Bombman also has a mohawk, giving him classic 1980s appeal. Bombs are effective and to the point, especially when they're ridiculously big. If you wanna take over the world, don't build robots that throw snow or leaves build robots that throw fucking bombs. This robot is goofy as hell, he never should have been made.ĭescription: Bombman is one of the best Mega Man villains ever. Blizzardman also rolls up into a giant snowball and charges at you, which is one of the lamest enemy attacks ever. Mega Man has battled his way through levels that are entirely underwater and now a few goddam snowflakes can hurt him? I don't think so. Blizzardman's main attack is friggin' snowflakes. Blow me.ĭescription: A skiing robot? Fuck that. Airman has a creative, clever design and I have nothing bad to say about him. Not only do the damn things hurt Mega Man, they also block his attacks. Airman has a giant fan for a mouth and he shoots miniature tornados at you. Each boss will be rated on a scale of 1 (lowest) to 10 (highest) based entirely on my whims. Some of them are cool, some of them are fucking terrible. Over the next two pages, you'll encounter all fifty four of the Robot Masters from those seven games. No one had more sequels on the NES than Mega Man: Capcom released a total of six Mega Man games for the Nintendo Entertainment System, followed by Mega Man 7 on the Super Nintendo. Good, compelling, accessible, FUN - Meet 54 Classic Mega Man Bossesīefore Mega Man got X-rated, Dr. This is a good example of trance with direction and growth, and a great first mix - even if you've heard Flash Man a dozen times and feel like nothing else can be done, I definitely recommend checking this out, in particular if you've a penchant for trance. I particularly like that even past the fifth minute, the mix is still doing things, going places - there's still a willingness to deviate from precedent. Other judges were positive as well - there seemed to be a consensus that more could have been done percussively, and Dan had some (gratuitous? ^^) comments regarding chord progression, but the vibe was generally enthusiastic and positive. Smooth development, captivating movement, appealing counterpoint, and well-articulated melody."
Judge Digital Coma writes: "This is the way to do trance. However, it's definitely not cookie-cutter, and in addition to featuring some unique sounds and effects (love dat flanger), the arrangement itself intelligently flows and mixes things up quite adeptly. This is an oft-mixed track from an oft-mixed game, and it's in trance to boot, so - while the judges take each mix as it comes and evaluate each in as much of a vacuum as possible - if anything, there would have initially been skepticism as to a newcomer submitting a trance MM2 mix of this track.
Newcomer Symphonic Chronicles brings us an extended trance Flash Man ReMix that's solid on all counts and manages in its six minutes and twenty three seconds to go places, do things, and generally progress so as to maintain interest whilst keepin' the beat alive.