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Topics - Fragman

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Original / Who do you always fight first, and why?
« on: February 04, 2009, 08:44:05 AM »
Everyone has their own preferred cycle when they play the classic games.  Sometimes it's for the weapon or upgrade they get, others just have a flow of the game they like.

Here's mine.

MM1:  Gutsman.  He's not that hard to beat with the buster and you need his weapon to get the magnet beam later, so this way you avoid having to replay.  Sure it delays picking up the more useful rolling cutter and Thunder Beam weapons just slightly but it's worth it, and having his stage out of the way is nice to do early.

MM2:  Metalman.  I think almost everyone likes to get his Metal blades right off the bat.  After that I actually go after Wood Man who has a secondary weakness to Metal Blade, followed by Airman, and work my way roundabout taking Quick Man or Heat Man last depending on how I feel that day.  MM2 is great for cycle breaking.

MM3:  Top man.  Yes Top Man.  A lot of people take on Magnetman first, a few go for needle man, but  top man is the easiest to buster in my experience with his incredibly simple pattern.  And since the top spin as useless as it is, is Shadowman's weakness that means you get the much more useful shadow blade next.

MM4:  Toad Man.  Aside from the fact that he's the easiest to buster, I just enjoy the opening of his stage so it's a good way to start the game.  Since the Buster starts charging in this game, weapons are less of an issue, but the rain flush does have some uses in getting those baddies who hide at awkward angles.  And it means you'll pick up the Pharoah shot in 2 more stages which is a useful weapon.

MM5:  This is the game I mix up the order the most, sometimes I even forget the weapons cycle but that does at least keep the game fresh.  Most people I think go after wave man to start, but I typically go after Gravity Man first.  He's easy to nail with charge shots when he switches gravity and his gravity hold is good for taking otu flyers, plus it tears Gyro Man a new one yielding another good anti air weapon, the remote gyro, which is also great for taking out those baddies who come in at awkward angles.

MM6:  Flame Man.  Okay you're saying.  WHAT?  Are you crazy?  You never take the fire guy first.  But hear me out.  At this point in the game you're probably not even considering the use of weapons in stages, with the hyper megabuster and adapters, so I focus on getting adapters, and Flame Man yields the very useful power adapter.  He's not that hard to take with the buster, you can dodge either of his attacks by staying near the middle of the room and jumping (ether over his forward shots or jumping up when he does his ground fire to give yourself a chance to spot the gap and land safely).  Of course if that's too difficult, you can just as well go after wind man first who's a total pushover and then take flame.

MM7:  You really don't have much choice but to take Burst Man unless you want to make a buster only run.  Though if you take Freeze man first you can pick up the Super Adapter a bit earlier.

MM8:  I usually take Grenade Man first.  The flash bomb is a useful weapon, and even works well on bosses who aren't supposed to be weak to it.  Grenade Man is pretty easy to buster anyway, so it's not that difficult.

MM&B:  Unless you're just insanely good, I think you HAVE to take on Cold Man first.

MM9:  Glaxy Man.  Wait what?  Not splash Woman or Concrete Man?  Well I've played Galaxy Man's stage plenty of times and found Galaxy man himself to be quite easy to buster.  Though I don't follow the typical cycle, and next go after Splash Woman, who's stage is much easier with the black hole bomb on hand for taking out those armored baddies and wall crawlers that sit off at hard to reach angles.  After that I take concrete Man and resume the normal cycle.

Okay those are my first picks.  Which are yours, and more importantly why?

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