Tuesday, August 24, 2021

PrinceWatercress plays Mega Man 7 - Part 7 of 9


And now...the Dr. Wily stages.


Dr. Wily Stage 1

Really awesome music here. Love the bassline.

The platforms here run on two kinds of track - thick and thin. The thin, whitish tracks have the platforms on them standing upright. When they hit the thinner, greener tracks, the platforms will spin around wildly. If you're on the platform when that happens, you're going down.

The next room up leads to a hall full of lights. These lights will only be on if you're in the air, so you're going to be jumping constantly in order to see where you're at in addition to where you're going.

You'll then come across a whole set of those platforms you saw at the beginning...and you'll have to use them in order to get to the boss. Just like in the beginning of this stage, standing on these platforms turns the lights off. If you're standing on solid ground, the lights will still go out, making the "stay in the air to keep the room lit" rule still apply.

After the platform nightmare, you'll meet Bass, who fight you much like he did in the intro stage except he can charge his arm cannon up and also moves left and right when he jumps. Stay out of his way and tag him with the Mega Buster whenever you can. Using the Proto Shield works well against the projectiles.

After fighting some cockroaches, you'll meet the boss for the first stage: the Guts Man tank. Apparently Dr. Wily knew what he was doing when he stole the Guts Man robot from the Robot Museum, because he's converted it into a battle machine.

Equip the Slash Claw, and aim for Guts Man's head. The Slash Claw has the added benefit of destroying the rocks that drop from the ceiling in one fell swoop. If he's near the rock when you break it with the Slash Claw, there's a chance one of the fragments can hit the head and do damage. Do yourself a favor: stay on the move to avoid getting crushed for a ton of damage, and don't let Guts Man grab you with the claw when he moves towards you!

Dr. Wily 2

The turtle theme for the level design is all too obvious.

It won't be long before you fight another mid-boss. It's Bass again, and this time he uses the stolen enhancements like a Treble Enhancement Adapter. Get that armor suit ready!

To beat Bass, equip the Rush Power Adaptor and stay at the bottom of the area, even though the fans will allow you to jump up in the room more easily. When Bass dashes up to the right above the first platform, this is when you follow him up and send a charged fist to where he is. Go back down. He'll climb up and to the right before dropping back down to the bottom. Avoid his firepower and jump over him when he rockets to the left. From there, he'll repeat this pattern endlessly for as long as you stay at the bottom.

The rest of the stage has design cues from Spring Man and Turbo Man's stages. Yes, you'll have to deal with wall springs and those mini-flamethrowers again, but at least the mini-flamethrowers can be stood on like regular platforms and they aren't all directed on you at once.

The boss is...you guessed it...a turtle. There was a turtle theme here before we fought Bass, so we must inevitably have to fight a turtle.

The turtle boss has two attacks. The first one has the turtle boss hovering just over the ground and bashing into the wall repeatedly. Slide under it as it jets towards the wall and again when it returns. It'll do this multiple times, so be prepared to slide a lot. This obviously rules out the Rush Power Adaptor.

The second attack has the turtle's back sinking to the floor. The turtle then starts rocketing upwards, leaving the room. The turtles back will be a silo with three tiny turtle robots. Use the Danger Wrap on the first tiny turtle and the second one will run into it, causing both to blow up. For the third one, use the Danger Wrap again. The boss will destroy the third one on the way back down. You can also easily destroy them with the first from the Power Adaptor.

In-between attacks, aim at the head with the Mega Buster and avoid the flames that shoot out of the turtle's mouth. Being hit by these flames will have the exact same effect as Turbo Man's scorch wheel - you'll be on fire and take a couple of hits.

It is possible to use Danger Wrap to send the last tiny turtle into the boss's face for a great amount of damage, but the positioning and execution must be perfect to do this. You're better off just using the Mega Buster.

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