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Practice English Speaking&Listening with: Mega Pony: Episode 2 (no-damage buster-only run)

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Ah, the classic Mega Man 2 intro ponified, complete with remixed music.

Incidentally, on the main menu, the cursor can be moved even after Game Start is selected.

In this commentary, I'll be using their "Mare" names and their actual names interchangeably.

First, I'll be fighting Honest Mare, a.k.a. Applejack.

Weakness: Magic Wave

████████████████████ HONESTMARE STAGE ████████████████████

In my opinion, this is overall the most difficult of the six, in terms of both stage and boss.

So I do this stage first. Probably like 90% of my failed runs were due to AJ's stage or AJ herself.

The Timberwolves will likely catch new players off guard, due to being fast and taking a lot of hits.

But they're surprisingly easy if you know where they are... and have a fast trigger finger.

Next up: Fruit Bats. They fly overhead and drop three apples in a spread.

Honestly, it's much easier to bait them and then jump back to the left, avoiding the apples entirely.

But if you know how to position yourself, it's fully possible to stand between the apples.

This isn't a speedrun, but having to play this stage so many times, I've learned to optimize it when I can.

I like this song. Interesting mix of Metal Man's theme and Raise This Barn. I think it works well here.

If you've played Episode 1, you may remember that Metal Man's theme used to be in Kind Mare's stage.

Now, this path here is tricky. There are both Timberwolves and Fruit Bats to deal with.

If you know where the Timberwolves are, it's best to wait for a Fruit Bat to attack before running into a Timberwolf.

Then you can just shoot the Timberwolf with impunity.

You may notice that I sometimes do a short hop instead of just walking, especially when I'm dodging.

This is because Mega Pony has a small delay between standing still and walking.

This was also in the actual Mega Man games, though I never liked that delay.

Okay, no more Fruit Bats, so the rest of the stage is comparatively easier.

When dropping down to the next screen, fall to the right, because there's a Timberwolf waiting for you.

And a second one in the next screen. I prefer to bait it, then bypass it completely.

After that, the rest of the stage is pretty self-explanatory.

The last Timberwolf, which guards the boss door. It's best to drop down right as it attacks and shoot it quickly.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ HONESTMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

Unlike the rest of the Mane Six, Applejack fights you from some kind of mechanical contraption.

She starts by jumping where you're currently at, then quickly punches at you. She'll do this three times.

This is the best time to attack her. Only her head is vulnerable, so she can be somewhat hard to hit.

After that, she'll jump backwards to the side of the screen, and start vacuuming apples towards her.

This is the part that makes Applejack so difficult in a no-damage buster-only run.

The apples come from random angles, which are very hard to dodge, especially if consecutive apples are around middle height.

When Applejack is rushing across the screen, it is possible to jump over her with precise timing.

I do this to ensure that apples come flying in from the right side of the screen.

If they come from the left, then they'll be partially hidden by the barn wall/door, meaning less time to react.

But either way, I pretty much have to hope that the RNG is favorable towards me.

Anyway, that's one down. Walk up and touch the dropped Element of Harmony to finish the stage.

One final note: Applejack's punch when she dashes doesn't actually hurt you.

This weapon pierces shields but is slow to use. It's effective against Mets and Sniper Joes.

Apple Barrage: Tosses up to three apples in the air before kicking them forward in an arc.

Next up is Magic Mare, a.k.a. Twilight Sparkle.

Weakness: The Stare

████████████████████ MAGICMARE STAGE ████████████████████

I am doing these stages in the order that I'm most likely to get hit.

So Applejack's the toughest of the bunch, then Twilight's second, at least for me.

This stage doesn't present much problem, but it can be tricky to avoid getting hit in the boss fight.

But I'll get to that when we get there. Anyway, so we got these teleporters in the stage.

You go in the green one, and come out the red one. Teleports are always from green to red.

And there are also moving spikes to deal with, as well as flying owls.

Of course, it wouldn't be fun if the spikes didn't come from all directions!

It is possible to jump down and get that large gem, but I personally don't think it's worth the chance of dying.

Here, you don't want to go in the teleporter right away, or else you'll spawn inside the spikes.

This room is interesting: you use a teleporter to bypass the spikes entirely.

This owl miniboss is pretty easy, actually. Basically just stay in the little nook in the left corner.

When he swoops down a second time from the far wall, come out and jump to shoot an owl; otherwise it will hit you.

I find it interesting that Heat Man's music in Mega Man II is in a minor key,

while the remix used here is in a major key. It sounds similar, yet has a very different feel.

And here are some rotating teleporters. I don't go for the gems since I don't need them.

Just rush through these teleporters, and you won't spawn in front of the Sniper Joes while they're shooting.

You can also use The Stare or Party Cannon to easily get rid of them.

That row of black things is actually spikes. I didn't realize that the first time I played and ended up killing myself, haha.

You want to wait until the red teleporter is right on the ladder before going in.

If you decide to fall on the second teleporter, make sure you fall in the middle of it, or you might miss.

This is the final stretch of rooms before the boss door, just a few easy enemies.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ MAGICMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

Twilight Sparkle is a fun filly to fight. She has two patterns.

The first one is teleporting through the air and shooting slow, homing balls of energy at you.

They home in on where you were, so it's relatively easy to lure them away from you by jumping.

Still, because Twilight teleports in random spots, it's possible to trap yourself in a corner with nowhere to go.

The second pattern is teleporting from corner to corner and shooting buster shots just like yours.

And yes, she can even charge up for a very damaging shot. Make sure to avoid that at all costs!

As long as you can jump over those shots, the second pattern is much easier than the first.

And it's also the best time to shoot her since she stays on the ground instead of in the air.

With good timing, it's possible to hit her up to five times per cycle.

I get lucky as she stays in her second pattern, allowing me to whittle down her health quickly.

Had she used her first pattern more, it certainly would've been a longer, more difficult fight.

This weapon is good for hitting things slightly above or below you.

Magic Wave: Fires three quick projectiles forward in a wave-like pattern.

Third on the list is Generous Mare, a.k.a. Rarity.

Weakness: Apple Barrage

████████████████████ GENEROUSMARE STAGE ████████████████████

There isn't supposed to be any music in the beginning, just so you know.

And here's Spike fishing in a hole (a reference to the MLP episode "A Dog And Pony Show").

Whee! Ha, ha, ha!

Yep, it's an autoscroller. And a pretty difficult one due to speed, spikes, and pits everywhere.

This used to be the second most difficult stage to do without damage, but memorization eventually took care of that.

Still, the sheer speed of this autoscrolling segment means that it's easy to make a mistake.

Not only getting hit, but also falling into a pit, crushed against a wall, or running into a spike.

Speaking of which, the spikes in this stage can be destroyed in one shot.

I think the hardest thing about this segment is the gems being thrown at you from the Diamond Dogs in the wall.

You must constantly reposition yourself in order to not get hit, because if you do get hit,

it's likely that you'll be stunned long enough to either be scrolled offscreen or fall into a pit, both resulting in death.

Add in a few precise jumps with thrown gems and a few long jumps with spikes, and... it's a pretty hard stage.

If you can get past all that, then the rest of the stage is pretty easy by comparison...

starting with this miniboss: Sweetie Bot. Very simple fight, just jump up and shoot her in the snout.

Jump away to avoid the horn drills, then resume shooting. She'll go down in no time.

Be careful, Sweetie Bot's body can still hurt you even while she's exploding.

That ends the autoscrolling segment, so now you'll have to hoof it for the second half of the stage.

One thing I forgot to mention: only the buster can be used during the autoscrolling partno boss weapons.

If you have the Sonic Rainboom, switch to it before falling down, then quickly dash left through the spikes for an extra life.

The large gem in the corner can be reached by destroying the spikes with Magic Wave. (Twilight's weapon)

This room can be a little tricky with only the buster.

The bottom enemy's outstretched arm will damage you, so you gotta jump while his arm is down.

Magic Wave could easily kill that enemy, too.

I take the upper path here, but in fact, the lower path is MUCH easier to do without damage.

If you start on the lower path and just walk straight, you'll avoid every projectile. Every single one.

You just have to shoot the Diamond Dogs in your direct path.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ GENEROUSMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

Rarity is quite easy if you get her pattern down.

First, she'll run at you. Stay put until she's close, then jump over, but stay close to her.

Dodge the gems as they pop up, but make sure not to stray too far away from Rarity.

When she lands after three gems are up, jump away; they'll fly over your head. Then run under Rarity.

And just keep doing that over and over again.

It takes some practice, but it's relatively easy compared to the previous two bosses.

This weapon can go through shields like Apple Barrage, and has a slight homing ability.

Gem Seeker: Raises a gem from the ground, and lingers a bit before seeking the nearest enemy.

Halfway there! Coming up is Laugh Mare, a.k.a. Pinkie Pie.

Weakness: Sonic Rainboom

████████████████████ LAUGHMARE STAGE ████████████████████

The "Ready" text is hard to see in this stage...

Anyway, the three new stages are beaten, so here we go with the three updated stages from Episode 1.

And out of the three, Pinkie Pie's stage is the least changed of them.

If you've played Episode 1, you'll immediately notice the remixed music as well as some updated graphics.

The layout of the stage is mostly the same as before.

Tthe first Gummy room is slightly different, with a wall of spikes on the left.

Strangely, the Telly on the right spawns during a screen transition.

The platform here is twice as wide as in Episode 1, which makes Gummy's attacks a little easier to dodge.

Interestingly, there is no "landing" sound effect when Mega Pony lands on this ladder, even if he jumps.

Actually, a lot of ladders in the game are like that, though not all.

I accidentally rush here. Instead, you should wait until the balloons are just offscreen before going up the ladder.

This will make these enemies not shoot at you when the next set of balloons come.

(I show the tactic in my Episode 1 video.)

This is a good place to use The Stare, which will get rid of both Sniper Joes.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ LAUGHMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

I love Pinkie Pie's new intro here!

Pinkie remains unchanged from Episode 1. She'll start by pushing her Party Cannon towards you.

If you jump, she will immediately attempt to counter you by firing an anti-air shot diagonally.

You want to do a short hop close to her, then quickly jump over her.

Always be ready to jump if she's in a corner and decides to quickly shoot you instead of walk.

Lure two balloons into one corner as you walk to the middle,

then lure the other three balloons into the middle as you walk back to the same corner to jump over Pinkie.

It takes some practice, but it's a fun, hectic fight.

This weapon is good for hitting stationary enemies above you.

Party Cannon: Shoots a balloon forward. Floats up when shot button is released.

Next up: Kind Mare, a.k.a. Fluttershy.

Weakness: Party Cannon

████████████████████ KINDMARE STAGE ████████████████████

For those who hated Fluttershy's stage in Episode 1, there are a lot of changes.

For one, there's more delay in between butterflies now.

And as seen in prior stages, Mets have a brief delay before firing, instead of firing instantly.

Instead of the highly unfair Big Eyes, we now have the more appropriate Manticores.

Their fire breath is a little hard to jump over, but with practice it's fairly easy.

Much easier than the Big Eyes, that's for sure. And it fits better, considering this is an MLP game.

There are six Manticores in this stage. I'd say the first two are the hardest ones.

And the second one is right here. It's a little easier to jump over its attack, but a little harder to shoot back.

Once you get past this one, the rest of the Manticores are easier in my opinion.

Manticore is similar to Friender/Hot Dog, an enemy in Wood Man's stage in Mega Man II.

Another major change: this stage has water now. Not a whole lot, but it actually helps.

Hang right when falling here to net yourself a large gem.

Third Manticore here. You can pretty much shoot its feet, underneath its fire breath.

Those who played Episode 1 will remember how painful this particular spot could be.

Now, with Mets having a delay and the water helping you shoot the upper Mets, it's noticeably easier.

The items up there are accessible with the Sonic Rainboom if you have it.

There used to be a Big Eye here that was very difficult to get past. Now, it's just some spikes in water.

Another improvement: this room was nearly impossible to get through without taking damage.

The problem was the two Big Eyes that jumped toward you while getting shot from the top.

With the Big Eyes gone, this room is much more reasonable.

For the fourth Manticore, move down the ladder just a tiny bit as soon as you emerge.

Take the rest of the stage slowly. These jumps can be a little tighter than you would think.

So, the music. Of course, this is a remix of Flash Man's music from Mega Man II.

In Episode 1, Kind Mare's stage used to have Metal Man's music.

But that has been given to Honest Mare instead.

It's good, I think Flash Man's music fits this forest better than Metal Man's.

Manticore #5 and #6. Jump on the ladder immediately, and... yeah, that's it.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ KINDMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

And once again, those who played Episode 1 will remember how nightmarish this fight was.

Well, Fluttershy has been considerably toned down in Episode 2.

She has a much easier-to-follow pattern now. Her bunnies always come out at the same angle in the air.

She will constantly be walking away from you. If her back touches the wall, she will do a long, high jump.

If you press the attack button while she's on the ground, she will do a short hop towards you.

It is very easy to manipulate her AI pattern to your advantage.

In fact, if all you do is follow her around and walk under her when she short-hops, you probably won't get hit at all.

However, try not to hit any of the bunnies she sends out, or else she will use The Stare against you.

The Stare will completely freeze you in place, where she is able to attack you freely.

I'd say she is now the easiest of the Mane Six, and a good choice for beginners to choose first in a new game.

Admittedly, I take a lot longer in this fight than I had to. I mainly wanted to show how different she is from Episode 1.

And to show how to steer her where you want her to go just by timing your shots.

I'll show a much faster buster-only strategy at the end of the video (in the Bosses section, at 28:25).

This weapon instantly incapacitates most small enemies, but costs a lot of weapon energy.

The Stare: Scares enemies into fleeing. Affects the entire screen.

And last but not least, Loyal Mare, a.k.a. Rainbow Dash.

Weakness: Gem Seeker

████████████████████ LOYALMARE STAGE ████████████████████

This stage has also changed quite a bit from its Episode 1 incarnation.

For one thing, the Parasprites are completely removed. They do not appear at all in this stage.

Who knows whether they will appear in Episode 3. I personally liked them, even though they could be annoying.

And as seen in prior stages, Mets have a brief delay before firing, instead of firing instantly.

Just these two changes alone make this stage significantly easier than in Episode 1.

This fan room remains unchanged. The left ladder is harder to reach than the right ladder.

But if you can reach the left ladder, you are rewarded with a large gem.

The moving platforms are also gone, replaced with falling blocks.

This is probably an improvement for most players; it was kinda hard waiting on a slow platform while Parasprites attacked.

The only issue is that they fall a little too fast; if you don't keep moving or jump immediately, you will fall.

It's not much issue here as you can leave the room to reset them, but if you're above a bottomless pit... yeah.

It can be a little tricky to avoid the first Spine here. I find it easiest to land to the left, then immediately jump over.

In Episode 1, there were moving platforms and Parasprites here instead of falling blocks.

Compared to that, this is a breeze, as long as you don't dawdle at all on the falling blocks.

In Episode 1, the boss door was right here, just before the extra life.

With this stage using a remix of Air Man's music, that leaves Quick Man and Wood Man unrepresented.

Be especially careful not to linger in this section. You have to keep jumping or else you will fall.

And of course, you should mind all the spikes, too.

After getting rid of the Sniper Joe, go towards the ladder while holding DOWN to grab the ladder.

▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ LOYALMARE BOSS ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄

Rainbow Dash's pattern remains unchanged from Episode 1.

She'll jump if a projectile comes near her, she'll dash if you are near her,

and she'll slam the ground with electricity if you are underneath her. Overall, a very easy AI pattern to exploit.

Use the two pillars as a guideline. Stand at one, and shoot Rainbow when she's at the other, then walk under her.

If you're fast, you can also shoot her a second time as she lands on the ground.

Otherwise, you can just shoot her once per cycle.

One of the easier boss fights after you get used to it.

Interestingly, her Element of Harmony appears as Twilight's tiara for one frame before changing into the proper sprite.

You can see it if you pause at the exact moment Rainbow explodes (at 24:28.300 in the video, might want to disable captions).

This weapon is useful for skipping past hard-to-dodge attacks, especially in some boss fights.

Sonic Rainboom: Dashes forward a certain distance. Invincible while dashing.

████████████████████ ENDING/CREDITS ████████████████████

Ah, the classic Wily Capsule. With its rather annoying car alarm.

Alright! Now let's go after Dis... cord?

At this point, the game stays on this screen indefinitely. This is the end of Episode 2.

However, you can still access the menu and exit the stage to return to the stage select screen.

Now, I'll show off Zecora's Shop, a new option that was added in Episode 2.

████████████████████ SHOP ████████████████████

Sorry, I can't give credit. Come back when you're a little, MMMM, richer!

I was playing an older version where Zecora's text speed was very slow, which was fixed in an updated version.

Next, I will show another Kind Mare strategy, and then all bosses with their weaknesses.

████████████████████ BOSSES ████████████████████

Earlier in the video, I played the fight slowly.

Here is a quicker way to defeat Kind Mare with only the buster.

First, she long jumps like usual. Then, just keep shooting her.

She'll keep jumping over your head. Walk underneath, then repeat.

Try to keep her around the middle of the room.

If you let her go to the side, chances are you'll hit a bunny. But don't panic!

Stay close when her Stare activates, and she'll jump in place while tossing bunnies over your head.

You shouldn't take any damage. Then, it's back to business as usual.

A simple boss fight, with a relatively easy stage, makes Kind Mare ideal for first-time players.

Kind Mare's weakness = Party Cannon (Laugh Mare's weapon)

Like before, keep following her around. As soon as she's on the ground, just tap the attack button.

The balloon will fly right into her. Run underneath her, and repeat. Easy peasy.

Since the balloons float upward, you don't even have to worry about hitting any bunnies.

Magic Mare's weakness = The Stare (Kind Mare's weapon)

You literally stare her down. I like how she tumbles to the ground, haha.

But you'll have to finish her off with the buster, unless you have a weapon tank...

Weapon tanks refill energy for all of your weapons. Very handy, and costs only 20 gems.

Honest Mare's weakness = Magic Wave (Magic Mare's weapon)

It's slightly easier to hit her with the Magic Wave, I think.

She doesn't even get a chance to use her vacuum.

Generous Mare's weakness = Apple Barrage (Honest Mare's weapon)

She takes more damage per hit from her weakness than any of the other Mane Six.

Very quick fight. The apples even destroy her gems.

Loyal Mare's weakness = Gem Seeker (Generous Mare's weapon)

Not much to it. She'll just dash straight into them.

Laugh Mare's weakness = Sonic Rainboom (Loyal Mare's weapon)

This fight can sometimes take a little longer than the others, considering weapon weaknesses.

Since Sonic Rainboom is a close-range move, you need enough room to attack.

And Laugh Mare can also fly near the ceiling, out of reach of your weapon.

Still, the fight is somewhat simpler, considering Sonic Rainboom makes you invincible.

Well, thanks for watching, hope you enjoyed!

If you like Mega Man and ponies, try this game out!

Link to the game is in the description.

The Description of Mega Pony: Episode 2 (no-damage buster-only run)