Part 7: Magnet Man
By popular demand, for the update post, my born-of-necessity paint image won't get replaced by the proper title card.
Stage Comments:
Meh. Among my least favourites. The first part, without a doubt, is the best; I already express my disdain at the magnets only appearing there...they're fun to toy around with. After that, mystery guy again. Boring. Rooms with exactly one enemy in. Boring. Block puzzles, which I hate...boring. Then comes the boss, wait, that was a stage?
Boss Strategy:
Well...he's got an extremely set pattern, which, in this game, means he's a pushover. Hopping across the room, he then will do one of two attacks: Either jump up into a corner, then shoot three Magnet Missiles, or use his Magnet Barrier. First attack will turn downwards, targeting Mega...it can be dodged by walking! Or sliding, of course...be careful, though, if you slide too far; doubling back can be detrimental, as the explosion lingers for a bit. Magnet Barrier can also be countered by...walking. Yeah. The only thing he definitely is is tedious; few opportunities to hit, then you wait around for the missiles to go away or the pull to end, nothing of which will ever hit you. Yawn.
For the record, he's weak to four weapons if you count the normal gun doing double damage. Draw your own conclusions. The fuck is a super advanced robot going to work with a giant magnet on his head anyway? Maybe Wily isolated him against his own magnetism...somehow...but not against getting shot in the face.
Enemies:
- ???: Oh, you again, and exactly like in Shadow Man's stage, except that this time, I've got Needle Cannon so get out.
Giant Springer: Yeah, a big version of Mega Man 2's spring dudes who ran faster when you were on their level; I don't show if off, but if you get near those, they'll spring out, too. Looks rather funny. Far more threatening are the homing missiles they shoot; those need to be taken out, and in a rare case for the series, they persist after you took out the parent unit. Needle Cannon really is the best weapon if you need to take out the missile, if you can ignore it, Gemini Laser is fast and reliable.
Mag Fly: Love them. Pull Mega up, carry him; you've still got full movement, slowly up and down, or jumping (which will get you hit mostly, though), and to the side to escape their entrapment. Never a danger if you don't get tripped up by one over a pit, which might happen exactly once; except for that, criminally underused, as they're really cool in concept. The one Mega Man 3 hack I had the pleasure of watching get LP'd here uses them really well, as said; a long section over spikes...but really creatively.
New Shotman: A longer encounter now than in Shadow Man's stage. The shoot out to the side near constantly, leaving you only a small window to hit them from their. Also, homing shots, twice in short succession, at Mega. Kinda annoying, but taken out quickly with the right weapons. Best tactic: Do so. Never really hard, because always solo, so take your time and dodge, then kill.
Peterchy: Among the most basic enemies ever, walkin', and one-hits with the Hard Knuckle, damage for the win!
Music:
- Magnet Man - Meh. I'm not really sold on it. The beginning part is just boring as the stage in my opinion; the end is really great, but as a whole, I don't like it very much, as the first notes really detract from it.