Tag: Mega Man 7

A Critical Look at Mega Man 7 Stages: Dr. Wily Stage 4

A Critical Look at Mega Man 7 Stages: Dr. Wily Stage 4

No twists, no extra castles, no Dark Man/Doc Robot. The third stage leads directly into the teleporter room and Dr. Wily fight, and as anyone who’s played this before can tell you, it’s a doozy.

No twists, no extra castles, no Dark Man/Doc Robot. The third stage leads directly into the teleporter room and Dr. Wily fight, and as anyone who’s played this before can tell you, it’s a doozy.

A Critical Look at Mega Man 7 Stages: Is Wild Coil Good for ANYTHING?

A Critical Look at Mega Man 7 Stages: Is Wild Coil Good for ANYTHING?

A reader brought to my attention that Wild Coil is aimable when charged. I went through the other stages again to see if this added any value to the weapon, which only confirmed that Coil is aggressively useless.

A reader brought to my attention that Wild Coil is aimable when charged. I went through the other stages again to see if this added any value to the weapon, which only confirmed that Coil is aggressively useless.

A Critical Look at Mega Man 7 Stages: Slash Man

A Critical Look at Mega Man 7 Stages: Slash Man

Having completed the Robot Museum, we now have a new set of Robot Masters available, along with the old stages in case we want to go back to find something or collect bolts.

Having completed the Robot Museum, we now have a new set of Robot Masters available, along with the old stages in case we want to go back to find something or collect bolts.