The Hardest Room in Blaster Master...

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Uploaded by on Apr 18, 2008

...and I wasn't playing that well. I offer a few pointers for negotiating this room in Area 8 that have served me well in the past. For whatever reason, I was playing very poorly. In my defense, it had been a long time since I sat down with Blaster Master--like two or three years.

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Uploader Comments (KHowlett1981)

  • I played this game a ton like the other viewers here, and I whole heartedly agree with the title of this video. I would rank the 2nd worst room as the icy platforms high up in area 6 where if you fell you had to back track quite a ways to get back.

  • @dynamicwolf

    That room sucked, too.

  • I remember this too. This is where I really wished I could just "turn off" the Wall ability.

  • I have considered hopping out of SOPHIA 3rd to get rid of smaller enemies, but I get so paranoid having him leave the vehicle for any reason, owing to his fragility outdoors. As you might expect I always dread going through Area 5--but that is a brilliant bit of game design inject some variety into the gameplay.

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This video is a response to Let's Play Blaster Master 21
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All Comments (13)

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  • the wall ability actually HELPS in this room. It requires NO hover. You just need to prime all jumps right.

  • I couldnt get past level 3 !

  • Or, a tip to use Homing Missles better. Firing them after jumping on a ground level Beetle, just so you are higher then them on the horizontal plane. That way the missle tracks properly, without going back and forth over it or looping around it in the arc pattern.

    Consequently, I was out of HOV (and patience) the other night I was in that room and fell victim WALL issues. /tear

  • I love this $^yt#@ game. Two tips I'd like to share that I adore.

    Those blasted Beetles, I most easily find that jumping out of SOPHIA and firing at them as Jason works best. Damage Jason takes is recovered each time you re enter SOPHIA, and he can knock out endless waves of them with infinite health.

  • HYPER let you do more damage overall, but the fact that it was introduced so early into the game means that you weren't really able to appreciate the difference in firepower--compare that to the late implementation of the Plasma Beam in Super Metroid, for example.

  • I imagine if this game were ever remade, we would be able to activate/deactivate certain abilities. I think HYPER also let you do more damage overall though right? So I welcomed it!

  • Really, a fair amount of the upgrades were either only really useful in one specific instance (HYPER and KEY, I'm looking in your direction), or even worse, they were a liability later on in the game--like the WALL upgrades and DIVE, to a certain extent. Once DIVE was acquired, if you accidentally fell into lava it could be tricky to extricate yourself quickly.

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