Thursday, March 7, 2019

NintendoCapriSun plays Mega Man 8 - Part 6 of 7


And now the trek through Dr. Wily's fortress begins!


Wily Tower 1


It should be mentioned that despite the memory card save system replacing the platforms, you'll always be brought back to the first Wily Tower stage if you turn the game off. D'oh!

You begin with...the jet-powered snowboard. Unlike the Frost Man versions, this one is much harder as you go faster as you go downhill and the gaps are huge. At least there's only one path to take and no alternate paths leading to any Bolts.

The rest of this has you equipping Thunder Claw to swing on the trapezes, but this is nothing compared to the snowboard section. Yep, a Clown Man reference. When in doubt, hang off the orange ones.

The boss is a bug robot. There are four gaps in the ceiling, and you'll have to kick the Mega Ball at the bug robot. Aiming the Mega Ball, however, is a different story...unless you know where to stand! I will call the gaps, from left to right, gaps 1, 2, 3 and 4.

Is it in the first gap? Stand underneath the third gap and kick the Mega Ball to the left. Score!

Is it in the second gap? Stand underneath the fourth gap and kick the Mega Ball to the left. Score!

Is it in the third gap? Stand underneath the first gap and kick the Mega Ball to the right. Score!

Is it in the fourth gap? Stand underneath the second gap and kick the Mega Ball to the right. Score!

If you don't hit the boss, it will drop a miniature bug robot that will fly towards you and is easily destructible.

If you're having trouble, just remember to stand two gaps away from the bug and kick the Mega Ball towards it.

Apparently, holding Up before kicking the Mega Ball kicks the ball at a higher angle. After all these years, this is the first time I've heard about this. 

The green cylinders fire missiles. The purple containers spit bombs that bounce towards you. The box with the yellow panel contains weapon pick-ups. You'll want to destroy them when they drop from the gap that the bug robot is not in.

Halfway through the battle, you'll see a clone of the bug robot with no mouth and much smaller eyes. Don't attack it, as it will drop down and blow up, sending shrapnel at you. You don't want to deal with that.

If you need to heal, use Rush Aid and get the large energy pick-ups that land on the floor.

Wily Tower 2


This level is mercifully simpler.

When you reach the blocks that impede your path, shoot at the orange and brown section to make them explode. These are like the exploding blocks from the Grenade Man stage.

You'll then enter another Tengu Man-style shooter segment before you now it! You'll be dealing with the worms dropping down from the ceiling as well as walls that you'll have to fly around (or else get crushed by) before you can meet the next boss: a flying robot.

When the arms open up, use Astro Crush to deal the most damage, and stand between the panels to avoid the lasers. The red bombs it sends at you can be easily destroyed.

Wily Tower 3


You have some exploding platforms (some of which walk when jumped on) and spike pits. At one point, it seems like you're at a dead end with an unreachable ladder and a brown rock-throwing robot. Jump onto the boulder he throws into the spike pit and use it to reach the ladder.

You'll meet Bass and Treble soon after. They combine like in the seventh game, but they also use the Evil Energy and absorb that.

Aside from dropping down to fire his arm cannon at you, he'll also fire a laser. He'll raise his hands, then fly past the top of the screen and drop down at the other side of the room. When he does, slide away from him to avoid the laser he shoots down to the floor and chases you with.

If he fires a fireball into the air, you'll see fireballs come down from the top of the screen. Five come down, followed by four, and you can stand between fireballs easily, making avoid them a piece of cake.

When you knock him down to one hit, Bass will flee. Also, in the Switch version, "why you don't understand" has been corrected. Interesting.

After you beat Bass, all that's left is some precision platform jumping combined with a flying spiked ball and a few of those gorilla-type enemies that chuck stuff at you.

The boss here is the Slime Devil, which fights much like the Yellow Devil from the first game by sending portions of itself from one side of the room to the other. At least it's easier to dodge this time, as it goes in and out through the vents in the floor. 

To hit the eye in the center, though, you'll have to open a hole in it with your Mega Buster. The Flash Bomb and the laser shot for the Mega Buster from Dr. Light's Lab work perfectly for this, as both give you a clear shot in mere seconds. When the eye is exposed, hit it with Thunder Claw as much as you can before the hole in its head closes back up.

When the eye flies from one side of the room to the other, you'll want to slide to the other side of the room to avoid the slime wave attack. This is the only real attack that the boss has, so this is really easy.

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