Part 2: Snake Man
Stage Comments:
First part: Full of enemies...but completely pointless due to the fact that you get two big health pellets afterwards. MM3 is really nice to you at the most random of places, but I much prefer this to MM2's sudden fuck you moments.
Second part is a bit more varied in challenge; the gauntlet of enemies continues, but it's not really too hard. You'll get another health pickup afterwards. Only really tricky bit is the biiig jump right after the respawn point (which will plop you right in front of a Bubukan, by the way); you can cheese it with Rush Coil or a slide-jump though.
Third part, obviously, is where the real meat of the stage begins. The rooftop ride on cloud platforms can kill you quite easily and cost me a few attempts at the stage. Do as I do in the video and jump before each platform comes out, else you might find yourself suddenly in the pit; I'm not kidding with them pushing you off for no reason. The final section of jumps with Bomb Fliers is brutal; but remember that they're always spawning in the same way, there's no generator or anything. You have all the time you want. As I also show, getting hit is not certain death; if you keep to the right of the blocks, you'll be fine. So if hitting them in the right height for them to fly over you is too tricky for you, don't bother and tank it; or just cheese the whole thing with a certain item I'll get later.
Boss Strategy:
Not much to add to the video. It seems he's not in THAT rigid a pattern as I make him out to be, as the one time I dodge him by jumping didn't really fit in. Other than that, keep to your safe zones for each time he comes on your side. If you're having trouble, always get hit by Search Snakes, not him; as with all bosses, their body will do far more damage than the projectiles they use.
Enemies:
- Ant: Why is it called Ant it's clearly a spider
The one-of in the stage might surprise you once, then it's a non-issue. Apart from that...I'll get back to those little buggers when we see more of them.
Big Snakey: The number of shots is random from 2 to 4. As shown, jumping forward through them is the best method to avoid getting hit; the moving part will trip you up over and over, so don't ever go there (then again, why would you want to). Die very quickly, too.
Point of interest, maybe: I couldn't avoid getting tripped in the Game Boy game; it's designed to be as devious as possible!
Petit Snakey: The first sign of Capcom's later strange infatuation with the French language? Or is it a pet-it snake for cuteness reasons?
Whatever it may be, cute those are not really; the targeted shots can get you easily. Watch out for the blink animation to dodge it by jumping. In numbers dangerous. Totally get their teeth pulled by the fact that you get your health refilled, though.
Bomb Flier: Their weaving pattern might remind some classic gamers uncomfortably of certain very evil Castlevania jump passages...and they continue being very annoying over jumps here. Hitting them once will get rid of the cloud, sending the projectile straight ahead; it's far more predictable then, but also far faster. And takes more shots to kill than I care for. It's up to your judgement if you trigger it.
Bubukan: Named after a Serbian pole vaulter, maybe? Their goofy design is really representative of a lot of them, and I like it very much. Usual method is standing still (like against the Atomic Chickens in MM2's Wood Man stage), letting them jump over you, then turning around and firing three quick shots. If you get this down, they're only dangerous in combination. Or you obliterate them with Top Spin! As said in the video, I don't know any other weapon that gets rid of the pole, which damages you normally if you run into it.
Dada: Bounces.
Mhm.
Not much to say, as they're limited to this first stretch. Trust the Game Boy game to come up with a far more devious placement; here, their only ability is to surprise you with the height of their jumps.
Droppot: Can be avoided by sliding...or walking...away. Tricky in combination with other enemies...or more intricate terrain. Alone, they're one-hits with anything, the projectile too, and their ability to fly around after having dropped the bomb is neglectible.
Hammer Joe: We'll see a lot more of those guys! They're only vulnerable when the eye is open or in the foot region, and the hammer blocks P-Shooter bullets. Most of the time, they're more annoying than dangerous due to the number of shots they take. Special weapons work wonder; Top Spin doesn't, sadly.
Music:
- Snake Man - The intro alone should sell it to you. It's one of my all-time favourites; the first part isn't THE best, but the second one's melody is just gorgeous.