Rockman EXE OSS homepage updates

starcoloThere are some new and some not so new updates to Capcom of Japan’s Rockman EXE Operate Shooting Star homepage.
The first new section shows Star Force MegaMan’s special abilities: his lock-on attack and shield. He also still has his rapid fire buster. He will of course retain these abilities in linked player battlers (and personally I believe it’ll make him the better of the two).

The second new section explains Program Advances: super attacks you can make by selecting chips in a specific order. Powered Cann0n is shown as an example. The brand new PA Double MegaMan is also shown, and it’s mentioned that one of the necessary chips is the SF MegaMan chip.

The third new page is all about ClockMan, and now his attacks are explained. He’s armed with the Clock Slicer, a slow moving boomerang-like spinning set of clock hands, Clock Laser, a laser beam that fires from a warp hole, Calling Dragon, which makes ClockMan warp behind MegaMan and summon Mega Man Star Force 3’s final boss Crimson Dragon, and Mega Clock Laser, a huge laser that fires from the clock floating around the battle field. So wait, he can’t stop time?

The final new section is for the Mega Man Star Colosseum (and man do I love that artwork). The game’s three modes are explained: free-for-all, where each player fends for himself, team battle, where players work together in teams, and Vs. Bass, where all players must work together to fight against Bass. Furthermore, points won in the Star Colosseum can be traded in the main game for Navi chips and other rare chips.

Additionally info about the game’s scenarios has been updated. The scene with SF MegaMan and co. at WAXA will in fact be part of the game’s prologue. Meanwhile, the new scenario where Roll is kidnapped and SF MegaMan appears to be the culprit appears to take place sometime after NumberMan’s scenario.

Filed under...Mega Man

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