Not to be that guy, but you get the Rush Power Adaptor from Flame Man.
I can't imagine too many places in Wind Man's stage where it would be useful, though.
That's actually pretty interesting. Is this one of those rare instances (in any game) where playing on a higher difficulty level actually results in a faster boss fight?
Amazing run. I'm curious if luck manipulation of certain bosses (Wily2 Turtle, Wily Capsule) can be improved.
For instance, if Wily Capsule were to appear lower, you could get 5 damage with W.Coil each time, instead of 4 damage with F.Cracker when it appears too high.
Eltinho, I'm pretty sure it'll be published as a separate branch, like the Rockman/Forte runs of Megaman & Bass.
Yes vote, by the way. How it is that Bass can one-cycle Wily Capsule while Megaman falls short?
Is it just me, or does the audio during the final boss (forms 1 and 2) sort of lag behind?
I hear gunfire during the defeated/explosion cinematics, when the players are clearly just chilling.
For that ladder enemy (and Gamma's two forms), you will probably have to bend your criteria to "uses no weapons, unless absolutely neccessary".
Sort of like in Megaman 9, where certain obstacles (blocks that can only be destroyed with Trident, laser that can only be blocked by Concrete) require mandatory special weapon usage.
That being said, unless you find some glitch that makes the buster uber-powerful or removes boss invincibility periods entirely (like Commando Man in MM10 or X3's Crush Crawfish), it probably won't be very entertaining to watch.