Project: Megaman Zero, where I attempt to perfect the entire game with No Damage and a 100 point S rank.
-Stage Analysis:
Half revisit, half different stage. Nothing to note about the desert portion, same old stuff. It when we get to the Hidden Base where things get a bit different. However, the obstacle themselves aren't very worrisome at all. The only thing I'll talk about here is the prisoner escape sequence. It's nothing special, but you REALLY need to make use of preemptive shots here, for those red lights aren't just for aesthetics. If you're even so much as half distance from those green Pantheons, it'll sound the alarm, and if you're caught, that's point deductions from your Mission Success... yay. Worst part is, you can't just drop from ladders back to the middle section, because they respawn and you WILL land in their range of the siren alert. After memorizing their placement, it becomes a non-issue, but the range on the red light is very odd, and I remember one time, I could have sworn I got caught right as I saw the damn light appear on screen. This is why I'd say fire them shots before you even see them on the screen, as that gives you the security you need.
Also, this is one of those stages that has a rather unrealistic enemy defeat requirement, so I had to kill a few extra respawning enemies before the boss door. Speaking of which...
-Boss Anaylsis:
72 RETRIES. That is LITERALLY more retries than I had to do on the final stage of my Z-Prototype project...
...But you see, all the crap with the alarms is child's play compared to THIS punk. Blizzack Staggroff (very suggesstive name there, btw) at first glance looks like a piece of cake. But let me tell you, Do. Not. Judge. A. Book. By. It's. Cover... and if my retry count wasn't of any indication, he's the sole cause of that being so high.
Blizzack's the sole reason for the following overall ranking too, because let me tell you, this is one of the most BS RNG stuff I had to deal with in a MM game ever (but not worse than say, Quick Man). He has an array of different actions, but in NO WAY he uses all of them in a set pattern. He literally just does what he wants in any order from start to finish. I've seen so many different combinations of attacks, jumps, jumps when he fires ice that sticks to the floor (SCREW THIS ONE), etc. There really isn't a set pattern, and if there IS, he doesn't commit to it. He could start the fight with doing those four icicle shots from his head, fire that wave of frost that pushes you back (and if you sit there and just let it blow on you, you'll have your mobility completely slowed down to where you're basically his play thing, so you're better off wall jumping), or he could just flat out jump over your head or backward to set up a grounded ice trap.
Speaking of those, I HATE them because due to the random nature of his AI, he could just jump back and forth laying them all over the place, then use his fan to suddenly push you into them when you least expect it. And depending on how he lays them, it can force you into some pretty near-impossible to dodge situations. Sure, you can destroy them, but a) You have to wait for them to full form (AKA wait for all the frost to disappear and it crystallizes) to destroy them, and b) you have to stay on him constantly, because the farther you are from him, the wider his jump range is, which makes dodging his initial throw of the trap more stressful. Since he can just use his icicles (which comes out really fast and lacks any preemptive animation whatsoever to warn you) or the fan blower at ANY given moment, there's no real dedicated position to stand other than to just react to when he uses the blower, because believe it or not, being up in his face IS the safest opinion and the lesser of the poison to deal with.
...but sometimes, even standing close to him can get you messed over if those ice traps are in the way. The fact that his start up frames for his jump and ice blower look damn-near identical, that alone can trick you into expecting he'll do a jump but get thrown off by the blower coming out instead (you'll... see what I mean in a hard example after the boss fight). It's a guessing game in certain situations, because if you try to run back from him, there's a chance he'll shoot those fast icicles out.
I know EXACTLY who I'm killing first on the Boss Rush for the final video now... I'm glad Z2 and beyond improved enemy AI and behavior after this game (despite Blizzack returning in Z3 and basically functioning the same way...). You don't make a boss completely random, man. That's just bad design.
Now note, when No Damage is thrown out of the equation and constant abuse of chraged attacks are utilized, this guy's easy (that works for damn near every boss in this game, tbh. Charged attacks are OP when used one after another). But fighting him the traditional wombo combo way like I am here, it's a living nightmare to deal with.
Overall Difficulty: 9/10
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