Archives for: June 2010

Back-Up In Progress

06/29/10 | by StenMan [mail] | Categories: AMAKEN's New Discoveries

Hello everybody. Well, no new content today, not till July. Since there was a small server problem/issue (thanks to FlashMan for fixing it, i owe you one), I’m going to be backing up all of my content onto my hard-drive and word docs. I’ve done some of them in the past, so its time to do more of them now.
Expect some new content in a couple of days.

RRF #544

06/25/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all today? Hope all is well and enjoying your summer. Well, now that i’m out of birthday mode, i’m back in content mode. Today, we’ll go over to the X series and have a look at something a little new. Today’s RRF is: ‘Dante’. Well, this is still Rockman related, though some may not see why. That’s why i’m here to explain. Dante is one of the resucable reploids from Rockman X6. Dante is found in a hidden part of Blizzard Wolfang’s icy stage. All of the reploids in this stage, not only are wolfloid-type reploids, but they also all have names from other characters in other Capcom games. This Dante is named after Dante from Devil May Cry. This reploid here is also very well hidden, and very difficult to access in order to be able to rescue him. In order to be able to rescue him, you’ll need to have the North Pole Area in the Nightmare state where the meteors are falling in order to access the hidden/secret areas. Then, once the meteors reveal this area, you’ll need to be playing as X and have the Shadow Armour. Reason; Dante is on a small shelf on ice that is past a huge floor of spikes. Even the Ultimate Armour’s Nova Strike’s dash can’t make it go over this bed of spikes… i’ve tried. Once you get past this spike pit, you’ll see him in plain view and you’ll be able to easily rescue him, as there are no Nightmares near him. Once you leave the stage, you’ll see him on the saved list, and he’ll give you a nice little present; the Jumper item, which… for X6, is an absolute god-send, especially in Gate’s stages, so the first oppourtunity you get, you’ll want to hunt down Dante as rescue him right away. The Jumper he has will definitely aid you in this game.

That concludes today’s RRF. Hope everybody enjoyed it and see you all again soon.

27 Years!!!

06/23/10 | by StenMan [mail] | Categories: AMAKEN's New Discoveries

Hello everybody. Yes, its true, it’s that time of year for me again: Birthday for me!! It also still another year that i am closer to 30 and it still managaes to scare the crap out of me, but it also means i don’t have to work. 27 isn’t all that bad, it just means i’m climbing the hill and fast.

See you all tomorrow, expect some new goodies tomorrow.

RRF #543

06/21/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all today? Hopefully all is well, had a good weekend and ready for another week, and the first official one of this summer. For today’s RRF, i’ll do something very very similar to the last one. Today’s RRF is: ‘Mega Scorpio’. So from Scorpia, to Scorpio. Yesterday was the intro Scorpion boss from Zero 2, and here’s the one from X7. Since it’s the intro stage, you’ll only get to fight this thing with Axl or Zero, and with no weapons. You briefly see a part of this boss at the end of Axl’s intro part, and you fully see it for the first time at the end of Zero’s intro part, which i recently covered. First off, once it appears, it will chase Zero on the end of the highway to the place where you can actually fight it. To fight it, it’s body is the main weak point and will drain away its HP. To get to its body easier, you have to destroy its big stinger and one of its claws. Zero’s Z-Saber slashes is a good way to destroy its stinger, since he can deflect the plasma shots back at the stinger. Zero’s slashing can also get rid of its claws at well, which also try to slash at you. Once you get rid of both its claw and stinger, then attacking its body is much easier, though its body can also block some shots. You can hit its body with Zero, but the Mega Scorpio has an easier chance to run him over and knock him aside. Axl’s bullets and his charged DNA Copy Shot can hit it from a far and generally much safer. My strategy is generally have Zero get rid of the claws and stinger, then have Axl finish him off. At least its a use Axl has in Rockman X7.

That concludes today’s RRF. Hope you enjoyed and see you all again tomorrow.

RRF #542

06/20/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all today? Hopefully good and enjoying/enjoyed your weekend. Well, i would’ve had content up sooner, but i’ve been playing the Zero Collection almost non-stop, and started a new job. In light of the Zero Collection, we’ll look there today. Today’s RRF is: ‘Mega Scorpia’. Anyone recognize this one? This here is the intro boss for Zero 2. This one also shouldn’t be confused with the Mega Scorpio from X7. Very similar names, but rather different enemies. Once you guide Zero though his not very fun intro level… he’ll even say so himself… you’ll encounter 3 Pantheons, who pretty much have you cornered. At this one, one pincher from the Mega Scorpia will come out of seemingly no where and destroy the Pantheons, and barely avoiding Zero. After this, it will emerge from the rocks and you’ll get to fight it. Since its the intro boss, you’re more then likely not to have your buster or the Z-Saber leveled up much, if at all, so this fight can be tedious. Luckily, it has a low HP bar, but then again, so do you. Fighting it is quite simple. You attack its head, which is also at the same height as your buster shots. Charging your buster as far as it goes is your best bet at fighting it. It doesn’t have many attacks, but the ones it has can be annoying. First it has a triple-shot, which is the easiest to avoid. It will also slash at you with it’s big stinger. This is also easy to avoid, but itll break the ground. The hardest one to avoid, is its one remaining pincer, which Zero can barely jump over, which it shoots out at you. You can attack it from behind and with enough shots, you can destroy it. This pincer can also temporarily protect its head and deflect your attacks. After a few shots, you can take it down. Overall, its an alright and interesting boss to fight, thought for the first one, it can be a bit of a pain to fight, but its nothing compared to the rest of the game.

That concludes today’s RRF. Hope you enjoyed and see you tomorrow.

RRF #541

06/16/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all today? Hope all is well and getting ready for the summer. For today’s RRF, we’ll go from a Navi Customizer piece, to a boss. Today’s RRF is: ‘Intruder Prevention Shutter’. First off all, yes i did say it was a boss, so this here isn’t the little shutter corridors that you walk through before you reach a bosses’ chamber. No. This here is the second boss in Dr.Cossack’s castle in Rockman 4. It’s the large boss that looks like a giant computer chip or circuit board. Its simple name is also the Square Machine, but this is RRF, Intruder Prevention Shutter sounds a whole lot cooler. The Intruder Prevention Shutter is original split up in 3 pieces and will rush across the room, in pieces, so you’ll have to dodge them. You can jump through the middle ones, or slide under the bottom piece. It’ll also vary in its speed. Once it travels very slowly, then you’ll want to jump inside of it, since this time here, it will connect and a large red light will light up. This is its weak point. It’s quite high though, but don’t worry. There are two platforms that move up and down, allowing you to get clear shots to it. Don’t get too cocky though, it’ll fire off shots at you and soon it’ll break apart and fly across the room again. To quickly finish this one off, use the Dust Crusher. You can also use fully charged Buster shots and Pharaoh Shots. Another way to attack it is to stand under it and hit it with the Wire Adapter. It doesn’t deal a whole lot of damage and eats up a ton of energy, but you can try it if you really want to. I know I did when I first fought it.

That concludes today’s edition of RRF. Hope you enjoyed it and see you all again soon.

RRF #540

06/15/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all doing today? Good? Great? Awesome? Anything similiar? Those are answers i’d be expecting. Anyways, enough of that. For today, we’ll go from Ryuusei and go back to EXE. Today’s RRF is: ‘Shadow Shoes’. Here’s a Navi Customizer piece, and a style-exlucsive one as well. This one here is exclusive to both EXE 3 Blue and Shadow Style. When you get Shadow Style (if you get it), you’ll need to level it up to Level 2 in order to obtain it. It’s a red block as well. This customizer piece allows you to walk over cracked panels without breaking them. It may seem a little bit pointless, but if your opponent can crack panels, or uses a chip like Geddon 1, then it might come in handy. If you’re lucky enough to get this style early on, then you might be able to find uses for this one, but once you level this one up, then it can be a little obsolete once you acquire Float Shoes. Apart from this, this piece has no other use to it. Overall, for an early on program block, it has it perks, but once you upgrade the style more, then it becomes obsolete.

That concludes todays RRF. Hope you liked it and see you tomorrow.

RRF #539

06/14/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everyone. How are you today? Hopefully all is well, enjoyed both your weekend and your day. For today, we’ll leave the newest canon game in Rockman 10 (im not counting the Zero Collection) and go to one of the newer games in Ryuusei 3. Today’s RRF is: ‘Ku’ i’. I would personally love to know where exactly they get some of these names for enemies at what not. I know some are derived from languages like french, japanese and german, but sometimes i think they grasp at straws. Anyways, this virus here appears in Ryuusei 3. It’s the large stone statue enemy with the big eyes and crossed arms. It looks like a re-make, and a weird one of the stone face statues in the Easter Islands… or its their inspiration, i don’t know, i didn’t create them. They are a relatively harmless virus in theory for the most part, since they don’t move around, but they aren’t exactly easy targets. If you line up with them, they’ll raise up in the air, then slam down on the field, cracking a couple panels and dropping stones down, one generally on your panel. These stones can hurt, especially on later modes. Battlecards that hit many panels or have a specific range can work better against these guys. Cards like FlashStrike, WideWave and BuzzSaw work good against these guys. Overall, while they have a cool design, they aren’t all that much of a real threat, just don’t line up with them and everything will be fine.

This concludes today’s RRF. Hope you enjoyed it and see you all again tomorrow.

RRF #538

06/13/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hi everyone. How are you all today? Hopefully all is well, and enjoyed your weekend. It’s very sunny here now and a lot of people are playing more outdoor sports. In light of all that, today’s RRF will be somewhat similar to that. Today’s RRF is: ‘Cargou Q’. Now, i know what you’re all thinking… what does that have to do with sports, and Rockman? Simple! These guys here are the little enemies in Rockman 10 that throw out little footballs and baseballs out at you in StrikeMan’s level. They also appear in Wily’s Castle, the second Special Stage, and in Hard Mode, they’ll appear in ChillMan’s stage too, but they are mainly in StrikeMan’s stage. They don’t move at all, though their bodies… if you consider them bodies… will lightly move up and down a little bit to throw the balls out at you. The balls are easily destroyed, but their movements can be a bit unpredictable and can hit you if you let your guard down. They are quite easy to kill as well. A few buster shots can get rid of them, but if you want to use weapons, Triple Blade close up is probably your best bet. Chill Spike can directly freeze them in place. The aftermath from the Commando Bomb can work as well. Overall, they are a neat little enemy. Not all that much of a real challenge, but can be a touch of a nuisance if your not ready for them or if their sports balls block your shots.

That concludes today’s edition of RRF. Hope you all enjoyed and see you tomorrow.

RRF #537

06/12/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all doing today? Hope all is well and enjoying your weekend. Well, my hockey celebration mode has pretty worn off and its time for a new RRF. We’ll stick with Rockman 10, since ive been playing it more lately. Today’s RRF is: ‘Octobulb’. Anyone recognize this mini-boss? If you’ve played Rockman 10, then you should. This is giant lightbulb mini-boss that is found in SheepMan’s level, and in the second area of Wily’s castle. Its original/Japanese name is Octo Pachipachi. This mini-boss has 8 large wires sticking from the bulb going to the floor and the conveyor belts that you can run on. When you run on these belts, electricity will run up through the wires and light up the bulb, as well as create small platforms for you to stand on. You’ll need to do this in order to attack it and damage it. The long that you run on it, the longer it can stay lit, but as the difficulty mode increases, then the time limit goes down. Whether the Octobulb is lit or not, every so often it will spit out two miniature bulbs out at you that will home in on where you are. They take a couple hits to destroy, but you may need to attack them to hit the main bulb. To attack it, make sure its lit first, then attack at will… and try to avoid hitting the smaller ones. The Triple Blade and Water Shield can hit it multiple times if used correctly and if standing (or jumping) in the right places. Some suggest that a single well-timed, well-placed Commando Bomb can take it out in one shot, but i’ve yet to be able to pull this off… still working on it. If you’re playing as Bass, you can simply stand underneath it and shoot it that way, but it can take a lot of shots to do it. Overall, its a pretty interesting mini-boss in Rockman 10. It has a nice design, relatively easy, though can provide you a challenge if you’re not ready for it, or the first time you’ve ever battled it.

That concludes today’s RRF. Hope you enjoyed and see you tomorrow.

Blackhawks Win!!

06/09/10 | by StenMan [mail] | Categories: AMAKEN's New Discoveries

Hi everyone. Well, no new content today since i’m in hockey celebration mode over the Chicago Blackhawks winning the 2010 Stanley Cup, and more so because a good friend of mine who plays for the Blackhawks, Dustin Byfuglien, won his first Stanley Cup, and also the first friend of mine in the NHL who has won it.

New content will come once my “hockey celebration mode” has worn off.

RRF #536

06/08/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everyone. How are you all today? Well “tomorrow” comes late… again… I really need to stop that, but oh well, least there’s some content now, right? For today, we’ll stick with Rockman 10, but look at a challenge. Today’s RRF is: ‘World Adventurer’. Most of the Challenge 1 list challenges are fairly simple and this one here is one of them. It’s also one of the challenges where all you can do is walk, run and jump… kiss your buster goodbye here. Its listed no. 10 on the list as well. To complete this one, you simply have to play the elements here. Well, i wouldn’t call them elements per se, but it’s the only close enough term. Anyways, there are 3 parts to this challenge. The first part is walking and jumping along conveyor belts. If you miss your jump here, you’ll fall into a hole and die. Most of the belts are going left, so it can hinder the lengths of your jumps here. Once you get past the conveyor belts, then you’ll have to deal with a small bit of quicksand. While this one here seems very easy… as all you have to do to save yourself is to jump and run, they place a very low ceiling covered in spikes here. Rather cruel, but its actually very easy. Just along until you get to the end of it, then jump out before you sink too far. The third and final part to this one is platforms of ice. The first few are pretty simple to cross, just keep in motion and jumping and you’ll be fine. The final jump is generally the trickiest one, since there’s only a small running and jumping room in order to reach the finish, so if you are going to die, its probably going to be right here. Once you pass this little jump here, you’ll be at the goal and you’ll complete the challenge.

That concludes today’s RRF. Hope you all enjoyed and see you all again soon.

RRF #535

06/04/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you today? Hope all is great on your end and getting ready for another weekend. For today, we’ll go back one series, from the X series to the Classic series. Today’s RRF is: ‘Deep In Space’. I’ll stick with theme musics and have a look at one from the newest Rockman game, in Rockman 10. This area here, is the final area of Wily’s castle, the one that is way way WAAAAAYYYY up in space, hence the name of the track. I’ll admit though, i was surprised they made such a ridiculously long marker between checkpoints on the map of Wily’s Castle. Anyways, this level here is rather strange and unique. While the zero/minimal gravity here, causing extremely high jumping is nothing new, the entire level here is… in a sense… upside-down. You’ll find this one right from the start with the classic Dr.Wily symbol in the corner is upside-down. Later on in the level before you get your showdown with the Wily Capsule, you’ll notice that the “E", “M” and “W” tanks are all upside-down as well. The level itself is very short and not all that exciting and you can breeze through it rather quickly… or can you? This area here is full of moles. Those little drill-like enemies seen a lot of back in Rockman 2… they are EVERYWHERE here. They take a few shots to kill, but if you’re lucky, you can get some nice items from them. As for the theme itself, its rather bland, but has kind of a space-like theme to it and some of the beat can almost mimic AstroMan’s theme in Rockman 8. It does suit this stage though, but its not one i really like all that much.

That concludes today’s RRF. Hope everybody enjoyed and see you all tomorrow.

RRF #534

06/03/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everyone. How are you all today? Hope all well, enjoyed your day… and, once again, seeing some more sun in your neck of the woods. For today’s RRF, we’ll go back on over to the X series. Today’s RRF is: ‘Awake Road Again’. So this time around, we’ll take a look at a stage music, rather then an attack or anything. This theme here is one of the two opening intro themes from Rockman X7. Since the intro to X7 can only be played (legit) by either Zero or Axl, you have a 50/50 chance of getting it right. If you guessed Zero, then you’re right. This stage here is a 3-D re-make, in a lot of ways, of the original highway stage from the original X game, only you can’t play as X, and over half of the level is in 3-D. For the most part of this level, Zero will be battling a bunch of mavericks, mainly Bladers and Deerballs. They aren’t overly hard to fight, just hack and slash away at them, and pay attention if you are moving around, especially in the 3-D areas. The first half of the level is a classic 2-D, side-scroller style area, and you’ll be able to duck, though its not really necessary here. Once you drop down the highway, the screen will automatically switch into 3-D and the controls will change up a little. Here, you’ll really need to be cautious and pay more attention, otherwise you wont realize that you may need to jump or climb. After you battle the last Blader here, you’ll be thankful that Zero can double-jump, since the overhead view from the 3-D aspect (Am i the only one beefing on this???) may make you miss a jump or two over the holes in the road. After this is passed, you’ll get to jump up one corridor with shrinking walls, then you’ll get to meet Axl. As for the music itself, it’s one of my favorite themes from X7… yes, you heard correctly; something i LIKE about X7. It has a very good beat to it, enjoyable to listen to and suits both the stage and Zero. Overall, while the music is very nice and it can bring back from memories from previous X games, the whole 3-D part made this level a little irritating, especially the first time you play it.

That concludes today’s episode of RRF. Hope you all enjoyed it and see you all tomorrow.

RRF #533

06/02/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hi everybody. How are you all doing today? Hope all is well, and hopefully you’re getting the luxury of being able to see the sun and not so much rain, like i am here. Oh well. For today, we’ll go from the Ryuusei series to EXE/BN. Today’s RRF is: ‘Mist Tackle’. So we’ll go from a battlecard, to a navi’s attack. Judging from the first part of the name there, this one is used by MistMan. If you’ve played the White version of EXE3… which you should have, you’ll battle MistMan instead of BowlMan. This is one of his basic attacks and the most frequent that he will use. Since MistMan is, for the most part, the big lamp on the ground, when you line up with with the lamp as it hops around, MistMan will appear out of it and charge out at you. Its very easy to dodge, all you need to do is move up or down. If you have some strong attacks, you can always shoot at MistMan and make him disperse that way, but why you would want to is beyond me… waste of a good attack. This attack deals out pretty low damage in its first form, but as MistMan ranks up as you battle him, then this attack deals out much more damage. Overall, its an alright attack for MistMan. Its an easy attack to avoid, but can cause you some pain if you do get hit by it.

That concludes today’s RRF. Hope you enjoyed it and i’ll see you all tomorrow.

RRF #532

06/01/10 | by StenMan [mail] | Categories: Random Rockman Facts [RRF]

Hello everybody. How are you all today? Hopefully doing as good and as shiny as I am. If not, well then, that’s why your here right? Content here is always good and shiny… least that’s its intention. For today, we’ll go from the Zero series over the Ryuusei series. Today’s RRF is: ‘Impact Cannon’. Ryuusei 3 re-introduced Program Advances, in the form of Galaxy Advances… and in in those special illegal cards as well. In the original EXE series, 3 normal Cannons would give you either ZetaCannon 1 or GigaCannon 1. In Ryuusei 3, in either BlackAce or RedJoker, 3 Cannons will merge into 1 and create Impact Cannon. Impact Cannon deals out 240HP of damage and hits a 3X3 range, much like a Spreader did. Since you can get Cannons very early on in the game, it is probably the first Galaxy Advance that you’ll be able to use. Since there are a lot of “illegal cards” in this game… you know, come to think of it, why would you be allowed to use these kinds of cards when you belong to and work with the Satella Police??? Just a thought… Anyways, since there are alot of those kinds of cards, Impact Cannon can also be found in one of these kinds of cards and will still do out 240HP of damage and can be used as a normal battlecard. It is quite rare to get ahold of, so don’t give your hopes up on it. Sometimes, it also appears in the Black Ace Meteor Server Folder. Overall, it’s a pretty good Galaxy Advance and an illegal card. It serves as a decent replacement for GigaCannon and it can be quite nice use early on in the game.

That concludes today’s edition of RRF. Hope everybody enjoyed it and see you all again tomorrow.

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