Rules of this challenge: -100% collectible items obtained (non-key Fruit is fully optional, as is anything simply relating to scoring) -No Damage taken, as usual -Flutter Jump (Hang In Mid-Air) and Pac-Dot Attack are prohibited other than for demonstration -Magic Key may not be used to circumvent gameplay (shouldn't come into play, though) Krome Keeper had been revamped from what he involved in the original PMW, and while I don't know if the original fight is decent (it probably would BARELY work out and that would happen by simply not strictly requiring the Metal Dot), I do know that Krome Keeper Re-Pac is a fun fight. He involves plenty of factors to worry about with even the safest objects involving some sense of risk, while not being over-the-top about compromising the player's dodging ability. I figure me being smart is what granted me a first try victory against Krome Keeper Re-Pac on stream where I only took 2 hits at the end and that was because of Sparkers. Here, I have a first recording victory. Of course, the battlefield is still chaotic, so this won't be necessarily as easy as I made this look. Here's the list of factors involved in this battle: -Conveyer belts will move along objects. Among these objects are bomb boxes that explode if you even simply land on them; wooden crates that do often have supplies, but sometimes will reveal Sparkers in all their dangerous glory; and blue treasure chest boxes that obviously have the Metal Dots that we need. Added to this after the first 2 hits to Krome Keeper is the steam machines used in the Factory Area's Mazes, shooting steam down every so often and being tall objects. -Krome Keeper himself will actually and deliberately attack you, and not in any Tactical Suicide Boss manner either. He starts off with extending his hands very quickly, although this isn't too hard to thwart, and he can sometimes stomp the ground to make sprockets fall onto the ground as well. After his first 2 hits, he equips a missile launcher that launches 4 missiles with homing. On his final 2 hits, he equips a pair of arm cannons for a coverage laser that needs to be jumped over, making the Butt Bounce useful especially off of a wooden crate. -Just attacking Krome Keeper is its own point: the only way to reach him is across heated pipes, forcing usage of the Metal Dots to be able to Rev Roll into him safely, making sure that you'd have to survive the onslaught in wait for them. For good measure, there is a lift magnet hanging above the pipes leading to Krome Keeper and it's guaranteed to lift you up if you move below it, so attacking him when you actually have the Metal Dot doesn't become thoughtless either. -Speaking of, there's a few lift magnets above the conveyer belts as well that will lift up Metal Pac, the bomb boxes, the blue treasure chests, the Sparkers, and the steam machines. This adds further complexity increasing demand for dodge paths. They are not always on, but this isn't going to help often. All in all, what we end up with is a good battle like everybody else is saying it is. There's also an added welcome point worth bringing up that I think everybody has been missing and I myself only thought about recently. We see that Krome Keeper Re-Pac is a case of Adaptational Awesome in contrast to his cartoonish, walking in place version that simply kicked crates even when they could easily hold Metal Dots. Said cartoonish version was defeated by dropping junk right onto his head several times. Krome Keeper Re-Pac, who actually does a very good job of being a threat, is defeated by being hit several times by a melee move. Even if the guy would have to be in metal form in order to even set up the attack, keep in mind that I would expect that if the guy was in some all-stars combat game, he'd have his form of anti-armor there to be dropping a fire hydrant for utility features and the involvement of a "winning damage" game that creates interesting gameplay. Now wrap your head around that. All in all, good fight.