
Astro Man, Grenade Man, Blast Man and Bounce Man's sprites have some border pixels cut off during certain animations. Walking on a Chill Block after a transition will make you fall through it.
Fire man megaman driver#
Using Pile Driver on the ground and leaving the ground slightly pushes the player down. Using Charge Kick too close to a ceiling may block the player. Fuse Rails as a floor, similarly to spikes, now have lower priority than solids, not hurting the player if they are only partially touching it. Added a new example level: Magnetic Interference by Objectionable. You cannot move when attached to the Conveyor variant though, so be careful! Jump into this ceiling to stick to it and move around freely. I’d do a little compare and contrast here, but I’m out of time for now so I’ll leave it for when we start the Wily stages.-Added the Magnetic Ceiling, as well as On/Off and Conveyor variants. Graphics and music are average for this game. I’ll admit it’s one of the better ones if played last, though. I’m more annoyed with forced damage than I am with the Foot Holders though, so I can’t really forgive that. I like the bits with Changkeys, fire traps, and difficult platforming, since not much else in the game combines all that. The last bit is a few more jumps with Changkeys flying around, then (thankfully) only a couple fire traps in front of the boss door. At this point the stage might as well just slap you in the face for not doing it last. Next up is a bunch of Gabyoalls with Killer Bombs flying around, which would be cool if it was possible to make it over the second Gabyoall without taking damage. I found out while messing with this that you can actually stand a good ways into the fire before taking damage, and I still couldn’t get through the first one, though the second is barely possible with that trick. There is absolutely no way to get through these without taking damage unless you head straight for the ladder with the Magnet Beam. Definitely my favorite screens so far, as they’re hard but they don’t punish you much for not having ice. These screens are just a mess of Changkeys and fire.
Fire man megaman full#
I took a bunch of damage playing with these, and randomly discovered that items regenerate when you leave the screen, so you can fill up here (I was going to show a full health bar in the next shot, but it flickers when too many enemies show up). Once again, they’re really hammering you on precision in this stage if you don’t have the proper items. Unless you get lucky on the timing, there’s no way to get through these without standing right here or freezing them. It really looks like they’re encouraging me to jump down here, and if this was Mega Man 4 or 6 I’d have immediately assumed it was an alternate path. You’ve only got a pixel or three of leeway here.


That would be fine if Mega Man didn’t have so little room to jump over it on the very first one you see (unless you use the Magnet Beam to go over the top). Unfortunately, a small flame remains when the trap is off, and this deals damage. I love it when Mega Man levels make the boss weakness extremely useful in the stage too, since you’ll have to choose carefully whether it’s worth using on (or kill enemies for refills at the end, whatever).Īfter a few more basic fire traps, you’ll come to a different kind that works like Elec Man’s traps, with the fire appearing instantly. It’s possible to freeze these and use them as platforms. In the meantime, you’ll need to get past a timed fire trap that moves up and down.

Changkeys burst out of the lava and fly straight up off the screen, then slowly drift downward at an angle. The next part is where things get interesting. There’s not much to these when they’re all level with you, but they at least make you walk over one of them. We start off going through a few corridors with Screwdrivers. After skirting the razor’s edge in Cut Man’s stage, we blaze forward to Fire Man’s stage (with its music).
