Wednesday, April 19, 2017

Rock-Aozora 5

Because nobody wanted yet another Mega Man fangame concept that'll never get made, Rock-Aozora 5 ideas started erupting into my head.

Here's who and what you can expect for six of the eight Masters:

Tuesday, March 14, 2017

Aozora 64 2 Concept: The Eleven Weapons

You may remember a post I made from last year about villain group concepts that have not yet materialized much in the Aozora's Adventure series as of yet. These include Aozora's Adventure RPG, Aozora's Adventure 3D World, Aozora's Adventure 64 2, and Aozora's Adventure RPG 2.

The focus of this post will be on Aozora 64 2, as I have improved plans on how to approach it's roster of villains.

First, there's the normal group of villains- the main antagonists, who are led by the Seymor Guado expy and consist of himself and five of his most loyal followers. Then comes the secondary villain squad, named the "Eleven Weapons" which are another group of eleven villains that support the Seymor Guado expy.

The Eleven Weapons are artificial human beings (though two of it's members may be fully robotic non-human designs) that were fused with mechanical parts and a particular weapon type, turning them into a living, breathing tool of destruction.

They are mostly intended to be a homage to the Organization XIII from the Kingdom hearts series- each member has a unique (though still malevolent and destructive) personality, their own exotic hairdo, and each wields their own weapon type. One wields swords, another uses knives, another uses drills, another uses a rifle... etc. Their appearances would be loosely based on the weapon type they're equipped with.

The current roster of the Eleven Weapons would include the following:
  1. [Name TBA] The Sword
  2. [Name TBA] The Scythe
  3. [Name TBA] The Spear
  4. [Name TBA] The Sniper
  5. [Name TBA] The Hammer
  6. [Name TBA] The Shield
  7. [Name TBA] The Missile
  8. [Name TBA] The Chaingun
  9. [Name TBA] The Saw
  10. [Name TBA] The Drill
  11. [Name TBA] The Knife
I imagine their names would be somewhat exotic/unusual.

Unlike the Witches, the Eleven Weapons only have one form each, though some of the Eleven Weapons are capable of altering their bodies in some areas for different purposes. When defeated, they self-destruct, leaving behind a fragment of themselves that functions as a standard weapon. If brought into a special chamber located in their base of operations, the weapon can be scanned into a machine and converted back into the fallen Eleven Weapons member, reincarnating them good as new.

That's all I pretty much have for now. If I make any other advancements I'll be sure to add them.


(And no, these are not designed to be any similar to WARMEN/WARWOMEN)

Monday, October 24, 2016

Arc 4 Alpha Version

I've been thinking for a bit and I'm feeling like I should build up a preview for Arc 4 and some of the characters that would be featured within it. All of these would first primarily feature in Rock-Aozora 4, being the eight "Masters" of the game.

Prepare for more unoriginal concepts and mashups...

Blaster Man (Blasthor)
Based on:
Katsuki Bakugou (My Hero Academia)
Junkrat (Overwatch)

Signature Colors: Pale Yellow (with some other colors)

This dude would be one huge nod to Katsuki Bakugou, being a trigger happy nut with a bit of a malevolent (but still controlled) personality. Instead of wearing grenade-shaped gauntlets, he dual-wields two huge cylinder-shaped grenade launchers held with his arms bent in a semi- curling position, grappling onto the handles of each launcher. Each launcher has a handlebar that when pressed, launches a black and yellow bomb that explodes, followed by launching four smaller bombs that scatter around in different directions. On Blaster Man's back is a large machine that prepares and readies Blaster Man's bombs for fire, sending new bombs to the two launchers so they can be launched.

His hobby is traveling to old, abandoned locations and self-demolishing everything, not caring what the authorities think afterwards.

Computer Man (Mugi)
Based on:
Inkling♂ (in the Hero Suit) (Splatoon)
Cyandic (Hostility Ultimate Force)
Ren (DRAMAtical Murder)
Neku Sakuraba (The World Ends with You)

Signature Colors: Dark Blue, Light Cruelean, Light Grey

A teenage Korean hologram that was "born prematurely" due to him accidentally destroying the computer he was being created from while it was still downloading data into his body (due to underestimating his own power). This accident resulted in Computer Man being incomplete- He is unable to show or feel certain emotions and lacks a mouth to communicate with (though dialogue boxes within the games display Korean and Japanese emoticons which gives a hint on how Computer Man feels). The bulky headset he wears serves to keep his ability to function in the outside world properly in check- otherwise he will slowly deter into madness and crumble apart.

He has the ability to dismantle his arms at will into a strange blue energy and reform them into a variety of exotic firearms that use solid plasma as ammunition (preferring a high-performance machine gun), with the hand/arm still intact to pull the weapon's trigger once it is fully formed. If Computer Man requires lots of power for a certain weapon or tires himself out, his head will begin to radiate blue smoke.

Draco Man (Yasei)
Based on:
Haohmaru (Samurai Showdown)
Hanzo (Overwatch)
Kabuki Danjirou (Tengai Makyo/Far East of Eden)

Signature Colors: Red, Moderate Charteuse, Dark Indigo



A man born into a mixture of English and Japanese culture, Draco Man is a semi-muscular figure with an outfit stylized after both an English knight and a Japanese samurai (taking mostly after the later). He wields the Draco Saber, a sword with a hybridized design that takes after a knight’s blade and a katana.



Draco Man is infused with a type of green-colored draconic energy passed down through his bloodline, which grants the sword extreme power. When energy is focused into the sword, Draco Man can swing the sword to launch green razor-sharp blades, striking ranged targets. If charged, Draco Man can launch a disembodied dragon’s head from the sword to deal big damage.

Force Man (Physo)
Based on:
Crow (Crow)
Lelouch vi Britannia (Code Geass)
Taruruuto-Kun (Magical Taruruuto-Kun)

Signature Colors: Neon Magenta, Indigo


A mysterious being who has his eyes closed almost constantly, speaks softly, and wears a giant triangle-shaped pilot's cap with giant goggles. Force Man harnesses arcane powers that are limited by his eyes remaining shut- only opening them when provoked to attack with waves of psychic, revealing a strange marking on each eye. Aside form sporting all the skills common with psychics (including levitation, teleporting, and mind-reading, control and manipulation), Force Man can solidify psychic beams form his mind, colored indigo and magenta, that travel in a grid-based pattern. Charging up, Force Man can release many beams at once like a shotgun.


Force Man takes up a hobby of fortune telling, using his extreme powers to make people's fortunes, both good and bad, come true. He also crafts mystic and odd tools with his powers, primarily for his sole use.


Glamour Woman (Daiyama)

Signature Colors: Bright Violet, Peach


Unfortunately the least developed of the batch. Glamour Woman is an athletic, stuck-up rich lady in her late 20's with an affection for gemstones, wielding a whip and harnessing the power to generate crystals. Her signature attack is developing homing magenta-colored gemstones that spin on a horizontal axis as they float towards targets, shattering upon contact to deal damage. If there is no target, the spinning gemstones orbit around Glamour Woman until something is detected.

Hive Woman (Jamji)
Based on:
Mashiro Kuna and Orihime Inoue (Bleach)
Commander Yammark (Mega Man X6)
Gum (Jet Set Radio)

Morph Man (Mr. Morph)
Based on:
Mikey Mazzagatti (Elaticator)
Vectorman (Vectorman)

Signature Colors: Lime Green, Turqouise


A robot composed of a human head with short though somewhat wild brown hair, goggles, and numerous yellow-green spheres assembled in the shape of a muscular humanoid (with dark green hands and feet). Developed in California, he was created to help ward off threats across the state, but began traveling to other states and countries to boost his recognition. His attempts at being a "radical, hip, and cool dude" have not sat well with many, though he does have a set of dedicated followers despite his ego.


True to his (currently tempoary) name, Morph Man can reconfigure and reshape the spheres he is built from as they are made of a magnetic, solidified liquid to morph either a part of or his whole body into almost any object that is roughly his size or smaller, including forms capable of firing projectiles, exploding, or boosting Morph Man's movement. Some of the things he can morph his body into include arm cannons, motor-powered wheels attached to the sides of his feet, spiked maces for hands, a bouncy rubber ball, a rolling sphere covered in needles, spring-powered legs, and a massive fist to deliver megaton-haymakers to anything that is cleanly hit. Morph Man can make all but his core sphere (the one that serves as his chest) detach or disappear; as long as the core remains it can replenish any missing spheres and return Morph Man to his standard form. Morph Man's hair is also capable of growing, changing and solidifying into different shapes.

Paradox Men (Temp and Espa)

Signature Colors:

Paradox Man A: Dark Grey, Brown
Paradox Man B: Peach, White

A pair of time-traveling and time-bending acrobatics from France in steampunk-themed attire (one themed after the colors black and pale brown, the other white and peach). Hailing from the near future, they traveled across many different time periods before settling in on the timeline the series takes place in. The pair is rarely trustworthy and are quite the troublemakers, but they are watched upon by their mother, Mime Woman, the co-leader of the show the Paradox Men perform in.


The Paradox Men can freeze and distort time and space around them to inflict damage on enemies. They can also use their powers to move at blistering speeds; faster or slower than they appear to walk. Another of their powers involves the sudden appearance of solid objects to disrupt attackers.


I'll get to finishing these up later.

Tuesday, October 11, 2016

The Lost Villain Groups

Yeah, I do have way too many game ideas for Aozora's Adventure, four of which (outside the Oriental and Darkness sub-series) don't have any defined villainous groups like the main trilogy of Mario-style platformers (plus Gaiden), the first Aozora 64, and the three Mega Man-style games.

The four games are Aozora RPG, Aozora's Adventure 3D World, Aozora's Adventure 64 2, and Aozora's Adventure RPG 2.

Unlike the 2D Mario and Mega man styled platformers, these four games have not really been high priority for long enough to make me decide on the team of villains Aozora and/or his current allies would face. And unlike the higher-represented antagonists from the aforementioned platformers, these antagonists would have little to no possible representation in spinoffs.

RPG's series of villains is undeveloped- It would have a main villain that's unique to it (with Joker becoming a secondary antagonist) along with several other villains. A few of them would pay very light homage to villains from both Super Mario RPG and Mario & Luigi: Superstar Saga.

3D World's league of villains would all serve Robo-Aozora and would contain eight key members and at least sixteen (maybe seventeen) lesser members.

Aozora's Adventure 64 2 is probably the most thought-of the villain groups, being a loose tribute to the antagonists of Final Fantasy X (the leader having a hairstyle and head/face shape similar to Seymor Guado) and the Organization XIII form Kingdom Hearts. As Aozora travels through the timelines/alternate realities in the game (Near-Desolate World, Future At War, Joker's Nightmare, Kurayami's Nightmare, and a fifth as of yet named alternate timeline led by the Seymor expy, where he One Wing Angels and becomes a multi-phase final boss in the end). There would be a total of twelve members including the Seymor expy, seven of them being found in the two Nightmare timelines, two in the unnamed fifth period, and the last three (including the Expy himself) in the endgame stages.

Aozora's Adventure RPG 2- being the most recent, is at square 0. No idea of what kind of villains would appear have been thought of as of yet.

As of now I don't really plan to get these groups designed yet (except maybe the Aozora 64 2) since as stated elsewhere I can't kick these projects off just yet.

Saturday, February 6, 2016

Rock-Aozora 4 Boss name concepts

As I said on my main blog I currently have no plans to continue the Aozora's Adventure series past Aozora's Adventure RPG 2 until I actually start making the games in the series in some form. However just for fun I'll give some ideas for the "Masters" of a hypothetical fourth Rock-Aozora title. I'll try not to let these names contrast with other fan-made Masters from major fangames.

*Blast Man: Heavy-duty demolition worker wearing two giant grenade launchers on his arms.
*Computer Man: Humanoid hologram colored completely navy blue with shapeshifting arms.
*Draco Man: European/Asian Dragon-themed knight/samurai hybrid primarily colored green and red
*Force Man: Psychic powered-human
*Glamour Woman: primarily pink and girly gemstone-themed fighter
*Hive Woman: Human-sized insect lady wearing mild yellow/green pilot gear
*Morph Man: Shapeshifting human made of bright green orbs with a human head
*Paradox Men: black/white time-traveling manipulator duo whose colors (and hair styles) are opposite of each other.

Weapon info:


*Blaster Bomb is a large powerful bomb that is launched forwards before exploding into an explosion that scatters several smaller and weaker bombs.
*Computer Arm causes your character’s Buster to de-pixelate and reshape into a buster that rapid fires fast-traveling long beams and has a high ammo count
*Draco Saber is a sword that shoots an energy wave towards the edge of the screen that accelerates as it travels and can be charged to have the wave take the shape of a dragon's head.
*Force Field sends a wave of physic energy that travels across the screen (resembling a black field with blocky magenta lines traveling through it); charge it for an even bigger field that travels faster and wider.
*Glamour Gemstone lets you shoot homing gemstones trailed by smaller gemstones. If they don't have a target to head for they'll orbit around you, and then when a target appears they'll head for it. If the enemy has a shield or barrier, the gemstone will orbit them until they cancel their shield, from there they'll dive into the enemy/boss and damage them. And you can also have up to three gemstones orbiting around you, waiting for targets.
*Hive Option summons three humanoid-dragonfly people that circle you. Upon shooting your own buster, they’ll shoot theirs as well. Each dragonfly has individual health and provide shielding to the user: With three, you only take one quarter the damage if something directly strikes you, with two your defenses go to half damage, and with only one, you take three quarters the damage.
*Morph Body lets you do one of three different actions depending on how you attack: Aim up, down, or straight and you’ll morph into one of three different forms. One is a giant sphere that you can control to steamroll through enemies, one transforms your lower legs into engines (complete with the sides of your feet sprouting wheels) and enable you to dash through the stage, and the last causes your legs to sprout springs to jump higher and bounce into enemies.
*Paradox (REVAMP IN CONSIDERATION) lets you freeze time for as long as ammo remains, followed by consuming large chunks of ammo to distort time and space to damage and destroy foes on-screen. Combining Time/Flash Stopper and Gravity Hold into one.

Tuesday, December 8, 2015

Sharkane: the SteveINSANE package.

Not too long ago I commissioned my good buddy SteveINSANE for a few drawings of my man Sharkane. Today the package containing it and all the extra goodies I got came in, so now I can scan and upload them.




Thanks you again, Steve! These are truly incredible. ^_^

Wednesday, October 7, 2015

Aozora's Adventure - Logo Styles

Not canon to the series, mind you, but just a few things I whipped up for fun over the past few years.

Friday, September 18, 2015

How to describe the gameplay of Aozora's Adventure 64

So after a few ideas flew through my head recently I decided to give everyone a brief description of the general gameplay of Aozora's Adventure 64, it's sequel, 64 2, and spinoffs 64 Darkness and 64 Darkness 2.

The games play as a mish-mash of platformers, beat 'em ups, hack and slashers, RPG's, and FPSes. Player characters have 3D Mario-styled movements, a hack-and-slash combat system ala games like Devil May Cry, weapon swapping systems ala Donkey Kong 64 (but much faster/instant, with two slots for weapons ala the Halo series), and a GUI styled after the one found in the Kingdom Hearts games. It's RPG mechanics come from getting points, ala Super Paper Mario, to level up player's Health, Attack, Defense, Weapon Attack, and Weapon Defense.

You have a movement joystick, a joystick for changing camera angles, a D-Pad used for activating either the Quick Menu in singlepalyer or taunts/ping in multiplayer, a jump button, two attack buttons (one for light/main and another for heavy/alt) a crouch button, a dodge button, and a lock-on button.

During the game's single player story modes, Aozora/Dedrick can find a large variety of what's known as "Gear", which include swords, guns, hammers, gloves, boomerangs, and starting in 64 2, miscellaneous tools that can be equipped to give extra abilities. On consoles, pressing "Weapon Switch L" and "Weapon Switch R" will cycle between melee attacks, the first weapon and the second weapon.

*Swords: Any bladed weapon falls under this category. These are secondary Melee options that allow players to attack differently than with basic melee, such as with greater range, higher agility/speed, or attack power, along with additional perks and effects.
*Guns: Used to weaken foes from a distance by firing bullets and other projectiles. Includes automatic firing weapons, shotguns, sniper rifles, and rocket launchers. Guns that are more effective at close range tend to deal greater damage.
*Hammers: Large objects on a stick used to pound opponents with. They tend to have the strongest attack power of any of the weapons, but can be somewhat slow, including weighing down a user and their maneuverability should they have it currently equipped.
*Gloves/Boots: Unlike other weapons, these are always shown on the wearer's hands at all times and are active when standard melee is selected. These enhance the user's melee attacks in some way, such as adding effects or providing them with elemental damage, among other boosts.
*Miscellaneous Tools: Anything that isn't used for directly attacking, either to boost something on the user, assist allies, or disrupt opponents. Sometimes, these tools will be in effect when the weapon in the other slot or standard melee is being used.

Gear can provide attack, defense, or speed boosts when equipped (even if not currently in the user's hands), alongside various types of elemental damage. In Multiplayer, the players instead use "mass-produced" versions that are player-balanced and sometimes give out nerfs/stat reductions when used if wielding the weapon has some kind of positive stat enhancement.

In Multiplayer, players create a custom avatar from scratch, which can use one of the following body styles, available in both genders.

*Child
*Teenager
*Young Adult
*Slim Adult
*Muscular Adult
*XL (Heavy) Adult

Avatars can be customized in many, many ways, with simple and advanced customization. In Advanced, players pick front hair style, top hair style, back hair style, eyes (including eye shape, color (of both the iris and the sclera, as well as adding eye shadow), nose, mouth, ears, headwear, head accessory, neck, shirt (with three layers to allow for open coats and the like), wrist-wear, hands, belts, pants-top, pants-bottom (also with multiple players), socks (if wanted), and footwear. All of these parts can be individually colored, some even with multiple colors/patterns. Tattoos on the skin and decals/patches on clothes are also possible.

Each type of avatar has different base stats, with varying power, defense, and agility. Switching genders does not change the base stats, so therefore a female Young Adult will have the same base stats as a male Young Adult. Stats can be customized by adjusting each one individually- when rising one stat, the others will drop steadily. Depending on how you change your stats and what weapons/equipments you pick, your character is given one of seven different labels.

*Balanced - A style that can play well on any role.
*Offensive - A style geared for directly attacking forces.
*Defensive - A style that is geared for guarding defending key locations on a map, but can also deal damage if necessary
*Speedy - A style based on high speed, usually enforcing hit-and-run strategy, but is quite frail.
*Tank - The opposite of Speedy. They're big, can take and deal hits, but move slow.
*Support - A style that provides direct aid to allies and/or disrupt enemy forces, while having small offensive presence.
*Tricky - A variation of Balanced, a character that battles through unorthodox strategies or a perfect blend of two different playstyles without going into Balanced.

You can save up to 30 different character designs and bring 1 into each battle, with 5 weapon loadouts for each character with the ability to swipe weapons from downed enemies and the map itself and use them until death, though some gametypes/maps will start you off with no weapons or a basic weapon set, requiring you to seek out equipment on the map.

The following game modes are what I'm considering for the 64 series, with game modes colored blue being free-for-all with no set teams.

==Deathmatch Arenas==

Deathmatch
>Team Deathmatch
Last Man Standing
>Team LMS
Zombies
Juggernaut
>Team Juggernaut
Possession
>Team Possession
King of the Hill
>Team KotH
Territories
Tag
>Sticky Bombers
Boss Battles
>Light vs. Dark

(if arenas are symmetrical, CTF game modes can be played as well)

==CtF Arenas==
Capture the Flag
>One Flag CTF
>Stockpile Flags
Attack the Base
Team KotH
Territories
Assault
>One Bomb Assault
Double Payload
Two-Team Payload

==Defender Arenas==
Payload
Battery Attack
Flag Defender
Team Sneaking

==Circuit Arenas==
Race
Demolition Derby

==Other Arenas==
Balloon Race
Water Balancers

==Sports Centers==
Bowling
Billiards
Hockey
Golf
Shuffleboard


(Currently in progress)

Thursday, August 27, 2015

Aozora the Fighters: Character Roster

Text only cause I'm lazy.

  1. Aozora
  2. Satoru
  3. Keisha
  4. Zik
  5. Satoru
  6. Gaiden Support character
  7. Genroy
  8. Fakhriya
  9. Matthias
  10. Shinobu
  11. Taiyang
  12. Orochi
  13. Kento
  14. Keanu
  15. Masayoshi
  16. Chinatsu
  17. Girou
  18. Saniko
  19. Kazuhiko
  20. Bachi
  21. Sharkane
  22. Grip
  23. Gnear
  24. Mignonette
  25. Talisha
  26. Nirave
  27. Rodrigo
  28. Ptolema
  29. Gratien
  30. Lachlan (Latin Pirate)
  31. Kaberno (Big Mecha Fist Boy)
  32. Claud (Sand Bottle Teen)
  33. Stanislav (Russian Mecha Boy )
  34. Eugene
  35. Jullian
  36. Randolph (Joust Man)
  37. Wernher (Warfare Man)
  38. Florencia (Festival Woman)
  39. Yukon (Flashfreeze Man)
  40. Motokazu (Tempest Man)
  41. Edurizo (Avalanche Man)
  42. Chouko (Carnival Woman)
  43. Hiromori (Jolt Man)
  44. (Shrine Woman)
  45. Butch (Outlaw Man)
  46. Kalmanu (Congo Man)
  47. Michitaro (Pursuit Man)
  48. Ottomar (Clockwork Man)
  49. (Retro Man)
  50. Malia (Maple Woman)
  51. Tremaine (Titan Man)
  52. Konomi (Meteor Woman)
  53. Niji (Spectrum Man)
  54. Fayato
  55. Erebos
  56. Kelthilda
  57. Robo-Aozora
  58. Vasuman (Eruption Man)
  59. Aberthol (Glacier Man)
  60. Uchizora
  61. Joker
  62. Orpheus

Character with placeholder or not final name
Easy Unlockable - Finish one round of Arcade or wait 4 days, then battle after a match
Medium Unlockable - Meet Condition, then battle after a match
Hard Unlockable - Pre-Final Bosses - Playable in Console Only, Meet Condition, then battle
Final Bosses - Playable in Console Only as Nerfed versions in Multiplayer, Meet Condition, no battle required

Notes:
*#6 is the second character in this collection of sketches.
*#30-33 are described here.
*#35-38 are the Roast Elites with #58 being the leader, described here.
*#39-41 are the Frost Elites with #59 being the leader
*#42-49 are the Rock-Aozora III bosses, with weapons described here. #50-53 are the "four extras"
*Several characters also have Wiki pages named after their filler "Man/Woman" names, including a description of their appearances.

Sunday, August 16, 2015

Rock-Aozora 3: Final Roster + Wepaons list

Alright, I've been plotting this for a while, so here's the final roster (of filler names, that is) for Rock-Aozora 3:

Main 8 bosses:

Carnival Woman - Carnival Scythe
Jolt Man - Jolt Anchor
Shrine Woman - Vortex Blade
Outlaw Man - Outlaw Pistol
Congo Man - Melon Storm
Pursuit Man - Shadow Pursuit
Clockwork Man - Seeker Beam
Retro Man - Pixel Shield

The four extras (they do not give players weapons):

Maple Woman
Titan Man
Meteor Woman
Spectrum Man

If any of you have character name ideas, please let me know (so I can get these guys onto the Wiki)

Here are the weapon icons for the obtainable weapons in-game, with their functions listed below. Support items not listed.
Carnival Scythe: Think a giant (double the size of) Shadow Blade from Mega Man 3, except there's a bigger limit (3 instead of 1) as to how many you can throw at a time. Plus, one will continue traveling behind you if you don't catch it.
Jolt Anchor: Doubles as an utility item, shoot and you'll fire two syringe-shaped darts attached to your buster via metal wires that will latch onto an enemy (even bosses) and drain their health, recovering your own. You can still move (albeit at a reduced speed) and can keep the anchors on one enemy for as long as you want until you're forced to retract them after you suck in up to 12 units of health. You can also 
Vortex Blade: Fired similiar to Carnival Scythe, but instead of returning to the user, it stops in place, extends eight blades (four main blades and four smaller blades), and starts spinning and firing mini- blades all around the screen in alternating + and x patterns for approx. three seconds. When it's done, it charges forwards from the direction it was fired in while continuing to spin, doing massive damage to anything that dares get in it's way. You can only fire one at a time, and after firing you can continue to use the Aozora Buster until the Vortex Blade dashes off.
Outlaw Pistol: Psycho Missile from Megamari on crack, it now has a limit of three on-screen at a time, and the explosion from the Outlaw Pistol's bullets continue to travel forwards after striking something, the explosions retaining the same speed as the bullets, something like Trinitro Blast from Mega Man Unlimited.
Melon Storm: Nothing like Tropical Hazard from Street Fighter X Mega Man; with Melon Storm you cause an earthquake that causes the entire top of the screen to spawn explosive melons that rain down at differing speeds. The melons pass through solid ground and only explode when they hit an enemy.
Shadow Pursuit: With this weapon equipped, you gain the ability to "slide" (in a dashing pose, ala Bass or Break Dash from Mega Man V) faster and further distances from anywhere, even in mid-air (though you're limited to two dashes in mid-air). You can boost yourself in any direction, in addition to invulnerability from almost anything except for instant-death traps while you dash. 
Seeker Beam: A beam that twists and turns to hit absolutely anything on-screen. It's a bit weak because of this, about the same strength as Alice's default weapon from Megamari (though a hair bit stronger since it's not a default weapon), but it has a lot of energy and is capable of doing lots of hits on a single enemy in rapid succession, even giving bosses only half the time of Mercy Invincibility if they get hit by it.
Pixel Shield: A shield composed of pixels rotating around you, press Fire to turn on the shield, press it again to turn it off. You reflect projectiles back at attackers, deal continuous damage to anything you lean against with the shield on, and you're even protected from stage hazards while the shield is on. It eats through energy a bit slower than Skull Barrier form Mega Man 4, but it's still somewhat quick.