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Who Put All These Robots Here? Let's Play Mega Man: Day in the Limelight 2

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  #1  
Old 09-01-2012, 01:49 PM
Kalir Kalir is offline
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Default Who Put All These Robots Here? Let's Play Mega Man: Day in the Limelight 2



Hey kids!



Let's play Mega Man: Day in the Limelight 2!



It is a fangame made by some people who make fangames. It's also the second in a series of games (hereafter referred to as Mega Lime because damn that title is a mouthful). What's the premise?



This game takes place during the events of Mega Man 3. All the Robot Masters from Mega Man 2 are in Light's lab, where he'll work on them to make them not homicidal!



But, this is a Mega Man game. Dr. Wily will, of course, arise from the dead every hundred years, only to be banished again by-- wait, hang on.



Oh no! Rock Belmont has been affected by Wily's newest virus! And while it only disables Mega Man, it sends all other robots affected by it into kill mode. So, y'know, standard fare for Wily.



So rather than using Mega Man to save the day...



We'll be using the robot masters from the game prior!

Both Mega Lime games have done this, although with the first entry, you used the guys from MM1 to go through MM2. It's a neat idea, but the first game had some severe execution issues. Most of these were born from trying to stick to how the original Robot Master handled, which could either be a severe impairment (Cut and Elec, for example, having only one shot on screen at a time) or flat-out silly (Guts Man cannot walk but instead has to jump everywhere, and his attack drops a boulder from the ceiling, which he can then throw if he grabs it). There's also the slight issue of the original having only six robot masters rather than eight. Still, it had some good ideas, and these have been further refined in the second entry.



And, of course, it wouldn't be a Mega Man game if we didn't have our stage selection to go through! So this I leave to you: which stages do we go for first? Each stage will give us a different robot master from Mega Man 2 to go through it with. I'll spoiler who goes where below, in case you're interested.
  • Spark Man: Wood Man
  • Snake Man: Air Man
  • Needle Man: Metal Man
  • Hard Man: Crash Man
  • Top Man: Flash Man
  • Gemini Man: Bubble Man
  • Magnet Man: Heat Man
  • Shadow Man: Quick Man

MAKE YE A DECISION, TALKING TIME.
  #2  
Old 09-01-2012, 02:13 PM
Albatoss Albatoss is offline
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Magnet Man!
  #3  
Old 09-01-2012, 02:19 PM
Daikaiju Daikaiju is offline
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Bubble Man.

Redemption NOW!
  #4  
Old 09-01-2012, 03:06 PM
Prinnydood Prinnydood is offline
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Snake Man.
  #5  
Old 09-01-2012, 04:06 PM
Mogri Mogri is online now
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Shadow Man, go go go
  #6  
Old 09-01-2012, 04:20 PM
SpoonyBardOL SpoonyBardOL is online now
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Snake? Snake?! Snaaaaaaaaaaaaaaaaaake!
  #7  
Old 09-01-2012, 06:56 PM
Red Silvers Red Silvers is offline
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Magnets
  #8  
Old 09-02-2012, 12:02 AM
Satonakaja Satonakaja is offline
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sssssssssnakes!
  #9  
Old 09-02-2012, 12:17 AM
Loki Loki is offline
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Tradition states that you do Magnet first.
  #10  
Old 09-02-2012, 05:45 AM
HGH HGH is offline
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I'd rather see Snake Man first because I'd like to see how the Robot Master "no one can beat" handles.

And come on, it's a Snake man. Man snake. Robot. That shoots snakes.
  #11  
Old 09-02-2012, 06:32 AM
Octopus Prime Octopus Prime is offline
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Quote:
Originally Posted by Loki View Post
Tradition states that you do Magnet first.
You fool! You foolish fool!

Top Man is always first!
  #12  
Old 09-02-2012, 11:07 AM
Mogri Mogri is online now
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Quote:
Originally Posted by HGH View Post
the Robot Master "no one can beat"
Shadow Man is that way ->
  #13  
Old 09-02-2012, 03:17 PM
Kalir Kalir is offline
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Okay, first we'll tackle Snake Man.



His stage is still, for reasons unknown, some place constructed entirely out of robot snakes. Who will venture forth into such an unflinchingly weird place?



Air Man would. Air Man is wacky like that.



So, if you've played Mega Man 2, you're probably asking "how the hell does Air Man handle". His fighting style isn't an exact translation into Mega Man style run-and-gun nonsense, after all! Well... actually the devs figured out that that was an issue after the first game. So now, the Air Shooter doesn't throw up a grid of tornadoes, but instead spits them out one after the other, each taking a random upward arc. It's a potent weapon, but against enemies in front of or below you, very limited.



Thankfully, Snake Man's stage is built with this in mind. Pretty much all the enemies you fight, Air Man will end up below them, letting him put the Air Shooter to optimal use.



The different Robot Masters also have some differences in how they handle aside from weapons. Air Man, for example, has a better jump height than most, but he's also larger than most Robot Masters, so he takes more hits.



Also, he can't climb ladders. Most of them can't, actually. About half of the crew is capable of climbing ladders. For those who can't, vertical areas are traversed by jumping.



Oh no, a giant snake guy!



His beams are tricky to avoid, even though your Air Shooter does lots of damage. Since you can't walk while firing, you have to hold your fire between assaults. The lasers move fast, but the snake (as well as smaller snake turrets about the stage) will blink before firing.



Midpoint!

Mega Lime games are usually very generous with midpoints. One exception in this game comes to mind, but as a rule of thumb, after making it past a particular gauntlet, you can expect a midpoint.



In addition to having their signature weapons, most Robot Masters have some kind of gimmick they can use. Air Man's gimmick, unsurprisingly, is that when firing, enemies are pushed in the direction he's facing, particularly airborne enemies. In most cases this is beneficial, but with these pole vaulting guys, it can be a problem, because rather than launching over you, they might just land ON you.



He cannot push this block. It is too heavy for him.



Air Man can totally push them, though!



I'll be honest, this part is kind of lame. Blocks, woo.



There are some nice uses of this puzzle, though.
  #14  
Old 09-02-2012, 03:18 PM
Kalir Kalir is offline
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We don't actually have to be facing the blocks to push them. In fact, if you head over to try, that Met will just give you what for. So we can fire in the other direction, moving everything to the left, from the left.



Also shown: Air Man's jump height.



The next few sections have propeller guys flying through the horizontal areas. If you fire in their direction, they're a non-issue, but you can't take out the Hammer Joe. If you fire at Joe, they accelerate, and might stop you from doing enough damage. I take the sensible route and just skip the whole brouhaha.



Another giant snake! Also I'm not sure if I can survive a hit from him. Thankfully, while that's too high for most weapons to reasonably hit, the head is at optimal Air Shooter range.



Turns out I can take the hit!



Oh wow, cool! A thing!



A thing we can steer with the Air Shooter, no less!



Much like the other room with these guys, this is actually really tough. You need a cloud platform to get up to the middle, but steering one over there is counter to your survival, with the propeller mans coming in from the left.

ATTENION METROID FANS: Where is the secret in this image?



The correct answer is, in fact, to the right.



We found a shiny! We shall take it and decorate our homes with it.



And then we continue onwards. We don't NEED a cloud to go up once we hit that ledge, mind you.



But if we take one anyway...



E-Tank get!



And then we finally get gibbed by an Olympian robot.



Nuts to you, buddy. I have a DEFENSIVE FORMATION!
  #15  
Old 09-02-2012, 03:20 PM
Kalir Kalir is offline
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Sadly, the troops are too weary to continue on. YOUR SACRIFICE WILL NOT BE FORGOTTEN.



So, now we enter the part of the level that ISN'T made out of snakes forever.



Maybe this was a weather control facility prior to the robosnake infestation? Anyway, here is a cloud missile.



Normally they just hover up and down lazily, but if you use the Air Shooter while one is on screen, the cloud cover is dispelled, and they shoot forwards like an actual missile!



This plus the cloud platforms makes for interesting times, since you can either proceed cautiously and hold your fire if you anticipate a missile, or just fire constantly and try to dodge them.



I prefer the latter approach, myself. Plus, Air Man can lead a fleet of cloud platforms around this way, and that's just neat.



And that's the level. To the pre-fight corridor!



And that's the pre-fight corridor. To the fight!



Most of the Robot Masters you fight have their patterns or rooms changed up slightly. Snake Man's change is pretty minor, with some boxes that'll move about as you fire.



His pattern is unchanged, as he'll trot back and forth over the landscape, occasionally stopping at one side to leap skyward and launch a trio of Search Snakes. Since he doesn't react to Air Man's position at all, all you have to do is jump over as he comes near and fire at him when he's walking somewhere not near you.



He does a lot of damage if you bump into him, but the Search Snakes aren't too worrisome.



Really, the biggest problem here is the Air Shooter's inability to fire straight forward, combined with the boxes. They modify both Snake Man's movement and that of the Search Snakes, and not necessarily to your favor.



Yeah I wasn't getting out of that one any time soon.



Third time's the charm, though! You can't beat me, Snake Man!



Air Man does his signature arm flap or... whatever he does, and telprots out.
  #16  
Old 09-02-2012, 03:22 PM
Kalir Kalir is offline
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And now we can use Air Man in any stage! This wasn't actually an option in the first Mega Lime game, even in the Wily stages: you went there, and the game handed you a Robot Master and told you to deal. Here, while not all the Robot Masters can get through an entirety of another stage on their own, you can totally use your favorite for the bulk of the game if you want.



After some amount of time, during which Air Man and Dr. Light switch spaces, we learn about the hidden blue shiny we found.



All we have to do is collect more of them, and Light can build us a cool thing! What kind of cool thing? I know, but I'm not telling. Ha, ha, ha!



And that's Snake Man down. The blue shinies will appear in a Robot Master's stage select icon whenever you defeat them, but you can get one and leave the stage and it'll still count. But that won't progress the game, and that is FOOLISHNESS!

Speaking of foolishness, who do we fight next? As with the Desktop Dungeons LP, I'll try to stagger the votes over each update. So, the totals listed below should be some measure of accurate as of this point in time!
  • Spark Man: Wood Man
  • Snake Man: Air Man
  • Needle Man: Metal Man
  • Hard Man: Crash Man
  • Top Man: Flash Man 1 vote
  • Gemini Man: Bubble Man 1 vote
  • Magnet Man: Heat Man 3 votes!
  • Shadow Man: Quick Man 1 vote
  #17  
Old 09-02-2012, 03:45 PM
Albatoss Albatoss is offline
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Quote:
Originally Posted by me from yesterday View Post
Magnet Man!
  #18  
Old 09-02-2012, 03:55 PM
Prinnydood Prinnydood is offline
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Sure, Magnet Man can be next.
  #19  
Old 09-02-2012, 04:33 PM
SpoonyBardOL SpoonyBardOL is online now
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'nother vote for ol' U-Head.

Quote:
Originally Posted by Kalir View Post
Air Man does his signature arm flap or... whatever he does, and telprots out.
Knux.
  #20  
Old 09-02-2012, 10:40 PM
Kalir Kalir is offline
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It seems you all like Magnet Man the most! Which is kind of messed up, because you have all voted for him to be horribly mangled. Ours is a merciless society.



Anyway, this is Heat Man!



We can totally not be Heat Man now, and instead switch to Air Man, as indicated by that little tornado icon in the lower right. It WOULD display his name in the menu here, but [obligatory screenshot flicker complaint #781]



Moving on. Heat Man's signature weapon, the Atomic Fire, works differently for him than it does Mega Man, because rather than charging up a single fireball to instakill levels, he instead lobs two smaller fireballs that burn the ground where they land for a bit. If he fires again while there are fireballs out already, he only does the lower shot. It's a neatish attack, but it takes some getting used to.



He still has the ability to charge up, though. What does this do?



None other than his dashing attack from the boss fight, which I will call Heat Wave for thematic purposes. In addition to looking awesome/doofy, the Heat Wave does stupid amounts of damage and grants Heat Man invincibility for the duration of the attack. However, it only carries him about two Robot Masters' worth of distance.



The Heat Wave can be aimed in any orthogonal direction, but since we're neither royalty nor a member of the clergy, the diagonal directions are forever lost to us.



Looks like Proto Man couldn't be bothered to fight us here, and just put a giant wall in the way.



The Heat Wave can carry us over it, though. This lets Heat Man make vertical jumps better than Air Man, though he's not as maneuverable as Air Man is, and of course, you have to charge it up.



A properly-timed Heat Wave can oneshot these guys. Heat Man is a really fun Robot Master to play as, though not my favorite.



Also, I know he has a non-dash attack. But why would I use that when I can do this? Answer: you lose your charge if you get hit before it goes off. Also it's really difficult to use on most Robot Masters, Magnet Man included.



This gap can't be cleared with a normal jump, so we Heat Wave over it.



I'm awesome at this game, guys.



Right, enough about Heat Man. Magnet Man's level is, of course, full of magnets of all sorts. Those flying magnet dudes at the start of the level will levitate any robot under them, and these ones drag us towards them.



Oddly enough, these guys don't do their giant head-spring attack right here. You can't hit them either, so it's just a very strange and simple obstacle.
  #21  
Old 09-02-2012, 10:41 PM
Kalir Kalir is offline
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Over here, we find this pit. It's actually the same on both sides.



Getting the extra man isn't hard, but the Met down there is a surprising threat, since you have to avoid getting hit to charge up and escape.



Further on is this room. Note the floor here. Like Air Man, Heat Man is incapable of climbing ladders. Too three-dimensional for it is my guess. The twin magnets here can throw off your dash, but as there's no danger here, you just have to take your time until you get it right.



Oh no! Angered at their constant slavery under Heat Man's cruel balrog whip, the disappearing blocks have revolted and now conspire against us!



These bits aren't too hard, though as before, the magnets do make it a bit trickier by throwing off your jumps. We have the Heat Wave, though, so it balances out.



Hm, that seems tricky. I don't think I want to do that.



So I won't! HEAT MAN AWAAAAAY



And that's where the shiny is in this level. Yes, most of them are hidden behind transitions like this. It's kind of silly.



We pop up right here, where the New and Improved Shotman greets us with a bullet to the face.



In trying to maneuver to a better position, I fall into the spikes. Thankfully, that room is a checkpoint, so no big loss.



Here, a single flying magnet is your ticket to getting an E-Tank, if you can make proper use of the Heat Wave.



Unfortunately, I killed it with Atomic Fire before I could charge up the final dash.



The rest of this area has the magnets levitating various enemies. This Met is doomed to a short life of firing at us, probably missing, and then lunging into the pit below. He is to be pitied.



Well, that wasn't too bad.



Let's go fight Magnet M-- where'd the floor go.
  #22  
Old 09-02-2012, 10:42 PM
Kalir Kalir is offline
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Oh. Someone wised up a bit, didn't they?



So, initially, Magnet Man's pattern is unchanged. He'll leap from side to side, jumping in the air intermittently to fire off Magnet Missiles. Since there's not much headroom for him to jump, they can be difficult to avoid, but not by much.



He also can turn on a magnetic field to draw you closer.

Mega Lime games have multiple difficulty settings, which can change up quite a few things about the game. I'm playing on Normal, so the magnetic field is as strong as the original, but on Hard Mode, you need to start charging a Heat Wave as soon as he switches on, or risk being damaged pretty heavily.



After that, he switches on the ceiling magnets. From there, he switches from long jumps to three shorter jumps, though he can still hit you on the ceiling (and the Atomic Fire can still hit him). He'll also fire Magnet Missiles from the ground rather than jumping up.



Amusingly, the ceiling magnets prevent you from colliding with his magnetic field even if you get close. You're kind of stupid, Magnet Man.



And yeah. Not very difficult at all.



Heat Man lights himself up to show off, and we're done here.



Heat Man is now available for usage!

Incidentally, the other Robot Masters do have weaknesses to our weapons, but some of these weaknesses work in different ways. Suffice to say that Magnet Man is not weak to the Air Shooter.



Right, two down. Who's up next?
  • Spark Man: Wood Man
  • Snake Man: Air Man
  • Needle Man: Metal Man
  • Hard Man: Crash Man
  • Top Man: Flash Man 1 vote
  • Gemini Man: Bubble Man 1 vote
  • Magnet Man: Heat Man
  • Shadow Man: Quick Man 1 vote
  #23  
Old 09-02-2012, 10:48 PM
Mogri Mogri is online now
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Still Shadow Man
  #24  
Old 09-02-2012, 10:52 PM
Dawnswalker Dawnswalker is offline
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Needle Man, for what should logically be a disastrous Robot Master to Robot Master mashup.
  #25  
Old 09-02-2012, 10:57 PM
Albatoss Albatoss is offline
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Gemini Man!
  #26  
Old 09-02-2012, 11:46 PM
Loki Loki is offline
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I gots a hard on for Hard Man!

(no I don't)
  #27  
Old 09-03-2012, 12:36 AM
HGH HGH is offline
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Top Man! Let's just see who matches up with the most useless of abilities.

Quote:
Shadow Man is that way ->
I was just referencing the silly "I can't beat Air Man" meme. I don't think I've ever heard of Snake Man being too difficult.
  #28  
Old 09-03-2012, 05:16 AM
Octopus Prime Octopus Prime is offline
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I like Sparky. Go kill him.
  #29  
Old 09-03-2012, 08:17 AM
McClain McClain is offline
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Pro tip RM weaknesses seem to run in about the same order as the original.
  #30  
Old 09-03-2012, 10:15 AM
Kzinssie Kzinssie is offline
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I'm going to vote for Needle Man, because you fight him with my favorite RM.
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