After you've beaten two stages in Mega Man X2, the X-Hunters make their presence known by descending down into stages you have yet to beat. There, you have the option of taking them on or leaving them be. We all know that I skipped out on them in my main run, but I had a backup file going alongside this. In fact, these fights were recorded before I even finished off a single Maverick!
First up, I show the locations of all eight X-Hunter boss doors. Some are easier than others to get to, but it's when you step inside the shutters that things start to get interesting. Violen will tear you apart if you don't take him down fast, Agile can be manipulated into being a chump, and Serges is sort of a middle ground boss. For our reward, we gain Zero's parts back! What do they do? I'll get back to you on that in the future. Promise. Next up, item collection!
Get your items! Get your items here! We got your Heart Tanks, that Sub Tank I skipped, and that body armor capsule to get over here! If you don't know the locations of these things or how to get them, I'm going to show you how in this video. There's also the task of using whatever special weapons I had yet to just to make sure I've demoed them all off properly before the final stages this time around.
With the backtracking over and done with, we're finally ready to break the endgame ice as we move on to the X-Hunters' arctic asylum! See you there.
I've been running behind all week, but it's finally time to get the X-Hunter stages underway! We're off to a smashing start thanks to the return of the walls that close in on you if you aren't careful! After that, it's round two against Violen, the only X-Hunter to not receive a true second form in the game. I'm not exactly disappointed by that as the blocks that now phase in only serve to make the battle easier. Uh... Well, I kind of already knew he wasn't the brains of this outfit. On we go!
The second of the X-Hunter stages is the fastest one to clear, but I also think it's the most dangerous. There are plenty of obstacles put in just the right places that they can mess you up. I was hit by a great deal of them before I finally made it to the boss, and he just happens to be the hardest part of this whole level... and that's even if you take the easy way out!
Serges will definitely give you a run for your money if you're not the best at multitasking. I can tell you right now that the best strategy is to focus more on the machine's attacks more than your own if you're going to get through this one in one piece. Naturally, I take him on at the end with the X-Buster only because I feel it's some sort of obligation. The result? Eh, just take a look.
There's one in this stage that is even crueler although it's not the main prize for taking this path. Yes, if you have collected all of the upgrades in this game, you have a chance to earn yourself another prize from the Street Fighter series. In today's video, I show how to get it. Surprisingly enough, it's not nearly as bad as I remembered it.
Even more surprisingly, the real challenge in this video came from fighting Agile himself. I had more than a few runs end with poor judgment as to when he would go for certain attacks. It's also one of those easy to win, not so easy to no-hit clear fights... unless you cheat the thing. I refused to do that the whole way through. Mistakes aside, I think this one went pretty well.
And he's the only one to get such a drastic change. Violen got extra platforms, whatshisface got an entire ship to command (which kind of goes hand in hand with his techno platform) and ...Agile gets turned into a cylinder that sends spikes at you?
I think he wanted to be as cool as Serges and built this very slick super missile death platforms shooting flying doom fortress thing.
Then realized that usually, flying machines have a COCKPIT.
"No problem", he thought, "I'll just add one...what do you mean, X is blazing through the level RIGHT NOW?"
Being a robot, he then cut his own head off, duct-taped it in front and hoped the wires would connect to the right places.
BRILLIANCE.
This is a Mega Man game, so it's about that time to go back and beat down all eight bosses once again. Yeah, X2 and subsequent games threw all the bosses back into one room instead of spreading them throughout the stage. I have to say, I really like it when they are done like they were in X1, but I can understand why they weren't in the sequel as the stages are pretty short overall.
Anyway, since it's rematch time, I'm going to go through all of these dudes with their weakness weapons and have some fun... except for when I screwed up and would have to fight Bubble Crab again. Seriously, even though I haven't recorded the last stage yet, he's been the hardest boss in the entire game for me to get by without getting hurt. What's up with that? Sheesh.
Hey... I remember this playthrough, and I'd say it's high time to bring this one to its conclusion today. The final stage actually winds up taking place in one of the regular Maverick stages. I can't remember any other Mega Man game where this is the case, so we've got a rarity on our hands. We also have three boss battles that demand pinpoint precision in a case where my skill was not shining through, so I took the easy way out and did these fights separately.
I've got to tell you though. Doing these no-hit attempts brings me down when I keep having to redo them. I think when I eventually do MMX3, I'll go back to the first successful run mentality instead of trying to be a perfectionist. Anyway, I hope this one was fun for you all. It was for me!
So he is. I'm kind of confused as to when you intentionally have to take damage in Mega Man 7 though as I don't think there are any issues with that, even with the weapon switches. That said, at least he probably won't make a give up savestate like I did way back when. At least I'll always have Mega Man 8...
Anyway, thanks. These projects always seem to be fun until I get close to the end, then they start to turning into white knuckle affairs where you have to redo so much when you mess up once. I like my no-fail runs more than anything I've done outside of MM8, so I've got to get back to that. I wonder how many times I'll type that out before taking that advice?
Bean wrote:So he is. I'm kind of confused as to when you intentionally have to take damage in Mega Man 7 though as I don't think there are any issues with that, even with the weapon switches.
They take too many shots to kill. 4 individual shots, or alternatively, 2 dropped mines, which you can't even hit the last two with without tanking through them and shooting from behind, anyway. The minute amount you have available means you can't afford to kill even one at the expense of the other enemies you could use the wasted bullets to kill. The very small amount of contact damage each fan enemy does (2 pellets) means trading off even the bare minimum, which would be 2 dropped mines on the first guy, isn't worth missing any two of the other kills you see me make during the actual video.
The Child Pipis released from their eggs are invariably going to do more than 2 pellets of damage to you, even if you do some fancy footwork (the only way to dodge them without offense is to double back far enough to line them up for a clearing jump, which respawns the Pipi carrying their egg anyway), let alone 2 rounds of them. The propeller enemies are much the same. The only way to get past the first is by tanking a hit from their bullets, which still do 2 pellets of damage, and the second one is going to unleash a world of pain on you no matter what you do, if let be. The Sniper Joe kill is superfluous, but that one spare shot of Danger Wrap doesn't come in handy anywhere else, since it's not enough on its own to kill one the fan enemies.
Explanation for the damage tanking in Cloud Man's stage.
I've never beaten Mega Man Zero 3. I'm going to change that with this series, hopefully. I thought about doing commentary for this one like I did that one RM8FC video last year, but I don't really think it would go over that well when I have little to no clue as to what I'm doing. Literally, it's just a pure gameplay run.
First up is one of the two stages I have beaten in the past. It's fairly short, and yet this video is almost 16 minutes long. Yeah, they love to yap in this game. I think I might be going into speed-reading mode a bit later on with this. Also, this is a terrible way to try and get over doing great runs, especially since I'd like to keep up an A ranking throughout this game. Bean... You fool!
I've actually done this until the last intermission stage. I'm confident that I can do all normal missions, but will never succeed with the last; far too insane without safestates, and I'm playing on the DS Collection.
Good look with that one. Zero 3 is a good game. I think 2 is better, but 3 has its moments, most notably the best final boss fight ever.
I'm not sure which of these stages is the one you're supposed to start with, but I just went with the one I did way back when I was trying to beat this game a year or so ago. The stage itself has a deadly finish, filled to the brim with lava and platforms that sink into the stuff. It's easy to mess up in this section, and I did quite a bit. Even worse, the boss can tear you apart in mere seconds if you let him. On this particular run, which was somewhere around my 15th, I got the thing done. Yeesh.
Also, I'll try to remember to save some of my failed attempts for future bonus bloopers. I'm not doing myself any favors by just posting the victory run.
This stage is basically an underwater race to the finish style of level. You've got to step on all four buttons to get the mission score, and that also lowers the water level for the boss fight. Either way, the boss himself is nothing more than a pest, a label that sticks throughout the entire level as he's chasing you in his spiked sub!
I think the updates are going to slow a down a bit here as I might not have the time to play this today. Either way, I'm liking this, even if it's a silent run.
I do think you should consider again doing commentary. I'd love to hear your opinion on some parts, what you like, what not, because the raw gameplay...well, I've played the game to death, seeing you play again (and not showing off stuff I didn't know yet) just doesn't do it for me.
It's just me, though, I guess YT people still like it.
Flizard is an ass. Such a hard fight because he's really quick and the confines are tight. I took longest on him first time I played the game. Childre is ridiculously easy, but I hate the stage; too many spikes you can jump into before knowing for my taste.
I'd always start with Schilt if I wanted a weakness chain; he's simple, and the stage has no bullshit parts, just a normal romp through a level filled with slashees.
Looks like you were right. This probably was the best place to start. The spikes are low in abundance, the traps are manageable even without the Ice Chip, and the boss would have given me the Thunder Chip that would have made Flizard all the easier. Honestly, this one took even less time than Childre's stage did... and I completed this one twice.
Man, we just keep trucking along with this thing. My only problem in this one was failing to realize that there is no specific mission to succeed at here other than getting through this forest labyrinth in a timely manner. That said, while I did not fail at this mission, I came pretty dang close in this main run. I keep getting picked off a bit more than I'd like, especially when I reach the boss.
Mantisk is a tough fight in close quarters thanks to the speed of his attacks. I was pushed to the limit in this one, but thankfully, I just narrowly avoided disaster. After finishing him off, it's on to a lengthy plot break that sets us right up at the beginning of our next mission.