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Messages - Heihachi_73

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46
Crash Bombs work on Bubble Man. Never knew that until last night. Of course, they aren't a weakness but if he's close enough to the wall you can do some good damage (of course, most of the time he's not). The more times you play Megaman 2 the more useful places you find to use the Crash Bomber and Time Stopper*. Unfortunately the only uses I can get out of the other "useless" weapon, Atomic Fire, is against Wood Man and the Wily Machine (it can at least take out a Sniper Joe in one fully charged hit, as proven in Roahm Mythril's perfect run of the notorious Wily stage 4).

* Time Stopper can also be used to get around Heat Man's flame toss at the start of the battle, if you don't know the hop trick at the start (I really wish they didn't change the arc in the Doc Robot version; at least they nerfed it in the Wily Wars though).

47
Mega Man Discussion / Re: Your MMX ROM can now have custom music.
« on: March 28, 2015, 06:56:38 AM »
MM7 definitely needs it, it has a better sound font than X1.

48
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: March 21, 2015, 08:36:41 PM »
IMO, Megaman looks too robotic in Smash Bros. U, as weird as that sounds. If someone shrunk the heads in the Powered Up version, I would be happy with that (look at Maverick Hunter X on the PSP as a comparison).

49
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 25, 2014, 05:56:36 AM »
It's always fun to see the dragon go down in 5 seconds (14 hits) in normal mode while the entire screen is flickering and can't keep up with the amount of projectiles on the screen.

I tend to play on normal mode when I want to have a bit of fun. It's also fun to get a perfect on Quick Man; getting in 4 buster shots in about 2 seconds while miraculously avoiding his ridiculous jumping and running patterns and his random boomerangs still isn't as easy as it sounds, but when it does happen without collision damage or a cheap Quick Boomerang to the face, nothing beats switching to the Time Stopper and freezing him in place for the rest of the match until he explodes. Getting in 8 buster shots on "difficult" is another story, although it is still possible with a lot of luck. Air Man is a completely different story, no-one can defeat him. :)

50
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 24, 2014, 03:36:15 AM »
The fact that collision with any part of the dragon is death in MM2 could also be counted as an annoyance. I had this happen recently, the dragon flew right up to the top platform (which is usually somewhat safe ground aside from flames) and headbutted Megaman. If the first three games had invincibility frames for Wily bosses they would be a lot harder, particularly with the Mecha Dragon taking 1 damage from almost everything (its "weakness" is Atomic Fire - yet it takes every single bit of the Atomic Fire to destroy it: 2 fully charged shots, 1 half-charged shot and waste the last two buster-sized shots to take it out, similar to the Crash Bombs in the Boobeam Trap; no wonder everyone simply spams the buster or Quick Boomerang).

51
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 19, 2014, 09:58:27 AM »
I forgot about this one entirely due to not playing it for ages. F@#$ing Power Piston from MM6; an early Mr. X boss before you even get to the main Wily stages. Where are the decent weapons in this game? It's worse than MM5 when it comes to weapon range (at least the Power Stone can hit *something*, albeit being as weak as throwing a pillow); everything shoots horizontally except for the Silver Tomahawk, aka the nerfed Air Shooter. No Silver Tomahawk left? Playing buster-only? Of course, it sits 40 feet in the air all day long raining rocks which without fail end up landing on Megaman's head, just like the red crap from Slash Man in the next game (but at least you can shake that off with minimal damage done, of you can avoid Slash Man in time). Hope you've got 3 energy tanks to waste while dealing 1 damage every time with the Jet Adaptor at the top of the screen or wasting the nigh-useless Blizzard Attack or Plant Barrier (which never hits most of the time since it absorbs the bullets anyway). Also, no M tanks (as mentioned above), leaving you to either grind for half an hour or deliberately get a game over because the item drop rate in this game is abysmal.

The following boss, Metonger Z, is a pushover with just the buster, you don't even have to charge up to win without taking damage, just avoid the Bubble Man-like bouncing projectiles and shoot. Same with Mr. X after that, down in 10 charged buster shots without a hit - the Peats in the bottomless part of the stage are more of a threat than that. The Wily stages are also a cakewalk, almost at Megaman 3 levels - even Dr. Wily is ridiculously easy, going down in one minute flat even though he refills his energy twice. Surely the Wily Machine could have been designed so shots would deflect from the lower sections like every other game. Of course, it says TO BE CONTINUED after you complete the game... the Wily Machine in MM7 surely makes up for this one. Considering this game was made shortly after Megaman X on the SNES, it's almost like they were being nice about it by making another classic title for the NES, but on the other hand telling you to buy a Super Nintendo; it feels like they crippled the game in order to make X look better (to be honest, X1 is the only game in the X series I can really be bothered with; as with Roahm Mythril, I don't really play X at all).

Flame Blast: About the only useful weapon in the entire game (it takes out just about every sub-boss as well as taking out the annoying shield attackers in one hit), unfortunately it has the arc of Bubble Lead/Search Snake but without the ability to continue moving across the screen.
Yamato Spear: Useless beyond killing Knight Man and other shielded enemies (not that there are many). It's like a nerfed Quick Boomerang which only fires dead straight - even the palette is the same.
Silver Tomahawk. A nerfed Air Shooter with only one shot on-screen. Gyro Attack was better.
Wind Storm. A completely useless variant of Flame Blast/Bubble Lead with the same ability as Gravity Hold in the previous game (removing enemies from the screen without them dropping power-ups). What a shame I always go to Flame Man first, I don't even get to use it on him until the boss rush! Worse than Power Stone, Gemini Laser and Hyper Bomb put together. Slightly better than Super Arm, in that you can actually fire it without having to find the rare block to pick up.
Blizzard Attack. The only other aerial attack weapon in the entire game, taking about as much ammo as a Crash Bomb. It's marginally faster than the Hard Knuckle. Useful only in taking out the pelicans at the start of Centaur Man's stage.
Plant Barrier. A nerfed Skull Barrier, rotating around Megaman until it hits something, whether it be an enemy or a projectile just like Skull Barrier, yet it takes up more ammo than the Skull Barrier. You also can't throw it, unlike Leaf Shield or Star Crash.
Centaur Flash. A nerfed Rain Flush in that it can only be used seven times (again like a Crash Bomb); use it too quickly against Wind Man and it will drain while he's still invincible - Wind Man just happens to be defeated with no less than seven hits, since every boss since MM4 loses only 4HP when hit with their weakness.
Beat. Nerfed like everything else - Beat can no longer attack bosses and now loses a crapload of energy when taking out enemies.
Rush Power Adapter - why does it have to be charged up to do anything useful? The Hard Knuckle did a faster job at breaking blocks. On a side note, why does it do more damage when it isn't fully charged?

52
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 15, 2014, 10:29:33 PM »
Can't defeat Airman either? Well, not untouched anyway... stupid tornadoes! :)

I haven't come across a totally useless weapon in MM2...
Bubble Lead kills the spring heads as well as the rabbits (2-3 hits) on the "stairs" in Wood Man's stage.
A single Crash Bomb kills Blocky in 1 hit on difficult mode (not to mention hurting no less than three bosses with the explosion - Quick Man, Flash Man and Wood Man; the latter only if you fire into his Leaf Shield, which is entirely counterproductive with any other weapon). The only annoying thing about the Crash Bomber is the fact you only get 7 of them, unlike Bomb Man's bombs in the previous game. On a side note, the explosion is slightly larger in the Wily Wars remake.
Time Stopper skips 2 out of the 3 "Hotdog" mini-bosses on Wood Man's stage as well as the Quick Man lasers (if not used against Quick Man himself), Metal Man's spikes and moles, the falling crabs at the end of Bubble Man's stage...
Air Shooter takes out both the Sniper Joe mechs and the Joes themselves with ease, not to mention Tellies.
Quick Boomerang can be used on almost every single thing, even the above Hotdogs and mechs, and uses practically no ammo. Somehow though, it can't break a Pipi egg... If only the auto-fire rate was about twice the speed, it's way to slow to be useful (same with its "successor", the Needle Cannon).
Leaf Shield can take out moles, Pipis, Scworms and somehow works just as well on things underwater in Bubble Man's stage (just don't hit the Anko with it). It is pretty useless against bosses though, Air Man aside.
Metal Blades are way overrated. They can't touch the Sniper Joe mechs, Quick Man or Crash Man and barely damage any of the Wily bosses (if they don't bounce off to begin with). About the only thing they are useful on is the entirety of Bubble Man's stage, which is an easy level anyway (the only dangers are the bottomless pits, the falling platforms which drop really fast, and the underwater spikes).
Yes, I left one weapon out, take a guess. Maybe I did find a weapon I don't use beyond destroying Wood Man quickly and the front of Dr. Wily's machine. :)

Also one interesting thing with the boss rush:
If you pause the game, it shows the weapons in the order of P, H, A, W, B, Q, (next page), F, M, C, 1, 2, 3
From top to bottom, the boss order is exactly the same - Heat Man, Air Man, Wood Man, then Bubble Man and Quick Man on the bottom, and then Flash Man, Metal Man and Crash Man on the right hand side.
Code: [Select]
H     F
A     M
W B Q C

Back to annoying things:
MM1: The fast-moving flames in Fire Man's stage, which require perfect timing to get through unhurt (not counting the Magnet Beam). I am still yet to dash through them without getting hit by at least one of the two.
Wily Wars: Elec Man apparently ate a Crash Bomb before you entered the boss room and he now runs and jumps all around the room at ludicrous speed. You thought giving one to Heat Man was bad...
MM3: Junk Golems, they are still a pain to avoid without losing a chunk of health before the boss rush.
MM4: I still don't like Metall Daddy's oversized, square hitbox, and no weakness (Rings or Dust, your choice, they both deal 2 damage). Why is it that the Wily Machine from MM6 is easier to get underneath and defeat with less damage done compared to this Stage 1 boss?
MM7: The fact that you must "use the flame weapon in the woods" to find Beat; the ladder itself physically doesn't appear until you do so (it's not just hiding behind the tree, unlike the Rush plate in Cloud Man's stage, which is still accessible without changing the weather). Not only that, but it isn't even the Beat you were hoping for! Now he's only there to save Megaman from his own poor jumping skills. Also, I don't like the fact that you have to find three instances of Proto Man in one particular order, so you can defeat him to obtain his shield. Not that it's required though (it's just one of those X series "pixel hunt" elements which made its way into the classic series, although technically it really started with the hidden Balloon and Wire items in MM4 anyway).

I have no comment on the later series, I pretty much dismissed them after the Super Nintendo. Once you bring in "cyber elves" (Zero series) and Pokémon style gameplay (BN), I'm out of there. Also, the fact that Capcom moved towards handhelds (GBA/DS/PSP) also turned me off the series as a whole.

53
Mega Man Discussion / Re: Random annoying things in all mega man games.
« on: December 14, 2014, 10:33:16 PM »
Random? OK...

MM1: Bladers at the beginning of Wily 2, and Fire Storm's shield effect being completely useless against them more often than not = pit death. Need I not say anything about Big Eyes (particularly on the Elec Man stage while you're still climbing a ladder) and the fact absolutely nothing in the game kills them easily (freezing them in place doesn't count). Also, Wily himself, every single weapon does 1 damage on his second form (on the NES version, anyway). Add to that the damage from the prior four bosses, with the only item between them and Dr. Wily being a large weapon refill.
MM2: Crash Man's stage without Leaf Shield, Metal Blades or Air Shooter. Pipis can die in a fire. Ditto Heat Man's stage and respawning Tellies, buster only. The blocks are easy once you know where to jump in the air immediately after landing in order to land on the higher block. Of course, you can still glitch through them and be shunted off to the side and to your death.
MM3: Pausing while in mid-air on Rush Jet = pit death. Ditto Rush Marine in that one part of Gemini Man's stage. Also, the complete lack of a shield weapon.
MM4: The wind on Toad Man's stage = pit death.
MM5: Wave Man's entire stage. And Dark Man 3's O-shaped shots which freeze you on contact. Practically every boss weapon dealing either 1 or 2 damage to even basic enemies and disappearing on contact. In fact, practically nothing goes through enemies on this game aside from the charged buster.
MM6: Plant Man's pit attackers and stupid helicopter enemies combined. Grinding forever on the stage before the boss rush. Where did the M tanks go?
MM7: Robot Museum stage, and lack thereof. Not even a retro boss battle, just a clown-bot called Mash. More of a letdown rather than an annoyance.
MMX: The series in a whole: Pixel hunt. That nigh-impossible heart tank on X1 too. Why can't you aim the boomerang cutter, or most weapons in both series in fact?

Any: No Export For You.
Megaman 4 (PAL) (it exists as both PAL-A and PAL-B variants, but I never actually seen a physical copy in Australia, only imports from the UK)
Megaman 5 (PAL-A) (the PAL-B version exists but is ridiculously rare and costs as much as a car when complete; the PAL-A version for England/Australia/Italy, "EAI", was not released at all)
Megaman 6 (PAL)
Megaman Battle & Chase (US)
Megaman: The Wily Wars (US)
Megaman 7/X2/X3 (PAL, SNES) (actually, they do exist but they are also ridiculously rare and cost a fortune; X3 is much more common on PSX)
Megaman Anniversary Collection (PAL)
Megaman X Collection (PAL)
Megaman & Bass (both US and PAL) (not the translated Super Famicom hack or the GBA version)

54
Mega Man Discussion / Re: Classic megaman,in 3D gammeplay?
« on: December 14, 2014, 08:14:57 AM »
A BMP file in 2014? PNG or nothing, people. :)

Seriously though, while it sounds good to think of it, I don't think it would work too well when it comes to vertical sections, like the above Quick Man stage. Yes, you can climb things in Mario 64 (trees, flag poles etc.), but it generally doesn't seem to have the same feel to it as climbing or jumping from a ladder in the 2D platformers. X can double jump and wall-jump (or at least scale walls) similar to Mario, but the classic games didn't have that option - the items (notably, Rush) were the only thing to help Megaman through the game courses (and are in fact required in later stages once the 6 or 8 bosses are defeated). I would be more happy with a 2D/3D game like Powered Up with HD graphics (but not the cutesy graphics or music), maybe in the style of the Mario 3D series, the NES sprites have been done to death. MM7 was probably the best game in the classic series as far as graphics goes (MM8/MM&B had that pseudo-3D style which I just couldn't get used to).

55
Mega Man Discussion / Re: Do you prefer the name "Megaman" or "Rockman" ?
« on: November 26, 2014, 08:29:30 PM »
Megaman (with no space).

56
Also, Wily 1 in MM1 has nothing on Wily 1 from MM4. I hate that boss with a passion. It has no weakness* and it deals a ton of contact damage (it's a giant Met which takes up a third of the screen, and is almost impossible to dodge even when sliding, and to top it off, when it lands it stops you dead like Hard Man did in MM3).

* Rings and dust dealing 2 damage is not a weakness; the charged buster/Pharaoh Shot beats that at 3, although it's not possible to rapid-fire charged shots nor is it possible to rapid-fire bosses after Mega Man 3 (due to invincibility, which is fair I suppose) - why doesn't the weakness deal 4 damage like practically every other boss this side of Mega Man 1 and 2?

57
Mega Man Discussion / Re: Mega Man, easy, moderate, or difficult?
« on: November 11, 2014, 12:06:18 AM »
Wily Wars may have fixed the spike glitch, but it broke the Magnet Beam (Mega Man falls through the rounded edge of the MB unlike the square-edged MB on the NES, making that narrow part of Wily 1 a PITA, not to mention the 2 small power-ups at the bottom of the ladder don't respawn either), stopped Cut Man and Elec Man from flinching, and made nearly every boss in all three games (plus Wily Tower?) take 1 damage from the buster, and slowed down Mega Man's rapid-fire rate dramatically. It's a mixed bag.

The only problem I have with MM1 is usually against Wily himself; sometimes Guts Man if I took too much damage from Fire Man and/or Ice Man beforehand (it's not fun entering Guts Man's arena with single-figure hit points and no Guts Blocks to stand on).

58
A mountain of a first post... and a half-year bump too.

Mega Man 1 isn't that bad of a game; but as with every other MM game in the NES series, there were places it could have been improved.

Some glitches fall under the grandfather clause though (it is the first game in the series after all), for instance water physics not making Mega Man jump 20 feet in the air, and the odd movement he sometimes does after stopping, and the ladder glitch (not to mention the Select pause glitch). Others like Mega Man dying on spikes while invincible (thank you, stupid hamburger-looking thing), and falling through Foot Holders while invincible were bugs that could have easily been fixed, likewise Mega Man falling very fast after walking on a Magnet Beam, and jumping off the top of the screen, clipping through the bottom and climbing down the ladder to the next screen.

Another annoyance in Mega Man 1 is the fact that sometimes you will get frozen in position after defeating a boss, and eat their last projectile as a result, which can sometimes lead to death and another fight against said boss (most notably, Ice Man). Mega Man 2 made it so you are invulnerable to when that happens, while other games simply remove the projectiles altogether when the boss is defeated.

A third annoyance is the fact that walls are square and "hard"; Mega Man can't clip through even one pixel, making platform jumps with a Mega Man-height ceiling very difficult - the fire bar area in Wily 1, and that large energy pickup in Elec Man's stage being the two most noticeable places in the first game. The block puzzle in Heat Man's stage in MM2 is another infamous example, where a block will appear right above another block over a bottomless pit; if you didn't time that jump perfectly so you are on top of the topmost block when it appears, you will be stuck between both blocks and 99% of the time Mega Man will hit his head on it and plummet to his death when the lower block vanishes (or slides back into the wall, as I imagine they would do if it was in a 3D world). The other way to die there is if the topmost block decides to spawn at the exact same time you're in its place; you will be shunted out of the way to your death if this happens.

Not all bugs are bad though, at least you can stock up on lives on the last stage before the boss rush if you are prepared to ride back and forth on Guts Man lifts (and maybe a little help from the Magnet Beam), since items respawn when scrolled off-screen (however, items have to be scrolled one full screen away to respawn, unlike enemies). The Yashichi also respawns so you won't run out of the Magnet Beam there either. It's a shame that the other extra lives in the game are all in vertical falling parts of the stages (Ice Man, Guts Man, Wily 1) which can't be climbed back up, with the exception of the extra life on Bomb Man's stage, which is nigh-impossible to jump back up the top in order to scroll the area off-screen.

Also, whoever remade the series in the Wily Wars (aka Rockman Megaworld) either messed up badly on the damage, or deliberately set nearly every boss to take 1 damage from the buster for added difficulty. Notably, Cut Man, Quick Man and Flash Man, and probably others I can't remember; anyone up to test the other 2-damage bosses? Cut Man and Elec Man also don't flinch when shot either, which can typically result in you eating a cutter or (worse) a Thunder Beam before you can react. Wily Wars also seems to lag a bit when rapid-firing the buster, in that it won't let you rapid-fire the buster at all until the first one has left the arm cannon (it's about as fast as the Quick Boomerang auto-fire rate in MM2), and the Magnet Beam is all but useless in Wily 1; Mega Man can't stand on the very edge of it in that narrow section after the Foot Holders, unlike on the NES, so it's almost a gamble whether he can even climb the first part with enough Magnet Beam left! Not to mention the weapon energy doesn't respawn underneath on this version for that very reason. At least you don't fall through the Foot Holders if they shoot you though, nor do you die when you hit the spikes after being shot (whip out the "M" and you're back in business), provided you are still invincible.

Also, every Mega Man game has at least one luck-based boss. Either you will beat them with next to no trouble, or they will hurt you badly.

Guts Man can be either a pushover, a challenge, to downright deadly depending in whether he randomly jumps away from you, jumps up to summon a Guts Block, or decides to be a PITA and keep jumping towards you and getting in your personal space (all while probably knocking you over if you mistimed that jump before he lands). Good luck if you have 4HP left after beating Fire Man and Ice Man beforehand, especially if Fire Man wasn't his happy self and decides to throw a dozen fireballs at you instead of one every time, or if you are unlucky enough to get frozen by the game after beating Ice Man and have to eat a 10HP Ice Slasher before you can start moving again.

Recently I had a fight against Quick Man in the MM2 boss rush, and he didn't launch one boomerang. Of course though, being Quick Man and his resistance to losing perfect, he started the round by doing a low jump which was completely unavoidable; Time Stopper could do nothing to get me over or under him and out of the way (and being Time Stopper, you can't pause and change to another weapon, or Item-1 in this case). Fun fact: Air Shooter can hit him when he's one block lower than you; the buster cannot. Another fun fact: Quick Man will stop dead and fall to the ground if your shot deflects from him - in this case Metal Blades, Bubble Lead or Leaf Shield (maybe I should use one of these when he starts with the low jump instead of the high jump). This doesn't work in the Wily Wars either; like Cut Man and Elec Man, Quick Man doesn't flinch or stop moving. Suffice to say, Quick Man is *all* about random luck. Will he jump high and get frozen by the Time Stopper in mid air and take every other buster shot for a perfect (good luck), will he chuck a boomerang or three at you while you run under him or jump over him (more likely), or will he jump once only and charge at you before you can react?

Air Man is the same. That One Pattern. Or two, since there is another pattern of tornadoes which is almost impossible to dodge, but you can still sometimes fluke it. Not that Air Man is nearly as difficult as the song suggests - Wood Man is indeed harder (or at least more resilient to the buster, at 1 damage, or 2 on the "Normal" mode), but he is completely defenseless after throwing his Leaf Shield so it evens out a bit (you can hit him about 6 times after jumping the shield). Crash Man is known for his "dance" where he walks around the room without attacking, but this isn't always the case - sometimes he will jump in the air and fire at you anyway without being provoked (more commonly in the boss rush, and occasionally the Doc Robot version as well).

Speaking of Leaf Shield and Doc Robot too, his Leaf Shield is nearly impossible to jump, to the point where it's easier to deliberately get hit by the falling leaves than trying to jump the shield, failing and taking 8 damage instead of 4 (and of course, Doc Robots in general, lose to the first one and you're back to the start of the stage, not to mention they have the same AI as Mega Man 2 bosses, but sometimes improved like Flash Man, and only take 1 damage from the buster even if their Mega Man 2 counterpart was "weak"; see the Wily Wars note above, as Doc Flash and WW Flash Man are practically identical in terms of AI).

Shadow Man is Mega Man 3's random luck boss. You will either eat the Shadow Blade or he will slide into you, or jump into you, all at random intervals. Or Top Spin will completely fail at random and leave you with the buster only. I clipped the left side of Shadow Man two nights ago and the game glitched me through him to the right hand side, draining the entire Top Spin. The Top Spin glitch doesn't affect anyone else, e.g. Doc Heat Man, the Mega Man clone or Gamma, although it will also drain itself on enemies immune to it (and technically, Shadow Man is immune when invulnerable, although there's no explanation to why it fully drains while Mega Man is flashing damaged instead of Shadow Man). I've even had Spark Man stop early at least once and chuck a Spark Shock at me before jumping to the top of his "mountain", but usually he always goes to the top before firing anything. Gemini Man can sometimes glitch you during a battle, and your buster won't fire despite the animation happening - it happens sometimes when he pauses for that split second to fire back at you. Cue Mega Man damage and a random expletive.

Bright Man. Yes, you will get frozen and hurt unless you know his Achilles Heel (shoot him once with the buster to give him an odd number of HP, then Rain Flush him all you want). Likewise, Centaur Man does exactly the same thing but you will "only" eat a buster shot rather than the collision damage that Bright Man prefers (if he misses you with his buster). Dark Man 3 too (Hint: Charge Kick into the O's and you won't get hurt, and if Dark Man jumps into you he will lose 1HP every time). I didn't really have any trouble with Mega Man 5's bosses, although Wave Man can be a tosser when it comes to summoning water right underneath you, or right in front of you during a Charge Kick. The other "randoms" in the series aren't really threat - Magnet Man and Dust Man will just drag you towards themselves with their magnetic/vacuum powers while being completely invincible, likewise Drill Man can keep digging through the ground all he likes and Star Man can keep jumping all over the place with his Star Crash around him; no-one is going to get hurt here.

Heat Man's random dash pattern is predictable, if he stays in his position for a while after being shot, he will move right to where you are (or a bit further, since he sometimes gets stuck in the wall if you are walking into the wall), if he moves straight away after being shot he will stop short (which is where a lot of people get damaged because they don't anticipate him stopping early and jump on top of him). As for the flames at the start, just a small hop while moving towards him and the Atomic Fire will miss (the arc is a bit different with the Doc Robot version though).

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