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Mega Man 10 (Wii) - Proto Man Hard Playthrough

Game: Mega Man 10 Platform: Wii (WiiWare) Completed: July 27, 2021 Rules: Beat the game on hard as Proto Man This is my third Mega Man 10 playthrough, this time as Proto Man. You can select your difficulty so of course the correct choice is "hard". Like in Mega Man 9, hard mode is much more than an increase of enemy health or the damage you take. They reposition the enemies to make things trickier, as well as give bosses new moves. It's really cool how they put that sort of effort in. Proto Man is horrible though! He has a slide and a charge shot, but can only have two "lemons" on the screen at once instead of Mega Man's three, the shop is more expensive, and his charge shot isn't really that powerful. Oh and he takes a crazy amount of damage because he's made of paper or something. Want to use that shield of his? Go ahead...but only while jumping. All that being said, Proto Man switches things up, offers a good challenge, and is worth playing. Here are some highlights: 30 seconds - Mega Man sounds like he's going to do something here. "Leave it to me". Nah. Proto Man can handle it...I guess. 4 minutes, 20 seconds - How about some add-on content? What? Unable to connect to the internet? In 2021 on an emulator after the Wii shop has been taken offline? Inexcusable. 5 minutes, 15 seconds - I knew this would be rough so I went for Pump Man first since I could grab an energy tank here. 5 minutes, 45 seconds - Why is this guy's scarf always blowing so hard? It even does it underwater and in space! 15 minutes, 40 seconds - What an unfair hit. 40 minutes - Solar Man kills you in three hits. Wow Proto Man is fragile. I couldn't even beat him with three energy tanks! Good thing I remembered that I could just reload my game to get them back. 58 minutes, 35 seconds - That's cool that they gave Proto Man his own shop. But why is everything more expensive than Mega Man's shop when Proto Man is already an inferior character? And no "half-damage" item even though Proto Man takes way more damage than Mega Man. 59 minutes, 30 seconds - Oops. I meant to pick Chill Man but I picked Nitro Man. 1 hour, 53 minutes, 55 seconds - I just found out that you can go over this obnoxious sand by using the jet. 1 hour, 57 minutes - Commando Man also kills Proto Man in three hits. 2 hours, 48 minutes, 45 seconds - This begins the grind to prepare for the Wily stages. Get maxed out, save, and then give it a try. 3 hours, 12 minutes - The throwback bosses are really cool but some of them (especially Slash Man) just seem to hit you unavoidably when they activate. 3 hours, 36 minutes, 45 seconds - You can skip a lot of stuff with the Beat item. 3 hours, 50 minutes, 5 seconds - This ladder gets me every time. I use the jet, hold up to make the jet move up, and then cross over this ladder which causes me to abandon the jet and grab onto the ladder. 3 hours, 57 minutes, 35 seconds - You like how I sacrificed one of those spike items here for personal gain? 4 hours, 6 minutes, 50 seconds - This might be the most terrible boss in all of the Mega Man classic series. He's terrible as Proto Man. This set me up poorly for the boss rush but I was just glad to be past him. 4 hours, 12 minutes, 15 seconds - Since bosses have new abilities and patterns on hard mode, this part forces you to learn how to handle them effectively. It's a grind, but it's fun since you aren't punished that badly if you get a game over. Sadly you're playing as Proto Man so this is going to take a while. I also learned that you can block Blade Man's attacks with your shield if you jump exactly the right way. 5 hours, 3 minutes, 25 seconds - I was considering reloading my game and keeping more energy tanks for this boss rush. But wait! You can shop from here!? 5 hours, 17 minutes, 40 seconds - I had a bizarre high jump here and didn't realize until later it was because the W. Cutter allows you to zoom up walls if you're holding it in front of you. 5 hours, 28 minutes, 45 seconds - That's not an M-Tank...it's an upside down W-Tank! Extra thoughts: I think it's cool that many of the boss weaknesses have to be used in the right way in order to be effective. Pump Man is weak against Sheep Man's weapon, but only if the lightning hits him and not the cloud. Blade Man is weak against Commando Man's weapon, but only the blast, not the bomb itself. Chill Man is weak against Solar Man's weapon, but only the "star" part of it. Nitro Man is weak against Chill Man's weapon, but only if he drives across the spikes. I like this better than having the weakness stop the enemy in their tracks and practically take all of the challenge away. There's no item that allows you to exit the stages? That would have been useful during the grind before Dr. Wily's fortress. Proto Man smells but this was still fun. Now onto the Bass playthrough which will almost certainly be easier than this was. "Mega Man 10 (Proto Man Hard Playthrough) 072721"

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