Mega Man 11 Segmented Damageless Playthrough (Buster Only/Hard Mode/No Gear Usage/No Shop)
Автор: Claris
Загружено: 2024-12-11
Просмотров: 242
Playthrough of Mega Man 11 with the following restrictions:
No damage taken.
Buster Only; no special weapons or Rush Coil/Jet.
No use of Speed Gear or Power Gear.
No buying Shop items and upgrades.
Superhero/Expert Difficulty. The differences I know of that matter are that bosses are more difficult, and weak enemies take a minimum of 2 buster shots to destroy; other changes are irrelevant due to the challenge's other restrictions.
I also chose to not use a rapid fire button.
Each level was played and recorded separately, then appended into one video.
I didn't play Mega Man 11 back when it came out. I got it on sale last month, and ended up enjoying the game a ton, and after my initial playthrough I started doing some challenge playthroughs: First Superhero/Expert Buster Only No Shop; then again, but adding No Speed/Power Gear after understanding how powerful they could be. By the time I finished those, I had improved at the game significantly, and thought it'd be cool to do a damageless playthrough with these restrictions and record it. I've uploaded some smaller scale damageless videos for 9 and 10 a long time ago, and thought it'd be a nice addition.
I, uh, then ran into a major problem:
I am completely incapable of not trying to be fast while recording.
So what started with the intent of just being a "relatively casual" challenge playthrough ended up, uh, turning into sorta a segmented speedrun, that I put a good amount of effort into optimizing strats for, and made everything significantly more difficult oops. There's a few reasons I don't want to call this playthrough a speedrun outright, though:
At the time of upload, I have not watched any speedruns or other playthroughs of the game, nor done any other outside strat research. I have no idea what optimized runs look like, and all strats used in this playthrough were ones I came up with myself. As such, I'm sure there's a lot I'm potentially missing.
The playthrough didn't start this way. Block Man's stage is especially significantly less optimized than the rest.
Ultimately, the main goal still was just to complete the game damageless, and at times (especially for boss fights) I prioritized consistency over speed. I kept my first successful attempt for each stage, not redoing any just for the sake of a better time.
Ultimately it's just not up to the standard I generally like my speedruns to be; which, considering my history of never actually finishing segmented runs, is probably a good thing. Still, I guess you could call it a "casual segmented speedrun" if you want. The IGT at the final post-game save is 56:49.
A few other random notes:
The game is set to Japanese just because I felt like it (I've been trying to learn Japanese recently).
Being Buster Only, the order the Robot Master stages are completed in doesn't matter. I did Torch Man relatively early despite being my most difficult Robot Master boss by far, in an attempt to force myself to be more lenient speed-wise in my attempts... It didn't work.
When you load a save file, the cursor is already selecting the Robot Master stage you were most recently playing, which is why I never have to navigate the menu there.
Timestamps:
00:00 Block Man
06:02 Tundra Man
10:31 Acid Man
15:02 Torch Man
19:20 Impact/Pile Man
24:25 Fuse Man
28:47 Blast Man
32:47 Bounce/Rubber Man
38:31 Gear Fortress 1
42:33 Gear Fortress 2
46:59 Gear Fortress 3
54:33 Gear Fortress 4
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