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Rockman L (Last)
Original game : Mega Man 2
Platform : NES
Author : Myrtos
Release date : 16 December 2011
Category : Complete
Patch version : 1.0
Modifications : G, S, L, P
Downloads : 4220
ROM Information
Database match: Rockman 2 - Dr. Wily no Nazo (Japan)Hack description
Rockman L (Last) is a complete ROM hack based off of the Rockman 2 (J) ROM. It features all new robot masters, graphics, level design, and more! The music has also been rearranged to suite the new robot masters in the game. In short, it's like playing an all-new Megaman/Rockman game!Screenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Myrtos | Hacking |
Reviews
| Rockman L ×2× (Last) - Really good, though simple | diablo666 | 2021-11-14 | Version 1.0 |
I've been looking at this hack for a long time. And only he mastered it. Roughly speaking - A good Level Design in 80% of the hack case, a good graphical part of the hack is 100% (Because the old and new graphical part are well combined), the bosses came out pretty good and honest. The problem, for me personally, was the level of Wily Castle 2, 3. Wily Castle 2 is a tough location with lasers. An inaccurate jump is equal to an automatic loss. Saves time dilation. Wily Castle 3 is a section with spikes, because very precise jumps are needed It's easier to say: "I like how the bosses' AI was changed graphically. They really look like Real Robomasters", "Well-designed levels", "High-quality graphical shell". Really, if you DON't wedge in deeply, then a really good hack, which even now is fresh Rockman (2) L - made with L.ove I recommend everyone to try this hack | |||
| Really fresh, but it lacks good fortress stages | Timaeus | 2020-04-17 | Version 1.0 |
The hack is interesting. The new robot masters were really good (I loved Data Man, Blade Man, Storm Man and mainly Flare Man) and their levels were really well design with the vanilla Megaman 2 assets (I liked the concept of Storm Man's stage and the usage of water physics as air flowing physics and stuff). The level design of the 8 robot masters is good, though Blade Man's disappearing blocks section was a thing. While I loved some of the edited graphics of certain enemies in certain stages (mainly the cannons in Storm Man stage), I felt like the game needed more of them to make it feel like an even more new thing without much coding. In Flare Man's stage, the game could have told the player that the background fences can be climbed with the word "climb" in a sign near them. The wily stages are awful though. They are so hard to the point that I simply could not feel confident enough to beat them all without save states, and even with save states, I gave up and watched a video of them instead. I very rarely reach this point of giving up, but these fortress annoyed the life out of me. The force beams underwater parts where you need to use Item 1 to go through are really, REALLY painful to get through without save states. The timing must be super perfect there, and Data Man's weapon cannot save you here, since the whole stage is based on force beams. Wily 3 could have been really amazing, and I loved how you must figure it out where the destroyable blocks are and how you go through walls and tubes, but this stage lacks health pickups, and they are really required since some sections can eat your health bar easily, especially in the part with the falling drips (where you must go through by jumping over falling platforms, over a pit and the droppers have no indication at where they will appear). That section was too much. The Item 2 section in Wily 1 is irritating (but short) and Boobeam Trap was annoying with all those pits on the arena. I really wish I could managed to finish the game to make it justice, but gods the fortress stages really annoyed me! The weapons, while not that different, are still interesting. Their new graphics and switched sound effects are so nice and fresh and, in the end, they actually felt like new to me. Nice job on that! I wish I could damage all the enemies with them (with reasonable damage per enemy like Flare Man's weapon) though. That would make this arsenal amazing to me, even being kinda similar to the original. But I still liked it a lot as it is and it is even better than the weapons of Rockman 2 Another. The graphics were good. Not too good at times (with its black background with few things to cover it or just plain solid colors in very few areas) but not bad either. I actually liked them, and the good parts of it were actually memorable to me! The bosses were good overall. Some felt a little bit awkward to get used to as fighting with the buster (Blade Man and Melt Man), but I still liked them a lot. The spriting was amazing and fresh and I LOVED Killer Man's fight. It is the best changed Metal Man fight that I have encountered. Overall, its a really nice effort that dont rely on too much coding, and the creator managed to make a fresh experience out of it (except for the wily stages, but they still had good ideas behind them). I consider this hack actually better and more fresh than Rockman 2 Another, but it really lacks proper wily stages that are fun and challenging at the same time. It could have been better, but at the same time, its impressive how just art, spriting and basic coding can make a difference. | |||
| Rockman L - GOOD | Dobu_GM | 2019-04-25 | Version 1.0 |
Rockman L Levels: Excellent Graphics: Excellent Music: No Change Enemies: No Change Bosses: Okay (Few Changes) Weapons: No Change (other than weapon consumption) Castle: Good (Imbalanced) Difficulty: MEDIUM (Occasionally HARD) Comments: L is a hack of two halves. On one side, you have some really wonderfully designed levels and beautiful visual improvements & cohesion. On the other, you have some stale, barely changed bosses and weapons. So while the level design is really strong, underneath the impressive coating is a pretty vanilla Mega Man 2 core. It's a good hack for what it is, but it does make you yearn for more. Oh, beware of the laser section and disappearing blocks in the Wily castle! | |||
| Very Fresh | Mother Kojiro | 2017-11-24 | Version 1.0 |
I can tell that a lot of love went into this even if only by the fact that there are 8 brand new robot masters. These, of course, have brand new stages to go with them, and while they do recycle tilesets from other games, they do also have some unique assets, such as the auroras in Aurora Man's stage. The actual stages do have their frustrating moments, some more than others, but often, they can be pretty creative, and really make you think about how to progress. The Wily stages are particularly interesting, and the final stage is some kind of crazy odyssey; I have absolutely no idea what's supposed to be going on, but it's clear that something is happening, so it comes out as this awesome head trip. The weapons are mostly the same, but they look and sound new; Hydro Man's weapon, in particular, makes a tremendous sound that makes it always satisfying to fire. The music is the same as in the previous game, but moved around a bit. This is definitely worth checking out! | |||
| Good hack, but... | Wrist | 2012-12-10 | - |
First of all, I'd like to commend the creator (Myrtos) for making new robot masters. Aurora Man and Flare Man being my two personal favorites. It just got rather stale fighting the same robot masters in every other Rockman/Mega Man 2 ROM hack and it's very nice to see some change. The graphics in this game are some of the best designed that I've seen in a long time. For instance, the Northern Lights in Aurora Man's stage were absolutely beautiful for an 8-bit game. The level design is great as well, but like every other ROM hack, it has its moments. A few examples that I can provide are in Flare Man's level, Aurora Man's level and Wily 2. In Flare Man's stage, there's grating in the background that serve as ladders. There's little to no indication that the background is climbable. Aurora Man's level has a jump between two blocks that basically requires Item 1 to get past. Thankfully, Hydro Man is easy, making Item 1 an easy power to collect. Wily 2 is where it got bad, however. Quick Man lasers are always "fun," but combine them with water physics and you have yourself one mess of a level. Storm Man and Hydro Man have great levels, with Storm Man using the Fan Fiends to great effect with their driving wind, and Hydro Man's level having shades of Toad Man from Mega Man 4. The weapons are what really surprised me. It's amazing what little changes can do to affect the usefulness of a weapon. Storm Man's weapon is Bubble Lead, but it allows for three shots on the screen at once. You have no idea how useful this made the weapon in multiple situations. However, weakness chains need to be thought out a little more. Hydro Man being weak to the Flare Shield doesn't make much sense, as a fire based weapon shouldn't do that much against a water boss. Either way, I would recommend this hack for a new experience with Mega Man 2, but not on the difficulty level of No Constancy or Exile. It features great level design, great weapons, and is an overall wonderful piece of programming. Props to you, Myrtos. Props to you. | |||