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Rockman 4MI part 3 - Unchanged stages

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Uploaded by on Sep 9, 2009

How would I modify these weapons? Well...

-Bright and Pharaoh are the most balanced powers of the eight. They should stay as they are.
-The effect of *Toad shouldn't have startup time.
-Recycle Inhaler should have 14 shots, not 7. It's basically just a slightly improved Concrete Shot, after all.
-Hell Wheel needs to expire after a certain amount of time (three seconds or so) OR use a lot more weapon energy (7 bars should be good).
-HCRB, Water Cutter, and Drill Torpedo are lacking creativity more than anything. If the other changes were to be made, these would be quite balanced, it's just that they'd still all be cramming into one niche (think of MM6, and how five of its weapons are almost identical in purpose).

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Uploader Comments (qzecwx)

  • were cossacks stages changed at all?

  • Music only.

  • Skipping the Balloon and Wire adaptors?

  • Balloon is in Cossack stage 1, and Wire is Wire.

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All Comments (27)

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  • Bright Man=F-Zero X's Silence (Dream Chaser) FTW XD

  • Actually I've been able to beat every new bosses except pharaoh man with rush cannon, you should give it a try ;)

  • Is that why you didn't upload videos of Cossack/Wily castles?

  • Can you say Leeroy Jenkins?

  • Suicide Bomber Rush!

  • Building on the idea of Gemini Laser + Metal Blade, the Water Cutter should work like the bouncing metal blade from Mind Roar and be a weak but very quick, bouncing around piercing shot.

    The Drill Torpedo is nice if somebody has absolutely no aim whatsoever, though it should remote detonate like Drill Bomb.

    Also, the Wire has infinite ammo, and the balloon handed to you is a Rush Jet that doesn't consume ammo for riding, only 2 bars for spawning (oh gods the foreshadowing for fortress stages).

  • Dive Man's BGM is from Mappy-Kids (NES) and Drill Man's BGM is from Challenger (also from NES)

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