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mikey76500

Demo Mode Remodel [Rough Draft #2]

Jun 21st, 2015
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  1. So, here it is. My proposal for Demo mode with the complete beginner who hasn't signed up, yet, in mind.
  2.  
  3. It's worth mentioning that you won't see anything about MM, Proto and Bass, here, and that's because I made this with their arsenals and items in the Preview Demo Mode in mind; I'm not taking anything AWAY from the player, I'm only making it more intuitive and teachable.
  4.  
  5. In my opinion, only the 4th and 5th fights are anywhere near difficult, but, feel free to tell me your thoughts if changes should be made; If I can do this well, Adrian might let me redesign some mandatory storyline missions, leaving him free to do other things in Prototype, and that'd be cool, right?
  6.  
  7. =====
  8.  
  9. D-1 [Intro Field]
  10. Intro Field
  11. Mettaur [Lv. 1]
  12. Mettaur [Lv. 1]
  13. Mettaur [Lv. 1]
  14.  
  15. Simple as cake, considering the arsenal at your disposal.
  16.  
  17. =====
  18.  
  19. D-2 [Intro Field II]
  20. Intro Field
  21. Flea [Lv. 2]
  22. Picket Man [Lv. 2]
  23. Peng [Lv. 2]
  24. Beak [Lv. 2]
  25. Tackle Fire [Lv. 2]
  26. Spine [Lv. 2]
  27.  
  28. This takes place in the Intro field, as well? Yep. Didn't wanna make any buffers for the Mechas. See, with no Mecha buffers to deal with, you just have to sit back and be introduced to enemies that attack faster than you [Flea], enemies with multiple Resistances [Picket Man], enemies with Immunities [Beak] and Affinities [Peng], enemies with high Attack stats [Tackle Fire], and enemies with high Defense Stats [Spine], all in one fell swoop. If the player is aware of Scan, this fight is also very simple, considering their arsenal.
  29.  
  30. =====
  31.  
  32. D-3 [Cossack Citadel]
  33. Cossack Citadel
  34. Roll [Lv. 3, Buster Shot, Mega Buster, Roll Buster, Light Buster, Energy Boost, Attack Boost, Defense Boost, Speed Boost]
  35. Disco [Lv. 3, Buster Shot, Bass Buster, Disco Buster, Wily Buster, Energy Break, Attack Break, Defense Break, Speed Break]
  36. Rhythm [Lv. 3, Buster Shot, Proto Buster, Rhythm Buster, Cossack Buster, Energy Shuffle, Attack Shuffle, Defense Shuffle, Speed Shuffle]
  37.  
  38. With both recovery and damage cut in 1/2 in this fight, the buffers that the lady bots have won't quite be as effective as one may think. At the same time, neither will the player's arsenal, if they haven't learned how to exploit Robot Weaknesses to this point. I literally designed this to be an inevitable battle of attrition unless the player utilizes Scan and the information it gives them. Cool, huh?
  39.  
  40. =====
  41.  
  42. D-4 [Wily Castle]
  43. Wily Castle
  44. Ice Man [Lv. 4, Buster Shot, Wily Buster, Ice Breath]
  45. Cut Man [Lv. 4, Buster Shot, Wily Buster, Rolling Cutter]
  46. Guts Man [Lv. 4, Buster Shot, Wily Buster, Super Throw]
  47.  
  48. Yes, I'm aware that damage is doubled in Wily Castle; that's why they'd have Buster Shot and Wily Buster. The point is to show the player that if they find themselves in a tight spot, that the Items are always there to help them out of it. It may also force them to be flexible thinkers; Ice can keep your leader in place, Cut can do some hefty damage with the triple-hitting Rolling Cutter, and Guts can keep you switching it up. Ice has the lowest Attack Stat, by the by, so, I'd suggest him being first, but, that's me.
  49.  
  50. =====
  51.  
  52. D-5 [Light Laboratory]
  53. Light Laboratory
  54. Sniper Joe [Lv. 5, Buster Shot, Bass Buster, Disco Buster, Wily Buster, Attack Boost, Attack Break, Attack Shuffle, Attack Support]
  55. Sniper Joe [Lv. 5, Buster Shot, Mega Buster, Roll Buster, Light Buster, Defense Boost, Defense Break, Defense Shuffle, Defense Support]
  56. Sniper Joe [Lv. 5, Buster Shot, Proto Buster, Rhythm Buster, Cossack Buster, Speed Boost, Speed Break, Speed Shuffle, Speed Support]
  57. Sniper Joe [Lv. 5, Buster Shot, Energy Break, Energy Boost, Energy Shuffle, Energy Support]
  58. Sniper Joe [Lv. 5, Buster Shot, Light Buster, Wily Buster, Cossack Buster, Energy Break]
  59.  
  60. This is supposed to test everything the player knows to this point. The 1st 4 Joes can boost themselves, boost ALL their teammates, AND downgrade/damage the player, possibly forcing them to utilize the double Recovery bonus in Light Laboratory to refill on HP and Weapon Energy if needed. The 5th Joe is purely offense, going on all the boosts its teammates gives it. It may be a battle of attrition, but, if the player can keep on their toes, and keep everything they've learned so far in mind, they'll win the day and prove that they're more than ready for whatever Prototype can throw at them.
  61.  
  62. =====
  63.  
  64. D-6 [Prototype Subspace]
  65. Prototype Subspace
  66. Mega Man S [Lv. 5, same moveset as the Mega Man we control.]
  67.  
  68. No buffers. With MMS's stats being at 149-149-149-149 at Lv. 5, and having the EXACT same moveset that our Mega Man has, the question becomes--how do you beat him if he acts first? Well, that's the thing; this 6th and final mission is design to teach the player that things are ALWAYS against you in a Boss fight: Stats, moves, perhaps AI, and maybe even critical hits, too. The game in general wants you dead when you dare to face a boss in it, so, you can't rely on luck. You must use strategy; which moves can help turn the tide. Which moves will keep your army alive? The player will have to rely on skill and what you've learned to have any chance. The good news is that none of S's moves will give him STAB; He's Shadow-type.
  69.  
  70. By the by, you may be wondering, "Mike, how do we squeeze 6 stages in the Dem--" Shush. Same way we can squeeze 6 Player missions on one screen, that's how. :P
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