Double Gears, Double Time, Double... Attack Power, I Guess - Let's Play the Classic Mega Man Games

Part 7: Raze the Sun

On today’s Mega Man 10, we fight a solar-powering robot! No, I don’t mean solar powered, this stage takes place inside. No, this is the robot master who can create and empower miniature suns. Thankfully for Proto Man, though, this is no more dangerous than a construction worker or a guy made of springs.

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Part 8: Sheep’N

We gave Bass the Robot Master he’d want to fight last time, and now… he has to fight a sheep. It’s probably a step back to him, but I don’t think anyone but Bass cares about Bass’s need to be taken seriously.

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Part 9: Ballade to Rest

One more Mega Man Killer to go, and his stage is about as good as the rest of them. Yeah, that’s about as much as I can muster for this description.

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Part 10: Die on That Chill

Hey, ya’ll like ~ice stages?~ Well, whether you do or not, Proto Man has to slip and slide his way through one on his way to Chill Man.

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Part 11: I Studied the Blade Man

The final Robot Master between us and the medicine-making machine is another living sword. But this one’s a bit tougher than his 16-bit predecessor, and getting to him isn’t exactly easy either. But Bass isn’t one to turn down a challenge, and strangely enough it seems he’ll be the one who will save the day.

Unless Wily backstabs us, but come ooooooon. Why would he do that?

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Part 12: Cure All

Roll has given her own medicine to get Mega Man back on his feet, which means he and the rest of the boys can stroll on over to Wily’s Castle and take him down once again! … Though we might want to watch Bass and Proto Man in case they also get sick. These robots have not been careful about the potential spread of disease, despite the entire setup of this game.

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Part 13: Dr. Wily’s Second to Last Stand, but it’s in Space

Mega Man and Bass have carried Proto Man through most of Wily’s Castle, so now it’s time for the older brother to save the day! The Robot Master refights await, and one should always expect Wily to have a few tricks up his sleeve after them. But even if Proto Man hasn’t been the main hero for any of these games, I’m sure he can defeat the guy who’s lost about eleven times before this.

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Dr. Wily: A man who will never let any number of setbacks stop him from trying to rule the world. But after the last handful of failures, the doctor has to find a new well of creativity. Or an old well, as it were. After a dream of university days gone by, Dr. Wily has decided to bring back the idea that made everyone call him mad: the Double Gear System. And he’s got the perfect test subjects as well, because it’s checkup day at Dr. Light’s lab, and there eight robots just ready for kidnapping. If Mega Man wants to defeat these now-upgraded Robot Masters, he’ll need to use his own version of the Double Gear system as well.

Didn’t think there’d be a Mega Man 11 after… uh… the whole “Inafune leaving Capcom” thing, did you? Well, eventually Capcom decided to pick up the Classic series torch and add a new entry years after the release of 10. Once again we’re leaving the 8-bit style behind, this time opting for 3D models. And since this is no longer pretending to be an NES game, that also means it doesn’t have to pretend it doesn’t need expanded base mechanics or quality of life features. But most importantly, it introduces the Double Gear System, which allows Mega Man to either slow down time or power up his buster for short periods of time.

Part 1: Blast to the Future

If you want a good first impression of Mega Man 11, there are few Robot Masters who are as… showy, as Blast Man is. This theme park has been rigged to explode repeatedly, and Mega Man will just have to deal with that if he wants a duel with this explosive personality.

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Part 2: Having a Boyoyoff Day

Welcome to: Some Kind of Amusement Park-ish Place! Ever the home of bouncing robots, Mega Man will find Bounce Man at the end of a gauntlet of fun! … and actual traps. This place is actually very dangerous.

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Part 3: Ice Skate or Die

Mega Man visits a prehistory museum, which is suddenly a lot more authentic with the help of Tundra Man. Don’t think this game’s resident ice boss is going to be the slow, bulky one, though. Tundra Man didn’t win several gold medals in figure skating because he’s slow.

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Part 4: Put to the Torch

Welcome… to camp! It’s a peaceful evening in the woods… or it would be, if the entire place wasn’t on fire. There’s a few too many flames for Mega Man to stomp out on his own, but at least he can find Torch Man and take him out. Cleanup after that is on whatever poor park ranger happened to be on duty tonight.

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Part 5: Catch This Block Man

In a world filled with blocks, Block Man could go just about anywhere. But today, he’s at some nondescript temple. So, it’s time for Mega Man to blast his way through honored ruins filled with robots and traps, all for a chance to defeat the ever-terrified master of blocks.

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Part 6: Slow Impact

One more Robot Master joins the list of construction robots that Mega Man has fought: it’s Impact Man, or Pile Man in the Japanese version. Which describes him better, because Impact Man is all about that piling. Facing him in a mine might not be the best idea, but Mega Man has fought other robots on their home turf, and so far he’s been fine.

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Part 7: Tased and ConFused

How many power plants have been taken over by Robot Masters at this point? Well, we can add one more to that list as Fuse Man enters the fray. Mega Man will have to avoid being short-circuited by the overactive machinery, before having to deal with basically the same thing when he meets Fuse Man.

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Part 8: Acid Trip

Here we are at the final Robot Master of Mega Man 11 and of the Classic series. So of course, it turns out we saved the worst one for last. This chemical compound is an unsafe path to take, but not necessarily because of the acid. No, the real danger is the fact that the acid is laced with spikes. Is that conducive for science? Only Acid Man could answer that.

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Part 9: Get Your Fort in Gear

Wily has issued his challenge, and he is hell-bent on making Mega Man regret using his Double Gear System. And for once, he’s also got a gimmick other than “skull:” gears! Mega Man will be putting his speed and power to the test to overcome these torque-powered trials.

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Part 10: Dr. Wily’s Last Stand

Most of the Gear Fortress has been cleared, but the revived Robot Masters still stand in the way of Mega Man and Wily. It’s gears vs gears as Dr. Light’s iteration of the Double Gear System must overcome Wily’s in the final battle of the classic series!

… unless we get Mega Man 12. That’d be great, actually.

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Bonus Part: Reading Gallery

Well, Dr. Wily may have been defeated, but there’s still work to do. And by that, I mean there’s reading. Enemy and boss flavor text isn’t locked behind a collectible I don’t want to bother with this time, so it’s time to read up on all of your favorite robots in Mega Man 11!

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With all the main series Classic games, (and some of the side games,) finished, it’s time for some reflecting on what we’ve been through. Also, most of this is me talking about the endings of the latter games, and Mega Man’s attempts at adhering to Asimov’s laws of robotics even when the guy he’s trying not to murder is an ass.

At last, after 10,000 years, this series is finally finished. @moderators , this thread can be placed in finished LPs.

Can’t believe I’m ending on the weakest thread title. smdh

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