Part 4: Gemini Man
Stage Comments:That is one weird-ass stage. From penguins all over the place and a cavern full of eggs to the flashing stone crystal background...I don't get it, Mega must feel like he's on

. It's not particularily easy, due to two quite tricky parts full of narrow platforms and enemies galore, and shows off really well how keeping your cool is absolutely essential for success.
The first part can be handled by taking your time; let the fires die down, then make your move. Retreating works, as the Nitrons won't respawn for a change. Sometimes, though, they'll come from the back if you retreat too much, so watch out. Being a quick shot and having a nice weapon helps tremendously, though.
Next section is insanely boring and will leave you at full everything.
Then comes the water part; it's not too bad, but is probably where most players fail at the stage. Frustratingly, it's far in, fortunately, the respawn point is directly before. General advice: For once, don't take your time and assess situations, rush forward. Yambows will miss you if you jump constantly from platform to platform, and if you're moving, the missiles will never be a problem. Even without the Marine, a smartly placed Coil can get you both the life and the E-Tank, second one as a freebie, very nice of the game.
Boss Strategy:
Not that the boss needed an E-Tank. The only hard part about the Wonder Twins is the damage they dish out, as most attacks are based on ramming into you; but if you find your pattern quickly, they can be locked retardedly easy. I might not have the best strategy, but it works for me...
As soon as only one remains, the fight becomes more dynamic; I like it a lot that way, allows for some slick dodges by making him jump over you and sliding under, all the while evading the laser. Yeaaaah. Not a big deal, though, very predictable and completely under your control, except for the moment when he fires; you can count the seconds, I guess. Or it's his position in the room. I don't know.
Enemies:
Bouncer: After the Big Eyes and the Walkers from MM1 and 2, those are the designated big enemy that hops around for this game. Might be the least threatening in the classic series. They can only be harmed while jumping, which I demonstrate (totally on purpose) in the video, but go down very fast if you hit them while they're doing it. Their invariable jumping height makes sliding under (slide alone is a great boon) very easy, too.
Fish Sub: Only found in this stage, those are mostly a problem if you're out of the water due to the missiles they shoot from their backs. Can be easily lured, though; the key is to keep moving forward. Also, a timely jump protects from the explosion. In the water, they fall quickly to a barrage of shots from Rush Marine's gun.
Mecha Kero: We know those very well by now. Shadow Blade's not an ideal weapon either, as shown; both the weapon's and the enemy's hitbox is surprisingly small, and they don't overlap on the floor. Top Spin surpremacy.
Nitron: Swooping down and dropping three columns of fire in the process, those are quite an annoyance and really dangerous when placed correctly over pits, which the game does pretty well. The right positioning between the fire protects you, but it's not something you will do consistently. Jumping over the fire is also possible, though quite specific. Best course of action is taking them out quickly, as they fall to a single buster shot. Else lure them out and take your time, just like with the parachute enemies from the last stage.
Pengu Bomber: Pretty straight-forward, they shoot bouncing eggs or jump at Mega. Somewhat tanky, though the eggs are easily enough destroyed; those drop powerups, so health tends not to be an issue. Beware the explosion, though.
Penpen Maker: Makes Penpen (
). The interval is random, making jumping up to hit their weak spot a gamble; the little sliding projectiles deal quite a lot of damage, surprisingly. Fortunately, they can be farmed easily. The weak spot is supposedly the eyes, but where exactly it can be found is up to anyone's guess. I'd say it's between the top of the head and the spinny thing. Quite confusing.
You hear the term "hitbox" a lot here; I think those could really have been enbiggened some times, makes stuff more annoying than it has any right to be.
Also what's up with the Penguins in this stage. It's so confusing.
Pole: Comes from eggs. Dies in one shot. Really damn annoying. Also somewhat gross. Nothing more to be said except gaaah go out of my WAY!
Yambow: We've seen two in the last part of Shadow Man's stage; here is where they're at their most dangerous. You can still control them fully by being at the right height when they zoom at you, but the fish and narrow platforms do their best to hinder your freedom of movement. So be on your guard, move quickly and remember, when all else fails, use Top Spin...okay, just kidding, Shadow Blades are the way to go here.
Music:
Gemini Man - I used to hate it, but it's grown on me. Certainly the strangest of them all, just like the stage; meaning it fits perfectly, which counts for something. Apart from that, quite jaunty, once it stopped annoying me it started being fun.