1:17:12 - Wily Capsule fight
1:20:03 - Ending
Is all, really.
66
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Mega Man 6 [NES] No Damage Playthrough
Played by Zenith.
Something you're probably wondering is: why am I collecting E-tanks during a no-damage run? Well, let me put it this way: when you see a tasty treat ripe for the taking, you can't help but pick it up. lol
Unfortunately, Mega Man 6 introduced a couple of frustrating -- "features". Number one is that you can no longer jump out of a slide, for inexplicable reasons. This makes quick and tight maneuvers a chore. Number two is that, every once in a while, it feels as though an input is dropped and Mega Man stands around like a dumb oaf ready to take his beating (Something that would later plague Mega Man X 1-3, to a lesser degree). There are certain ways to counter this, such as not turning and jumping in the same frame (it seems to occur frequently during this maneuver), but sometimes it's hard to not do this, especially when one acts reflexively to an enemy's attack.
Flame Man's weapon is something akin to Mega Man 2's Metal Blade. It whittles down powerful enemies in a flash -- and this game's stages are littered with them, so it's a really nice thing to have.
I have nothing to really mention about the robot masters, since they are pretty easy this time around. However, a note on Centaur Man: stay in the center of the room, always. When he freezes you, you need to have enough distance from the walls such that the pellet he shoots has enough room to clear you. Be careful though, he might start charging at you, and odds are that you'll be in very close proximity to him if he does.
Okay, I can talk about Flame Man too: give yourself enough distance so that you can see the flame columns coming. Jump as they approach you, in case one forms directly underneath you. You don't have much time to react: move left or right in the air accordingly.
After they're all defeated, the final boss of note is Wall Walker. All I can say is: stay on your toes (And I mean that figuratively. Mega Man literally staying on his toes will cause him much pain. lol) -- and with this game's input issues, that's easier said than done.
Despite those relatively easy bosses, the Wily stages are among the hardest levels in the series; lots of tricks and traps strewn about. You need a keen eye to not take damage there.
0:00 - Intro
1:03 - Flame Man's stage
2:48 - Flame man fight
4:00 - Blizzard Man's stage
6:28 - Blizzard Man fight
7:30 - Plant Man's stage
9:50 - Plant Man fight
11:07 - Wind Man's stage
13:17 - Wind Man fight
14:23 - Tomahawk Man's stage
17:33 - Tomahawk Man fight
18:32 - Yamato Man's stage
20:38 - Yamato Man fight
21:36 - Knight Man's stage
23:59 - Knight Man fight
24:55 - Centaur Man's stage
27:24 - Centaur Man fight
28:38 - Mr. X stage 1
30:14 - Rounder II fight
31:06 - Mr. X stage 2
32:34 - Power Piston fight
33:35 - Mr. X stage 3
35:41 - Metonger Z fight
36:31 - Mr. X stage 4
38:36 - X Crusher fight
39:33 - Wily stage 1
41:33 - Mechazaurus fight
42:29 - Wily stage 2
43:56 - Tank CSII
44:34 - Wily stage 3
45:28 - Yamato Man fight 2
45:53 - Plant Man fight 2
46:32 - Knight Man fight 2
46:55 - Centaur Man fight 2
47:31 - Wind Man fight 2
47:56 - Tomahawk Man fight 2
48:23 - Flame Man fight 2
48:52 - Blizzard Man fight 2
49:38 - Wily Stage 4
50:11 - Wily Machine 6 fight 1
50:32 - Wily Machine 6 fight 2
50:47 - Wily Capsule fight
51:15 - Ending
Is all, really.
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Mega Man 5 [NES] No Damage Playthrough
Played by Zenith.
I don't have much to say about this one, since most of the bosses are relatively straight-forward and don't pose a serious challenge. And I didn't make any egregious "errors" this time, unlike in my Mega Man 4 run. This time, the name of the game is to keep close to your adversaries. It usually causes them to perform some easily avoidable attacks in a repetitive loop.
For example, Crystal Man's initial attack looks daunting, but is very easy to dodge with some practice. Then, if you stick close enough to him, he'll just jump around and occasionally try to hit you with one of his crystals (or energy pellet?) and never try to attack you with the more complicated crystal ricochet. That's a common theme, actually; robot masters jumping around during close-quarters combat.
The Dark Man fights are among the hardest here. Dark Man 1 is extremely wide. You need to take out at roughly half of his HP for him to begin moving faster, which will then assist you in being able to clear a jump over his head. Dark Man 3, in particular, I make look easy, but the timing to jump over is immobilizing shots is actually quite precise, since he tracks your movements. A jump too early will cause him to aim up at you and you will be hit.
I could've saved some time and unleashed the beast known as Beat on Dr. Wily's saucer, but I decided to fight him fair-and-square. However, it's a lot of waiting around for the perfect moment to strike, and Wily isn't threatening at all, so maybe I should have.
0:00 - Intro
0:53 - Napalm Man's stage
3:03 - Napalm Man fight
4:07 - Stone Man's stage
7:11 - Stone Man fight
8:07 - Charge Man's stage
10:02 - Charge Man fight
11:10 - Wave Man's stage
14:08 - Wave Man fight
15:13 - Star Man's stage
17:20 - Star Man fight
18:17 - Gravity Man's stage
20:12 - Gravity Man fight
21:07 - Gyro Man's stage
23:27 - Gyro Man fight
24:19 - Crystal Man's stage
26:20 - Crystal Man fight
27:23 - Proto Man stage 1
29:27 - Dark Man fight 1
30:16 - Proto Man stage 2
32:27 - Dark Man fight 2
33:22 - Proto Man stage 3
36:21 - Dark Man fight 3
37:11 - Proto Man stage 4
38:00 - Dark Man fight 4
40:13 - Wily stage 1
42:48 - Big Pez fight
44:14 - Wily stage 2
46:08 - Circring Q9 fight
47:27 - Wily stage 3
47:38 - Gravity Man fight 2
48:12 - Wave Man fight 2
48:44 - Stone Man fight 2
49:07 - Star Man fight 2
49:32 - Crystal Man fight 2
50:03 - Napalm Man fight 2
50:33 - Charge Man fight 2
51:09 - Gyro Man fight 2
51:31 - Wily Press fight
53:03 - Wily stage 4
53:29 - Wily Machine 5 fight
53:53 - Wily Saucer II fight
55:48 - Ending
Is all, really.
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Mega Man 4 [NES] No Damage Playthrough
Played by Zenith.
Some dumb things to note: I realized after making this video that Toad Man's attack could be neutralized with his weakness weapon (I always used to just pepper him with the Mega Buster and that's what I've done here, twice), so I could've started with Dive Man, Drill Man, and then Toad Man to save some time. So... enjoy watching me fight the easiest robot master in the series in the most tedious way possible. I also fought Dive Man with Dust Man's weapon, during the first battle, to... waste time? lol
Skull Man is a really fun fight. though very manipulable. The same goes for Pharaoh Man who, at first, seems intimidating, but it actually rather simple to fight. When he charges up his attack, just jump right as he turns white, and he will miss every time.
Drill Man is probably the trickiest fight here. When he dives into the ground, wait a few seconds and then make Mega Man walk as though he has a limp. That will make it so Drill Man misses you when he dives out of the ground. If he begins to walk afterwards, that means he's going to fire off his drills. Luckily, he fires at regular intervals, so as long as you nail the timing, it's not terribly difficult to avoid taking a hit. Just make sure you don't get backed into a corner, as you will most likely need to jump over him.
When you fight Bright Man, he has an annoying habit of freezing you in-place. However, he only does this when his HP is divisible by 4 (?). So, all that's required to prevent him from using this technique is to fire off a single buster shot at him, at the beginning, and then use Rain Flush for the rest of the fight.
0:00 - Intro
2:11 - Toad Man's stage
4:08 - Toad Man fight
5:33 - Pharaoh Man's stage
7:28 - Pharaoh Man fight
8:40 - Ring Man's stage
11:29 - Ring Man fight
12:29 - Dust Man's stage
14:37 - Dust Man fight
15:37 - Dive Man's stage
18:50 - Dive Man fight
20:20 - Drill Man's stage
22:24 - Drill Man fight
23:46 - Bright Man's stage
26:26 - Bright Man fight
27:30 - Skull Man's stage
29:52 - Skull Man fight
31:30 - Cossack stage 1
33:39 - Mothraya fight
34:29 - Cossack stage 2
36:19 - Square Machine fight
37:48 - Cossack stage 3
40:25 - Cockroach Twins fight
41:24 - Cossack stage 4
42:54 - Cossack Catcher fight
44:26 - Wily stage 1
46:10 - Metall Daddy fight
47:33 - Wily stage 2
49:33 - Tako Trash fight
50:33 - Wily stage 3
51:46 - Drill Man fight 2
52:33 - Bright Man fight 2
53:11 - Skull Man fight 2
53:58 - Dive Man fight 2
54:30 - Toad Man fight 2
55:11 - Dust Man fight 2
55:38 - Ring Man fight 2
56:02 - Pharaoh Man fight 2
56:52 - Wily Machine 4 fight 1
57:32 - Wily Machine 4 fight 2
58:34 - Wily stage 4
58:58 - Wily Capsule fight
59:24 - Ending
Is all, really.
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Mega Man 3 [NES] No Damage Playthrough
Played by Zenith.
There exists an exploit in this game where you only deplete Rush's Rush Jet energy if you are standing on him. So, if you jump repeatedly while flying, you can conserve your energy.
Magnet Man is a pushover, plain and simple. If you are wedged between him and a wall when he does his magnetism move, you can speed up the fight by jumping over his shoulder and doubling back. This make him think he came into contact with you (only checks against Mega Man's X axis, I guess), so he calls it a job well-done and ceases his attack.
The struggle against Shadow Man is, perhaps, the most difficult of any of the classic series robot masters. It is a trial of pure reflexes; there are no tells with him. At the outset, he will jump twice before either sliding into you or throwing his shuriken at you. Then, his pattern becomes: jumping three times of various height, followed by the aforementioned slide or shuriken toss. You need to make sure you keep enough distance from him to give yourself a chance to appropriately react to whatever move he has chosen. Cornering yourself in this fight means the end of the run. To make matters even more daring, I fought him with the Mega Buster, twice, when I could've used his own weapon against him the second time. Ordinarily, he is weak to Top Spin, but that weapon cannot be used without damaging Mega Man.
You can make your life easier, during the fight with Hard Man, by sticking to edges of the room when he hurls his Hard Knuckles at you. Ordinarily, if you dodge them the 1st time around, they'll fly past you and rebound towards you. However, they will fly off the screen when you stand at the edges.
The beginning of Snake Man's duel can be a little tricky, since there is one of two permutations he can choose to take. The first permutation is that he'll jump up in the air, at the center pillar, and fire off some snakes. Then, he'll descend that platform and do a little hop up to the platform near the entrance to the room. During that little hop, you need to slide under him. The second permutation is that he'll forgo jumping at the center or shooting out his snakes entirely and just make a mad leap to the entrance platform from the center pillar. In this case, you need to simply stand next to the central pillar to avoid contact damage with him. The tricky part is predicting which of the two he'll decide to choose and reacting appropriately. In the case of my run, he chose the second permutation twice. After that, easy-peasy.
The Doc Bot fights are often where the serious trouble begins, here. They are, essentially, the Mega Man 2 robot masters on steroids; bulkier and meaner than ever before. When you begin a no-damage run of Mega Man 3, you pray to the RNG gods that Air Man Doc Bot doesn't send out a particular pattern of tornadoes. Unfortunately, this time, the odds were not in my favor, but fortunately, I had a plan up my sleeve to handle this edge case. Miraculously, I actually managed to pull it off and weaseled my way out of the most BS attack in the game. The timing needs to be near perfect, so it's not something that I could repeatedly do without fail, by any means.
Not nearly as strenuous, but still quite difficult, is the initial leap over Heat Man Doc Bot's flame columns. Beyond that, though, is pretty standard fare.
Only 1 of 3 Holograph Mega Mans can be damaged. However, the damageable one will always initially appear at the uppermost teleporter, which hilariously makes the fight a breeze to finish with Search Snake.
0:00 - Intro
0:17 - Magnet Man's stage
0:35 - Proto Man fight
2:11 - Magnet Man fight
3:12 - Shadow Man's stage
3:30 - Proto Man fight 2
4:53 - Shadow Man fight
6:11 - Hard Man's stage
7:45 - Proto Man fight 3
8:20 - Hard Man fight
9:10 - Top Man's stage
11:09 - Top Man fight
12:06 - Spark Man's stage
13:38 - Spark Man fight
14:27 - Snake Man's stage
17:04 - Snake Man fight
18:20 - Gemini Man's stage
21:30 - Gemini Man fight
22:21 - Needle Man's stage
23:46 - Needle Man fight
24:42 - Shadow Man's stage 2
25:48 - Doc Robot (Wood Man) fight
26:53 - Doc Robot (Heat Man) fight
27:38 - Gemini Man's stage 2
29:07 - Doc Robot (Flash Man) fight
30:39 - Doc Robot (Bubble Man) fight
31:27 - Spark Man's stage 2
32:21 - Doc Robot (Metal Man) fight
33:42 - Doc Robot (Quick Man) fight
34:40 - Needle Man's stage 2
35:37 - Doc Robot (Air Man) fight
37:50 - Doc Robot (Crash Man) fight
38:22 - Break Man fight
39:13 - Wily stage 1
40:42 - Kamegoro Maker fight
41:20 - Wily stage 2
42:14 - Yellow Devil MK-II fight
43:43 - Wily stage 3
44:57 - Holograph Mega Mans fight
45:13 - Wily stage 4
46:07 - Needle Man fight 2
46:24 - Magnet Man fight 2
46:44 - Gemini Man fight 2
47:03 - Hard Man fight 2
47:29 - Top Man fight 2
47:47 - Shadow Man fight 2
49:05 - Spark Man fight 2
49:24 - Snake Man fight 2
50:05 - Wily Machine 3 fight 1
50:28 - Wily Machine 3 fight 2
51:06 - Wily stage 6
51:22 - Gamma fight 1
51:35 - Gamma fight 2
51:46 - Ending
Is all, really.
156
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Mega Man 2 [NES] No Damage Playthrough
Played by Zenith.
Air Man decided to go easy on me, in this run. There's a certain pattern to his tornado projectiles that requires very precise maneuvering, but it didn't appear in either of the two matches against him. Of all the robot masters, I'd say his stage is the most difficult to traverse at a breakneck pace.
Dr. Wily Machine 2 phase 2 is seemingly impossible to beat without taking damage (because his projectiles have a deceptively large collision box), unless you one-shot him with a crash bomb (which means you need to be fancy during the fight with Boobeam Trap). Although, in theory, it might be possible to navigate over his wall of projectiles with Item 1.
0:00 - Intro
0:59 - Metal Man's stage
3:18 - Metal Man fight
4:54 - Bubble Man's stage
6:58 - Bubble Man fight
7:47 - Heat Man's stage
9:50 - Heat Man fight
11:03 - Wood Man's stage
13:15 - Wood Man fight
13:59 - Air Man's stage
15:56 - Air Man fight
17:07 - Crash Man's stage
20:12 - Crash Man fight
20:51 - Flash Man's stage
22:32 - Flash Man fight
23:36 - Quick Man's stage
25:29 - Quick Man fight
26:39 - Wily stage 1
28:40 - Mecha Dragon fight
29:22 - Wily stage 2
31:10 - Picopico-kun fight
32:10 - Wily stage 3
33:27 - Guts Tank fight
34:09 - Wily stage 4
37:12 - Boobeam Trap fight
38:13 - Wily stage 5
38:24 - Heat Man fight 2
38:40 - Air Man fight 2
38:58 - Wood Man fight 2
39:18 - Bubble Man fight 2
39:35 - Quick Man fight 2
40:12 - Crash Man fight 2
40:27 - Metal Man fight 2
40:38 - Flash Man fight 2
40:54 - Wily Machine 2 fight 1
41:12 - Wily Machine 2 fight 2
41:30 - Wily stage 6
41:59 - Alien fight
43:05 - Ending
Is all, really.
11
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Mega Man [NES] No Damage Playthrough
Played by Zenith.
Overall, a pretty lucky run of Mega Man 1, I'd say. The Big Eyes and Guts Man seemed to have behaved themselves quite well. But one thing that's a constant threat is the lava falls in Fire Man's stage. Let's just say there's a reason I begin a run of this game with his stage...
At first glace, the bosses may seem unpredictable, but in reality, the bosses in this game are severely exploitable. In particular, Elec Man, Fire Man, Bomb Man, and Mega Man's Clone (aka Copy Robot).
Elec Man only shoots his electric beams at certain positions, but you can prevent him from moving anywhere, so long as you jump into the air right as he raises his arms and attack him right as you're about to land.
Fire Man is the saddest of all. All one has to do is stand still, wait for him to shoot a blast of fire, jump and shoot, and repeat. As long as you don't move around or use his weakness weapon (Ice Man's), then he will be a piece of cake.
All you need to do about Bomb Man is keep very close. He'll never throw his bombs at you that way.
Mega Man's Clone is basically a souped-up Elec Man. I find Fire Man's weapon to be the easiest way of dealing with him.
0:00 - Intro
0:11 - Fire Man's stage
2:30 - Fire Man fight
3:14 - Bomb Man's stage
5:29 - Bomb Man fight
6:06 - Guts Man's stage
7:38 - Guts Man fight
8:40 - Cut Man's stage
11:14 - Cut Man fight
11:55 - Elec Man's stage
15:07 - Elec Man fight
15:40 - Ice Man's stage
17:55 - Ice Man fight
19:01 - Wily stage 1
20:49 - Yellow Devil fight
22:30 - Wily stage 2
22:50 - Cut Man fight 2
23:18 - Elec Man fight 2
24:27 - Copy Robot fight
25:32 - Wily stage 3
26:31 - CWU-01P fight
27:18 - Wily stage 4
28:34 - Bomb Man fight 2
28:49 - Fire Man fight 2
29:06 - Ice Man fight 2
29:17 - Guts Man fight 2
29:55 - Wily Machine fight 1
30:02 - Wily Machine fight 2
30:27 - Ending
Is all, really.
4
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Timo Tolkki - I WANT YOUR SEX Remix
Halloween came a little early this year. Is all, really.
This is the song it was based on: https://soundcloud.com/timo-tolkki-120672205/i-want-your-sex
2
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