Bou
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Post by Bou on Jul 6, 2010 20:49:29 GMT -5
The Story: In the year 200X... Dr. Wily has finally mended his evil ways and begun helping the good Dr. Light again. The two are working on the construction of a huge peace-keeping robot to be called "Gamma". During the construction, the two find they require eight power crystals to complete the construction, but suddenly, eight robots go haywire on the mining colonies and steal the crystals! Mega Man is called back into action to go to each of the mining worlds and defeat the robot guardians so that Gamma can be completed.
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Episode 01: Topsy Turvy
Alright, well, we are back with another Mega Man game! I'm quickly turning into MobiusZero4, just not as good at Mega Man as he is. I wish I was! Haha. Well, anyway, to start things off, Mega Man goes after Top Man in the Spinning Greenhouse.
The stage itself isn't too bad, though the slow down does mess me up a couple times, namely against the Tama sub-bosses. All in all though, slow down or not, the stage went well and so did Top Man, despite taking a couple of hits. And, just a small note, I've never beaten this one. So... here's hoping this will motivate me to do so!
Information on Top Man:
Top Man was one of the eight robots working on extraterrestrial planets. With an auto balancer installed in him, he is able to spin around at high speed like a top. However he can't spin for long periods of time since he gets dizzy easily and the high speed puts pressure on his internal components. Top Man was converted into a battle robot by Dr. Wily and used in his plot to steal Gamma.
Top Man's main ability is Top Spin. This lets him dash forward while spinning at high speed, performing a powerful body slam attack. He can also generate spinning tops from his forehead, which fly in the direction of Top Man's opponent.
Top Man is said to be good at preparing things in advance. However, he's also a person known to push his luck. He enjoys ice skating, and dislikes robots who are bad at dancing. His ability to create tops makes him a popular person around New Year's Day.
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Post by Mistah Showtime on Jul 6, 2010 20:59:08 GMT -5
That stage went fairly smoothly, but it looks like it could have been much worse with some of the areas you were in. All the jumping and ducking you had to do to avoid being hit at times looked like it could be frustrating. Seemed after a few moments you figured out Top Man's pattern and he was easy after that. I can see why you picked him to fight first.
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Bou
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Post by Bou on Jul 8, 2010 4:26:46 GMT -5
Episode 02: Stay In Shadow
Alternative Title: Don't Fear The Reaper
After taking out Top Man and getting the stupidest weapon in Mega Man history, Mega Man heads off to fight the mysterious Shadow Man in a Sewer System. But before that, he runs into Break Man/Proto Man who attacks him without warning as a way to repay debt to Wily for repairing him when he was defective. , He could secretly be testing Rock, but I don't think he was, personally. Read the Complete Works.
Shadow Man is quite interesting to me in the fact that he is possibly the remains of alien technology, which Dr. Wily found and rebuilt and reprogrammed to become Shadow Man, even the shurikens he throws are made of a metal not found on Earth.
As for the stage. Bleh. That's all I have to say about the stage. Its not that I hate it, its quite an easy stage, its just kind of annoying to me, mainly the Parasyu enemies in the final stretch.
Shadow Man, well, I wanted to attempt to buster him, but being low on health, I knew I couldn't get used to his pattern to attempt it, so, I just decided to go all Top Spin on him, which I'm surprised I didn't take contact damage a couple of the times using it. Weird.
Information on Shadow Man:
Shadow Man is a robot that Dr. Wily discovered at a work site, and cataloged as his own before anyone else realized. Because of this very little is known about Shadow Man; it's actually rumored he was a robot left behind by alien civilization. Dr. Wily modified him into a battle robot and gave him the appearance of a ninja.
Shadow Man's main weapon is the Shadow Blade, a large throwing star made from metal not found on Earth, and coated in a liquid that causes machines to break down. Shadow Man also has a sliding attack, utilizing his agility. In later games, Shadow Man also throws ground spikes and employs the kawarimi technique for defense. In Mega Man 2: The Power Fighters, Shadow Man summons a large robot frog to ride on.
Shadow Man has been shown to be very cunning and cruel. Serving as the final antagonist of the first episode of Super Adventure Rockman, he strikes Quick Man down with no sign of remorse. He's also said to be a shallow thinker. On the other hand, Shadow Man is very skilled in the ninja arts, and boasts a very fast kawarimi skill. He loves surprising people, and dislikes boring tricks.
Here it is from the Complete Works from what I'm saying above with Proto Man:
Contrary to popular belief, Proto Man was in fact working against Mega Man in this game. The vague dialogue of the game led some to speculate that Proto Man was simply "testing" Mega Man. However, the Rockman 3 Complete Works manual explains the backstory in more detail. Proto Man was in fact defective from the start and wandered out on his own. Between the events of Mega Man 2 and Mega Man 3, the defect was finally wearing on his system. Wily repaired him, and Proto Man was, for a time, working for Wily. While working to pay back his debt, he still seemed loyal enough to Mega Man to save his brother in his time of need.
Episode 03: Stone Magnet
I'm aware the title doesn't make any sense but meh!
After defeating the mysterious Shadow Man, Mega Man heads off to the Magnetic Generator to confront the haywire Magnet Man.
The stage isn't bad at all, probably one of the easier ones, except for the disappearing and reappearing tiles/blocks. They can be a little tricky but watching them for just a little bit should get you used to them.
The fight with Magnet Man isn't too bad, his pattern is pretty predictable and easy to avoid, though, because it is me, I take hits that I should have avoided. Hah. Anyway, enjoy.
Information on Magnet Man:
Magnet Man was originally a robot create to process scrap iron by generating powerful magnetic forces. He was converted into a battle robot by Dr. Wily and used to guard one of the energy elements needed to activate Gamma. By utilizing his magnetic powers, Magnet Man tends to simply draw his enemies near and attack them, which is said to give him an unpolished character. It's also said he occasionally takes catnaps hanging from the ceiling in Wily's laboratory.
Magnet Man's primary weapon is the Magnet Missile, a magnet-shaped projectile that can autonomously turn towards metallic targets. Magnet Man can also create a powerful magnetic field around himself to draw his robot opponents towards him.
Magnet Man is said to have good leadership ability, although he himself has little sense of direction. Despite being a robot Magnet Man is seemingly very concerned about his health, and he enjoys shiatsu therapy and massage. He hates disk media because he can't help but ruin any he comes in contact with.
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Bou
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Post by Bou on Jul 8, 2010 17:27:09 GMT -5
Episode 04: Hard As A Rock
After defeating Magnet Man, Mega Man heads off to confront Hard Man at the Rocky Plateau. However, once again, he's confronted by Break Man during his run of the area. Marking his third interference.
Stage itself is a little annoying to me. I hate the Wanaan enemies that pop up and try and snap you as you run over their spots. Easy to avoid with the slide but still annoying. The Break Man fight is a little more challenging since the area is uneven but he's easily outgunned.
Hard Man on the other hand, with the weakness is pretty easy, though, I do get a little cocky with it and take some hits. Its a flaw! But either way, he goes down. I tried to buster him beforehand and failed. Oh well. I tried at least!
Information on Hard Man:
Hard Man was originally a robot created for soil preparation work. He has a super-hardened ceramical titanium body which weighs in excess of three tons. Because of this his mobility is very limited. Hard Man was stolen and modified for battle by Dr. Wily. He was then put in charge of guarding one of the energy elements needed to power Gamma.
Hard Man's main weapon is the Hard Knuckle, which allows him to fire both his fists at opponents. They have a limited homing capability. Hard Man can also perform a jump press attack, but because of his weight he's equipped with a small-sized rocket to jump so high.
Hard Man is very good at keeping secrets. It's also said he prefers fair-and-square battles, and because of this he looks down on the more hardened tactics of Snake Man.
Episode 05: Gemini Dream
After defeating Hard Man, Mega Man heads off to confront Gemini Man in the Mirror Cavern. However, once again, he's confronted by Break Man during his run of the area, however, this time he doesn't fight Mega Man instead, they have a stare down before Break Man takes off.
This stage is pretty standard for the most part, though it does have its annoying bits. The water area towards the end is annoying to me and the eggs that release the Pole enemies is just a lazy and boring part of the stage. All in all not too bad of a stage.
Gemini Man on the other hand for half his health is pretty easy, him and his clone just run around the room, jumping after reaching the right side and repeating the pattern. After he loses half his health he'll start running back and forth, jumping when you shoot and firing his laser. Nothing too bad, but a little annoying.
Information on Gemini Man:
Gemini Man was originally a mining robot created to break down hard materials. He is also equipped with holographic projection equipment Which is able to produce a copy of himself, making it appear as if he can split into two. Gemini Man was stolen by Dr. Wily and converted into a battle robot.
Gemini Man's primary attack is the Gemini Laser, a laser beam that can ricochet off of solid surfaces. Gemini Man will also create a copy of himself to aid in his attack, both able to fire buster shots. In Super Adventure Rockman Gemini Man can create up to four copies.
Gemini Man has an air of elegance about him, but he's also heavily conceited. It's even rumored that he'll generate a copy of himself just so he can admire himself. Gemini Man likes mirrors and shiny items, and dislikes snakes.
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Bou
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Post by Bou on Jul 10, 2010 3:06:27 GMT -5
Episode 06: Needle & Thread
After defeating Gemini Man, Mega Man heads off to confront Needle Man at the Construction Site.
This stage is what I call a beginner's trap. The stage is really easy, however, without his weakness, Needle Man to me, is annoying. But yeah, as for the stage, the only real danger in it to me is the Needle Harry enemies and the Needle Press, other than that, its pretty cut and dry.
Needle Man on the other hand is a difficult fight for me without the weakness. He's another of the Robot Masters from Mega Man 3 that I cannot buster and have to resort to the weakness. All in all though, not too bad.
Information about Needle Man:
Needle Man was originally a robot creating for whittling away rocks in mining. He was created with a body type like that of Air Man's, and after he was stolen and reprogrammed for battle by Dr. Wily, installed with a developmental program similar to Metal Man's.
Needle Man's primary weapon is the Needle Cannon, which allows him to fire large needles in rapid succession. The needles have enough force to pierce through 30cm of solid concrete. His secondary attack is his Needle Hammer, which he fires off from the top of his head.
Needle Man has a personality as aggressive as his appearance. He's able to deliver pin-point criticism, although he tends to have a very vulgar mouth. Curiously though, he likes sewing and dislikes injections.
Episode 08: Snake Charmer
After defeating Needle Man, Mega Man heads off to confront Snake Man in his strange Snake Tower.
This stage, unlike Needle Man's, is not so easy, especially the final stretch of it. Well, its easy if you have Rush Jet, which we so happened to get from Needle Man's stage. Heh. The only annoying enemy to me here is the Bubukan, simply because of their pole jumping shenanigans. Other than that and a tricky jump, not too bad of a stage.
Snake Man can be kind of annoying to but, he goes down like the rest. I take a couple hits, one from slow down I believe, and another from me misjudging my jump. But overall not too bad.
Information about Snake Man:
Snake Man was originally created to be a topography surveying robot for the development of uninhabited planets. His quick mobility and light body make him suitable for any range of work. However, he was abducted by Dr. Wily and converted into a battle robot for use in his world domination schemes.
Snake Man's main weapon is the Search Snake, a snake-shaped missile that swiftly crawls along the ground and can even go up walls. In Super Adventure Rockman he's also shown to have the ability to burrow underground.
Snake Man is said to have very prudent character. On the other hand, he can also be very tenacious. In battle he prefers chasing down and cornering his opponent. This mentality puts him at odds with the more conservative and fair Hard Man. Following the ideology of a snake's predation on frogs, Snake Man has a fondness for Toad Man. He hates slugs.
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Bou
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Post by Bou on Jul 10, 2010 4:33:04 GMT -5
Episode 08: Sense Of A Spark
After defeating Snake Man, Mega Man heads off to confront Spark Man at the Giant Power Plant.
I do not like this stage at all and I really hate that I'm going to have to revisit it during the Doc Robot session of the game. Bleh. Lots of obstacles, lots of spots to die instantly at. Its very evil and so is Spark Man. Oh well, the theme helps the pain.
Spark Man is annoying to me. I know I say that a lot but he is. I can't buster him nor will I ever attempt to practice enough to buster him. I've tried in the past and if I can't get it down within a certain amount of tries or times I'm not going to bother with it. Its not worth the headache. Anyway, yeah, I use the weakness.
Information on Spark Man:
Spark Man was a robot created for electrical charging, and he possesses twice the electrical power that Elec Man has. Dr. Wily modified Spark Man into a battle robot for use in his schemes. Although his battle programming works fine, an abnormality in his cognitive circuits from the modification causes Spark Man to be absent minded outside of combat.
Spark Man's main attack is the Spark Shock, a powerful electric charge he creates with the large pylons on his arms. He can also disseminate the charge to release it in many smaller sparks. His Spark Shock is also capable of temporarily short circuiting electronic devices.
Spark Man is always thinking of his comrades, and always recharges their energy for them. However, because of the flaw in his cognitive circuits he tends to be very forgetful, though this tends to provides laughs for others. Spark Man likes catfish and eel, and hates being lonely.
Episode 09: Requiem For A Robot [1/4]
After defeating Spark Man, Mega Man returns to the Mirror Cavern to deal with a new threat that has been reported there.
The Doc Robot stages are what I like to call... evil. I believe Mega Man creators were in a 'to hell with everything' mood when they made these stages. Cause they are damn annoying. Not only are the layouts of the stages different but you have to fight two bosses (well essentially one) during the stage.
The Boss is Doc Robot and he adapts powers from the Robot Masters of Mega Man 2 to use against you. The first one he adapts to in our run of the Doc Robot Stages is that of Flash Man who is quite annoying. I don't think you can jump over him unless you are on higher ground, and even then he'll sometimes jump right into you.
The second fight is against Doc Robot once again as he takes hold of Bubble Man's powers and really, all I have to say is besides him being more aggressive this time around, any form of Bubble Man is a joke to fight.
Information on the Doc Robot:
Doc Robot K-176 is a robot created by Dr. Wily that can mimic another robot's behavior and abilities by installing that robot's program data into it. Dr. Wily created eight models to stall Mega Man, each one containing program data from one of the Robot Masters from the game Mega Man 2. It is unknown if Doc Robot K-176 possesses any form of personality, or otherwise advanced AI.
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Bou
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Post by Bou on Jul 10, 2010 19:08:35 GMT -5
Episode 10: Requiem For A Robot [2/4]
After the defeat of Doc Robot at the Mirror Caverns, Mega Man heads back off to the Construction Site to deal with Doc Robot once again.
This stage is kind of evil, I must say. The first part isn't too bad, standard Mega Man and all, though, I still do terribly at it. I'm not good at the Needle Press section. The boss after the second half is Doc Air Man and he's exceptionally harder than his Mega Man 2 version. Bulkier so you can no longer do the stand behind trick and his tornadoes seem larger. Pretty annoying fight.
The second half of this stage is evil. If you die halfway through the Rush Jet section, consider yourself screwed, unless you feel like farming off that one Yambow that spawns with the Parasyu's. So, yeah, Capcom decided to throw in a big "fuck you" moment of Mega Man 3. I think they did something similar in Cossack Stage 2, in Mega Man 4? Boh correct me!
Boss after the second half is Doc Crash Man who I find easier than his Mega Man 2 counter part, due to his bulky size, he wont run all the way into the wall, which I use. I just stand at the boss door wall and jump and fire Hard Knuckles. His Crash Bombs attach to the boss door most of the time. Granted I mess up a lot here but meh. The point is showing how I do it, not if I can do it well. Hah.
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Bou
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Post by Bou on Jul 16, 2010 6:27:05 GMT -5
Episode 11: Requiem For A Robot [3/4]
After the defeat of Doc Robot at the Construction Site, Mega Man heads back to the Sewer System where Doc Robot has been reported as well.
Compared to the Doc Needle Man stage, this one is a cake walk. Well, okay, it does have a couple of tricky parts. Such as the spikes at the start of the level, the trap doors over pits, which is remedied with Rush Jet, and the final stretch of the stage, which is similar to the final stretch of the regular Shadow Man stage, with some minor differences. I'm pretty sure it could be skipped with Rush Jet but I didn't want to risk it.
The first boss here is Doc Robot assuming the powers of Wood Man and to be honest its annoying. I'm can jump over Wood Man's Leaf Shield in Mega Man 2 but here I have a hard time doing so. I'm almost positive because Doc Robot is bulkier and taller, that the Leaf Shield is as well, but I'm not 100% sure.
The second boss is Heat Man and while being bulkier, he still follows the same pattern as Heat Man from Mega Man 2 and thus you can pattern loop him here as well, though its a little trickier since Doc Robot isn't very animated its hard to tell when he's going to charge unlike Heat Man. All in all though... He goes down.
Episode 12: Requiem For A Robot [4/4]
After the defeat of Doc Robot at the Sewer System, Mega Man returns to the Giant Power Plant to confront him one more time.
Compared to the original Spark Man stage, I find this one a slight bit easier with one or two tricky spots. The long drop of spike walls is definitely the major tricky part, but its gotten by relatively easy. The other tricky part I would say comes near the end with the electric traps mixed with the Bolton & Nutton enemies.
The first boss here is Doc Metal Man and with the Magnet Missile he's pretty easy. I still take hits because, it is Metal Man. No matter the form, unless I have his one shot weakness, I'm going to take a hit, but since Metal Man is mainly a reaction boss, I can space my shots out and keep the flow of the battle in my hands.
The second boss and final Doc Robot is Doc Quick Man and... Its utter hell. The size of Doc Robot is hard to dodge. He's too big to jump over and you never know when he's going to jump so you're stuck just trying to outgun him, at least I am. It comes down to the wire really and I rejoiced when he exploded. Hah.
With the Doc Robot stages beaten, my first time beating them too, its off to fight Break Man one final time and then off to a place I've never stepped foot in yet.
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Bou
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Post by Bou on Jul 22, 2010 11:54:36 GMT -5
Episode 13: Turtle Power
After putting down Doc Robot once again, Mega Man returns home to Dr. Light after fighting with Break Man once again. Dr. Light tells him that Wily (or Wiley in this game... Huh.) has gone back to his evil ways and stolen Gamma!
So, we head off to Wily Stage 1 and I am quite surprised how much easier it is than the Doc Robot stages. Jeez. It feels nice to be here. The Doc Robot stages were utter hell and this, while it isn't the easiest thing ever, its still a nice relief. Anyway, pretty standard stage.
The boss at the end is the Kamegoro. Which to me is kind of reminiscent of the CWU-01P boss from Wily Stage 3 in Mega Man. The reason I say this is for one, its in the water and for two with each turtle destroyed, the next one that fires out is faster and they just get faster and faster. Its really a nice throwback... Unlike the boss of Wily Stage 2.
Anyway, the Kamegoro has three major weaknesses, each one hits it for the same amount. These are the Shadow Blade, the Search Snake, and the Top Spin. So, you've got quite a variety on how you want to take these turtles out.
And I'm going to go ahead and get this out of the way. My keyboard has been acting up today. Keys are sticking even when they aren't pressed down so I mess up a good number of times. I'm going to clean my keyboard off as it has been a while but yeah.
Information on Kamegoro below.
Kamegoro are turtle-like robots created to investigate the quality of water, but were modified by Dr. Wily to guard the first section of his fortress from intruders in Mega Man 3. They are released one at a time by Kamegoro Maker, and their speed increases when they lose their shell.
Episode 14: Dance With The Devil MKII
After blasting his way into the Wily's Fortress and taking out the first obstacle in the Kamegoro, Mega Man continues to head deeper. And my keyboard continues to mess with me. Damnable thing!
The stage here isn't too bad, but due to my keyboard being an ass, I take a lot of hits that I really shouldn't have through the short stage. The stage isn't bad at all but my keyboard just had it out for me today. Hah.
The boss is an old friend returned from the original Mega Man. However, Wily has given it an upgrade. Mega Man 3 marks the return of the Yellow Devil annoying just like it was back in the original Mega Man. I can't deal with devils that well, unless its the green one, I can deal with that one all day. But all the others are a pain in the ass.
Information on Yellow Devil MKII Below.
Yellow Devil Mk-II is the second model of the dreaded Yellow Devil robot which Mega Man fought in the game Mega Man. It can now make the segments it divides into bounce along the floor as well as fly horizontal, but the position of its eye when it's assembled is now fixed.
Episode 15: Carbon Copy MKII
After dealing with the Yellow Devil MKII, Mega Man continues to push onward through Dr. Wily's Fortress and comes across even more diabolical traps and enemies.
Ah, a nice relaxing stage! At least in my opinion. Yes the room with the moving floors with gaps and spikes all around the room is a bit intimidating but nothing too bad as long as you keep on your reflexes. Which I didn't at first. I didn't hit the spikes but I almost did.
The boss itself is a copy of Mega Man, kind of like the original... Wily really ran out of ideas in Mega Man 3 didn't he? Oh well, the boss is pretty easy. Search Snake is the weakness and just to note that the Copy Mega at the top when the fight starts is always the real one, after that though, its randomized. I just happened to get lucky with guessing the right one after.
Also a note, the Top Spin is also the weakness of the copy, dealing an instant death to the copy, so if you can get up to the top platform fast enough and Top Spin it before they do the switcharoo, go for it.
Information on the Copy Mega Man's below.
Holograph Mega Mans is a team of three Mega Man fakes, one being a Copy Robot and the other two mere holograms. They will run back and forth while shooting at Mega Man, and at times change places using the teleporters in the room.
Episode 16: Adrenaline Rush MKIII
After fighting the Clones (or Agent Smith) Mega Man continues on through Wily's Fortress and comes to a room with tubes, which seems awfully familiar.
Each time he steps into one gets teleported to a room and he faces off against a Robot Master he already fought beforehand. They are the last line of defense between Mega Man and Dr. Wily.
The fights aren't too bad though at this point I honestly tank through most of them. I do use the weaknesses mainly here to save time, but yeah. Next up is the showdown with Dr. Wily.
Final Episode: For Whom The Bell Tolls MKIII
After beating the eight Robot Masters once again, Mega Man heads off to confront Dr. Wily in his Wily Machine 3 and after defeating it, finds that the Dr. Wily controlling it was a fake and thus the battle was not over and Mega Man had to fight Gamma, the robot built for peace keeping, while the real Dr. Wily piloted it.
And... with that, I've beaten Mega Man 3. I am quite happy. I've finally beaten another Mega Man from the classic series and I am truly happy. I still say I suck at Mega Man games but the fact I can get through them, regardless of skill level makes me happy. ^_^
So, I hope you enjoyed this as much as I did. Although, I admit I got frustrated and rage quit a few times during recordings but I still had fun and enjoyed doing this. It really did motivate me to finish it.
Information on Wily Machine 3 Below.
Sometimes referred to as the "Pinbot," Wily Machine 3 is the vehicle driven by Dr. Wily in an effort to defeat Mega Man before he reaches the stolen Gamma in Mega Man 3. It is a crab-like mech which moves through the use of two large stakes at the end of retractable legs on either side of its central body area; Dr. Wily boasts it as being the first Wily Machine model with the ability to walk.
The cockpit is placed atop the body, with the hopes of being out of reach of Mega Man's attacks, but Dr. Wily did not anticipate the Blue Bomber's aid of Rush the Robodog to circumvent that obstacle.
Information on Gamma below.
Gamma was a large robot created by Dr. Light in collaboration with Dr. Wily who, after the events of Mega Man 2, claimed to have turned a new leaf. The energy elements needed to operate Gamma were located on 8 mining planets, but the worker robots on these planets started to rebel. Mega Man was sent to defeat the rebelling robots and retrieve the energy elements so that work on Gamma could continue. Once completed, Dr. Wily showed his true colors and stole Gamma, revealing his intent to use the peace-keeping robot for evil.
Hidden away in Wily's fortress, Mega Man at first finds Gamma controlled by a smaller decoy robot. Once disposed of, then Gamma's true form is revealed, as Dr. Wily appears in a cockpit fashioned from the top half of the massive robot's head. In this form, the only weaknesses shown were Search Snakes dropped from above, or a direct hit from the Top Spin. Once defeated, the robot explodes, showering debris upon Mega Man and Dr. Wily.
Thanks for watching!
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