Showing posts with label Mega Man: Dr. Wily's Revenge. Show all posts
Showing posts with label Mega Man: Dr. Wily's Revenge. Show all posts

Friday, November 20, 2020

PrinceWatercress plays Mega Man: Dr. Wily's Revenge - Part 4 of 4


I finally have the first Game Boy game in the series beaten. Good riddance.

First | Previous

Bubble Man

Bubble Man fights just like he does in Mega Man 2, as do all of the Robot Masters here. Bubble Man will jump into the air and shoot bubbles at you that also bounce across the floor. He also shoots bullets out of the gun on his head. The Rolling Cutter will actually do the most damage on Bubble Man, as easy as he is to destroy with the Proto Buster. Just stay on him and he is done.

You'll also get Bubble Lead when you leave the room. Be sure to take the energy these Robot Masters leave behind, too. You'll need it.

Heat Man

Shooting fire columns in threes across the room and rushing to the other side of the room while maintaining the appearance of a Zippo lighter? Yep, Heat Man is still at it, and just like on the NES, he's vulnerable to Bubble Lead. Avoid the columns, hit him with Bubble Lead, stay all the way at the far end of the room and jump over him when he zips towards you. Beating him will grant you the Atomic Fire.

When you beat all four Robot Masters, you'll see a teleport pod in the center of the room. When you enter it, you won't fight Dr. Wily. Instead, you'll fight some robot with three spikes on his head and a sword in his hands. This is Enker, a "Mega Man Killer" created by Wily. In the Japanese version, he's known as Enka, which is a reference to the Japanese folk-pop genre of the same name.

Run under and jump over Enker as necessary when Enker runs to the other side of the room. (The fact that whether or not Enker runs towards you or jump towards you is completely reliant on RNG really ticks me off.) When he lifts his sword up, shoot at him. Your Proto Buster shots will fly right into the sword, but this actually damages him. Your bullets will be converted by the sword into an energy beam which is easy to jump over. Beating Enker gives you the Mirror Buster, which works much Enker's version of the weapon.

When you beat Enker, Dr. Wily escapes onto his UFO into a space station. Yeah, he didn't do that in the NES games.

Dr. Wily 2

Shortly after the beginning, three blocks will block your path. Use Carry to get on top of them so they melt. These are the ice blocks from Ice Man's stage.

The disappearing block platforms that take you over the spike pit are mercifully easy.

Use the Ice Slasher instead of the Rolling Cutter against the crusher robots. Time it right, and you can walk under them with ease.

After seeing the spiral robots from Cut Man's stage, you'll see another vast spike pit. This time, the disappearing blocks are back to their old tricks. Be ready to jump straight up after on every fourth block...twice. You'll have to wait for the eleventh block to disappear so you can go straight down to the twelfth and continue.

Use the Ice Slasher on the Sniper Joe that shows up when you drop down after all that. At his highest jump, let him have it so you can run under him and move on.

You'll then be on bridges with those flying scissor blades. For the second and third spiral robots, just walk past them and keep going. You should be able to make it with the second one, but you'll have to time it right with the third one. At the end, you'll have to carefully time your moment so the spiral robot doesn't hit you.

You'll then have to deal with both ladders and the egg-dropping birds. To make it to the middle, you'll have to get up the ladder as fast as possible and outrun the bird that will be just under you. If you see any birds, use the Thunder Beam to take as much of them as you can out. Go down the ladder. When the barriers turn off, drop straight down. Use the Thunder Beam to take care of both the bird and the egg. You should be able to climb up now. When you're near the exit out of this segment, be ready to fry both the bird and the egg with another Thunder Beam.

The metal blocks can be destroyed with Atomic Fire. Just hold the B button down to charge it up, and when you're at the maximum charge level, let loose. Also, taking the top path makes it easier to get closer to the end.

Before the end, you'll have to make your way past three flying scissor blades stacked on top of one another. There's nothing to it if you time your movements correctly so you can pass right under all three of them.

When you drop down here, hold Right so you can get the extra life.

You'll fight a machine that looks like Dr. Wily's face if it were all metallic and the eyes were replaced by futuristic sunglasses. Its weak point is the spinning wheel where its lower jaw is, and the mouth will spit out the spiral robots, which will come towards you. The first one goes for the floor, while the second goes high. These robots will always alternate between these two patterns.

When you destroy the jaw, the head becomes a glass dome, revealing Dr. Wily. Watch out for not only the claw, but the lasers! The lasers are fired by a small cannon that moves up and down on the side of the face. The lasers can be fast, but here the trick: you're not supposed to dodge them at all. Instead, you're supposed to use the Mirror Buster you got from Enker to send these lasers back at Wily's machine, causing damage. This is the only way you can destroy it. From there, stand in the middle of the screen so you can easily avoid the claw that extends towards you and still be able to deflect the lasers.

When you beat Wily's second form, you've done it! Enjoy your ending!

Thursday, November 19, 2020

PrinceWatercress plays Mega Man: Dr. Wily's Revenge - Part 3 of 4


We've made it to Dr. Wily's fortress and...what's this? MORE Robot Masters?!?

First | Previous | End

Now that you've taken care of all the Robot Masters here that are from the first game, you'll get Dr. Wily in a square in a center of the stage select screen. You can't go back to any of the other stages, so...

Anyway, you can use Carry to get the extra life at the beginning.

When you make it to the bottom of the first vertical section of this stage, you'll see the drills that come out of the floors and ceilings from the second NES game. Take it slow and carefully, shooting down these drills with the Thunder Beam and getting whatever pick-ups you can make use of.

After this, be prepared to take a long drop. Watch out for the spikes, or you're going to be sent back to the beginning of the level. For best results, make your way to the left as soon as possible, and stay to that side so the rest of the drop is easy.

After the drop area, you'll notice that the Sniper Joe you meet will jump along with you as he shoots. It doesn't make him that much harder, but it's annoying if you don't see this coming.

The spiked robot that's low to the floor can be destroyed with the Rolling Cutter.

The second vertical spike drop is much shorter than the first and requires the use of Carry to ensure that you make it over the one spike trap that it has. If you need to, get underneath the platform on the right, then use Carry when you land.

The low-laying spiked robot that speeds up when you're near it goes down to Thunder Beam.

You'll soon meet the bird from Air Man's stage that drops the eggs full of smaller birds that come at you after the egg is dropped. Do yourself a favor and use the Rolling Cutter or Thunder Beam to take care of them all. If you shoot the egg before it drops, you won't have to worry about the birds at all.

After another drill section and another drop off (leap to the center of the screen so you don't die!), you'll be in a dark room that says "Dr. Wily Teleport System." You'll then see four teleporter pads. These are the Robot Masters for Mega Man 2 (four of them, anyway), and instead of going through more stages, you just take these guys on one-on-one in one fell swoop.

The teleporters from upper-left and clockwise to the lower-left are Quick Man, Bubble Man, Heat Man and Flash Man.

Flash Man

Flash Man walks from one side of the room to the other, jumping whenever you shoot and occasionally using his Time Stopper to stop you in your tracks and attempt to shoot at you. You could use Bubble Lead to beat him, but that assumes you've beaten Bubble Man first. You can either use the shield from the Fire Storm as a two-hit weapon if he's way too close to you, hit him with Ice Slasher for slightly more damage than usual, or you can use the Buster. Either way, Flash Man is the easiest of the four Robot Masters to beat here. Just make sure he doesn't touch you and jump into the air before you get frozen.

Beating Flash Man will give you the Time Stopper.

Quick Man

Quick Man not only runs really fast, but he also throws Quick Boomerangs. Before you enter his room, equip the Time Stopper and use it as soon as the battle begins. This will cut Quick Man's health in half. From there, you'll have to finish him off with the Proto Buster.

Quick Man will jump twice, then move towards you when he starts running, so be prepared to do a lot of jumping. When he's in the corner, get to the middle of the room so you can both jump over and shoot him as easily as possible. He'll also throw the occasional salvo of Quick Boomerangs, but these are the least of your worries. Also, the more health you have when you fight him, the better.

Beating Quick Man will give you the Quick Boomerang.

Wednesday, November 18, 2020

PrinceWatercress plays Mega Man: Dr. Wily's Revenge - Part 2 of 4


Now that Ice Man and Fire Man are dealt with, the rest of this part of the game is a tad easier...but just a tad.

First | Next | End

Cut Man

The spinning black spiked balls not only drop down and charge at you when you're close enough, but some of them are a lot faster and also instantly change direction when you jump over them.

There is a 1-Up at the beginning of the stage. 1-Ups are signified by Mega Man heads. To get it, you'll have to jump to the left from the very edge of the conveyor belt. Yeah, prepare to see conveyor belts in this game, too.

The conveyor belts have arrows at the end that clearly show which direction they move you at both ends.

The spiked robots that travel across the floor, speed up when you're at their level and can't be shot at with the Proto Buster predictably returns here. Don't even bother charging up, as you have the Proto Buster in this game and you can't charge the ol' arm cannon up at all like in the later NES titles. You also can't slide, either.

As you make your way through the level, you'll notice that the enemy placement is actually more haphazard than what you've seen. Blame it on the developers Capcom outsourced this to. You may have to be creative with the Ice Slasher so that enemies don't do things that you don't want them to do.

The scissor blades actually move toward you when you move in close. When this happens, immediately retreat. When they move forward a little bit, they'll then start flying around in a circle. They're pretty easy to move past, and you can also freeze them with Ice Slasher when necessary.

You'll eventually fight Cut Man. He follows you around, jumps like an idiot every once in a while and also throws the scissor blades on his head. He always jumps when you're near him, so be ready to run right under him and hit him when he lands. Also, the scissor blades go all the way to the wall before they return to him. Whatever you do, don't walk up to the wall or you're going to pay for it. Fire Storm is the best weapon in case he stays way too close, since that shield will do a ton of damage if he does. When you somehow manage to beat Cut Man, you'll get the Rolling Cutter.

Elec Man

The fans blow you back. Like Elec Man's stage couldn't possibly be any harder, developers. Great job.

No sooner do you start the stage that you have to deal with the disappearing block platforms. The first set is ludicrously easy, but don't expect the rest to be that way.

The second screen has those electric barriers, and they seem to go in and out faster than their NES counterparts. Time your movements accordingly.

The fifth screen has not only the disappearing platforms, but also a fan. The blocks are also there longer than usual, which can throw you off.

When you reach the roof of the first building, you'll see the thunder-throwing robots from Air Man's stage in Mega Man 2. This is the first thing the game throws at you that tells you "We just combined the first two games for more Game Boy goodness!" This would be a theme in future Rockman World games, as succeeding games combined the rest of the other game with half of its sequel.

The Mettaurs are back! They act just like they did in the first game. When you get close, they'll lift their hats up and shoot at you from underneath, exposing themselves to attack in the process.

Near the end, you'll have to climb three whole ladders worth of cross-shaped monsters and electric barriers. It was already bad enough having to do it in the first NES game, developers. Enough already. Especially when you get knocked down a ton if you hit a barrier.

When you meet Elec Man, he'll be easy as anything. He will throw electric shocks at you, but he goes down with just three Rolling Cutters. That's it. You now have the Thunder Beam, which is a three-way thunder blast, as well as Carry, an item that allows Mega Man to make platforms that can get him to supposedly inaccessible areas. (The last of the four Robot Masters you beat at this point will always give you Carry no matter what.)

Tuesday, November 17, 2020

PrinceWatercress plays Mega Man: Dr. Wily's Revenge - Part 1 of 4


In 1991, Capcom decided to port the Mega Man series to Game Boy. Aside from bringing back Robot Masters from past games and introducing new plots, these games also threw in some new characters.

Next | End

The series was released as Rockman World, and the first game was called Rockman World GB in Japan. Meanwhile, in America and Europe, these games were still numbered. The games were named by their Roman numerals instead of Arabic to tell them apart, at least in writing. Otherwise, you would have to say "on Game Boy" or "for Game Boy" if you were mentioning them orally. I just stick to calling them "Rockman World" much like the Japanese audience does.

Unlike the other Mega Man titles that had been released at the time, the game was outsourced to Minakuchi Engineering and simply published by Capcom.

When you begin the game, you have a choice between Cut Man, Fire Man, Ice Man and Elec Man.

Ice Man

Of course, it doesn't matter...because this game is as hard as the first entry in the NES series!

A jumps, B shoots, Left and Right move around, and Start lets you pause the game and switch weapons. You cannot slide in this game, so don't try. Also, you cannot charge the Buster.

You'll see quite a few familiar enemies as well as some new ones, as well as some completely different level designs.

There are power-ups in this game that refill your health and weapon energy, just like in the rest of the series, but good luck trying to get them from enemies! You're more likely to find them out in the open than from destroying an enemy. Even worse, it's hard to find a large power-up when you really need it, as the small pickups are so meager it's not even funny. Seriously, just two notches for my life? Is that all I get?

The flying robots will swoop down at you and return to attack again. They're easiest to take out when they're in the swooping down stage of their attack.

When necessary, jump straight up if you're losing control on the ice.

The ice blocks melt as you stand them...so make your move!

Remember those floor turrets from the second NES game that shot worms like looked like dancing bacon at you? They're back, as is all the bacon. The Rolling Cutter and Fire Storm make quick work of these floor turrets.

Shortly after the beginning, you'll be seeing icicles drop from the ceiling. These act as platforms, and they're even more annoying than the disappearing block platforms.

The one-eyed stomping robot from the first game is here. At least they don't take short hops to troll you like their NES cousins. They're only vulnerable when they're in the air, though. When that happens, you can hit them with the Buster or the Rolling Cutter, the latter of which tears them apart in two hits.

The Sniper Joes show up in this game, and the way they fight is actually based on Mega Man 2. At least they balanced out the difficulty in at least one way in this game.

Ice Man jumps up and down, shooting his ice breath either high or low. Three hits from the Thunder Beam (if you have it) will quickly put him out of commission and reward you with the Ice Slasher. Otherwise, stick to the Buster. The Ice Slasher is really useful against the one-eyed stomping robots as well as the Sniper Joes, as it keeps them frozen long enough for you to destroy them with the Buster. Just hit them with the Ice Slasher when they make themselves vulnerable.

Fire Man

The lava pits, the fire barriers and the fireballs with the angry eyes are back with a vengeance, so tread carefully and time your jumps as you move around and take out enemies. Just like in the first NES game, the fire barriers can be temporarily frozen with the Ice Slasher, and you can stand on them as they are frozen to . 

The torch enemies from Mega Man 2 throw fireballs that home in on your current position at the time of throw. You'll definitely remember these guys from Quick Man's stage. I like that they put this enemy in here.

You can jump over the flames that move from one side of the room to the other, or you can freeze them with the Ice Slasher. I prefer the freezing method for obvious reasons.

Fire Man can be beaten with the Mega Buster, but I recommend the Ice Slasher. Just stay at the left side of the room and fire at him, jumping over his flames as you do. The Ice Slasher will also destroy him in a few hits if you have it. You'll get Fire Storm. This creates a shield that roasts nearby enemies (and bacon generators) and throws a fireball forward.

Tuesday, August 9, 2016

newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 6 of 6


asdf


The metal blocks can be destroyed with Atomic Fire. Also, taking the top path makes it easier to get closer to the end.

Before the end, you'll have to make your way past three flying scissor blades stacked on top of one another. There's nothing to it if you time your movements correctly so you can pass right under all three of them.

When you drop down here, hold Right so you can get the extra life.

You'll fight a machine that looks like Dr. Wily's face if it were all metallic and the eyes were replaced by futuristic sunglasses. Its weak point is the spinning wheel where its lower jaw is, and the mouth will spit out the spiral robots, which will come towards you. The first one goes for the floor, while the second goes high. These robots will always alternate between these two patterns.

When you destroy the jaw, the head becomes a glass dome, revealing Dr. Wily. Watch out for not only the claw, but the lasers! The lasers are fired by a small cannon that moves up and down on the side of the face. The lasers can be fast, but here the trick: you're not supposed to dodge them at all. Instead, you're supposed to use the Mirror Buster you got from Enker to send these lasers back at Wily's machine, causing damage. This is the only way you can destroy it. From there, stand in the middle of the screen so you can easily avoid the claw that extends towards you and still be able to deflect the lasers.

When you beat Wily's second form, you did it! Enjoy your ending!


newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 5 of 6


We're getting closer to Dr. Wily, but...who is this guy with the sword?

Quick Man


Quick not only runs really fast, but he also throws Quick Boomerangs. Before you enter his room, equip the Time Stopper and use it as soon as the battle begins. This will cut Quick Man's health in half. From there, you'll have to finish him off with the Proto Buster.

Quick Man will jump twice, then move towards you when he starts running, so be prepared to do a lot of jumping. When he's in the corner, get to the middle of the room so you can both jump over and shoot him as easily as possible. He'll also throw the occasional salvo of Quick Boomerangs, but these are the least of your worries. Also, the more health you have when you fight him, the better.

Beating Quick Man will give you the Quick Boomerang.

When you beat all four Robot Masters, you'll see a teleport pod in the center of the room. When you enter it, you won't fight Dr. Wily. Instead, you'll fight some robot with three spikes on his head and a sword in his hands. This is Enker, a "Mega Man Killer" created by Wily. In the Japanese version, he's known as Enka, which is a reference to the Japanese folk-pop genre of the same name.

Run under and jump over Enker as necessary when Enker runs to the other side of the room. When he lifts his sword up, shoot at him. Your Proto Buster shots will fly right into the sword, but this actually damages him. Your bullets will be converted by the sword into an energy beam which are easy to jump over.

Beating Enker gives you the Mirror Buster.

When you beat Enker, Dr. Wily escapes onto his UFO into a space station. Yeah, he didn't do that in the NES games.

Dr. Wily 2


Shortly after the beginning, three blocks will block your path. Use Carry to get on top of them so they melt. These are the ice blocks from Ice Man's stage.

The disappearing block platforms that take you over the spike pit are mercifully easy.

Use the Ice Slasher instead of the Rolling Cutter against the crusher robots. Time it right, and you can walk under them with ease.

After seeing the spiral robots from Cut Man's stage, you'll see another vast spike pit. This time, the disappearing blocks are back to their old tricks. Be ready to jump straight up after every third block...twice. You'll have to wait for the eleventh block to disappear so you can go straight down to the twelfth and continue.

Use the Ice Slasher on the Sniper Joe that shows up when you drop down after all that. At his highest jump, let him have it so you can run under him and move on.

You'll then be on bridges with those flying scissor blades. For the second and third spiral robots, just walk past them and keep going. You should be able to make it with the second one, but you'll have to time it right with the third one. At the end, you'll have to carefully time your moment so the spiral robot doesn't hit you.

You'll then have to deal with both ladders and the egg-dropping birds. To make it to the middle, you'll have to get up the ladder as fast as possible and outrun the bird that will be just under you. If you see any birds, use the Elec Beam to take as much of them as you can out. Go down the ladder. When the barriers turn off, drop straight down. Use the Elec Beam to take care of both the bird and the egg. You should be able to climb up now. When you're near the exit out of this segment, be ready to fry both the bird and the egg with another Thunder Beam.

Monday, August 8, 2016

newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 4 of 6


We take on the four Robot Masters from Mega Man 2 before the final battle!

Dr. Wily 1


After the drop area, you'll notice that the Sniper Joe you meet will jump along with you as he shoots. It doesn't make him that much harder, but it's annoying if you don't see this coming.

The spiked robot that's low to the floor can be destroyed with the Rolling Cutter.

The second vertical spike drop is much shorter than the first and requires the use of Carry to ensure that you make it over the one spike trap that it has.

You'll soon meet the bird from Air Man's stage that drops the eggs full of smaller birds that come at you after the egg is dropped. Do yourself a favor and use the Rolling Cutter or Thunder Beam to take care of them all. If you shoot the egg before it drops, you won't have to worry about the birds at all.

After another drill section and another drop off, you'll be in a dark room that says "Dr. Wily Teleport System." You'll then see four teleporter pads. These are the Robot Masters for Mega Man 2, and instead of going through more stages, you just take these guys on one-on-one in one fell swoop.

The teleporters from upper-left and clockwise to the lower-left are Quick Man, Bubble Man, Heat Man and Flash Man.

Bubble Man


Bubble Man fights just like he does in Mega Man 2, as do all of the Robot Masters here. Bubble Man will jump into the air and shoot bubbles at you that also bounce across the floor. He also shoots bullets out of the gun on his head. The Rolling Cutter will actually do the most damage on Bubble Man, as easy as he is to destroy with the Proto Buster.

You'll also get Bubble Lead when you leave the room. Be sure to take the energy these Robot Masters leave behind, too. You'll need it.

Heat Man


Shooting fire columns in threes across the room and rushing to the other side of the room while maintaining the appearance of a Zippo lighter? Yep, Heat Man is still at it, and just like on the NES, he's vulnerable to Bubble Lead. Avoid the columns, hit him with Bubble Head and jump over him when he zips towards you.

Beating him will grant you the Atomic Fire.

Flash Man


Flash Man walks from one side of the room to the other, jumping whenever you shoot and occasionally using his Time Stopper to stop you in your tracks and attempt to shoot at you. You could use Bubble Lead to beat him, but you can also use the shield from the Fire Storm as a two-hit weapon if he's way too close to you. 

Beating Flash Man will give you the Time Stopper.

CGRundertow reviews Mega Man: Dr. Wily's Revenge


Another review from CGR Undertow, this time for Mega Man: Dr. Wily's Revenge.

Sunday, August 7, 2016

newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 3 of 6


We finally take down the last of the Robot Masters and enter Dr. Wily's castle.

Fire Man


The lava pits, the fire barriers and the fireballs with the angry eyes are back with a vengeance, so tread carefully and time your jumps as you move around and take out enemies. Just like in the first NES game, the fire barriers can be temporarily frozen with the Ice Slasher. 

The torch enemies from Mega Man 2 throw fireballs that home in on your current position at the time of throw. You'll definitely remember these guys from Quick Man's stage. I like that they put this enemy in here.

You can jump over the flames that move from one side of the room to the other, or you can freeze them with the Ice Slasher. I prefer the jumping method, as you can use your invulnerability to get to the other side faster, and you'll want to preserve ammunition.

Fire Man is the easiest to beat with the Mega Buster. Just stay at the left side of the room and fire at him, jumping over his flames as you do. The Ice Slasher will also destroy him in three hits if you have it. You'll get Fire Storm as well as Carry, an item that allows Mega Man to make platforms that can get him to supposedly inaccessible areas.

Dr. Wily 1


Now that you've taken care of all the Robot Masters here that are from the first game, you'll get Dr. Wily in a square in a center of the stage select screen. You can't go back to any of the other stages, so...

Anyway, you can use Carry to get the extra life at the beginning.

When you make it to the bottom of the first vertical section of this stage, you'll see the drills that come out of the floors and ceilings from the second NES game. Take it slow and carefully, shooting down these drills with the Thunder Beam and getting whatever pick-ups you can make use of.

After this, be prepared to take a long drop. Watch out for the spikes, or you're going to be sent back to the beginning of the level.

newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 2 of 6


When you've beaten at least one of the four Robot Masters at the beginning, this game gets better. Seriously.

Elec Man


The fans blow you back. Like Elec Man's stage couldn't possibly be any harder, developers. Great job.

No sooner do you start the stage that you have to deal with the disappearing block platforms. The first set is ludicrously easy, but don't expect the rest to be that way.

The second screen has those electric barriers, and they seem to go in and out faster than their NES counterparts. Time your movements accordingly.

The fifth screen has not only the disappearing platforms, but also a fan. The blocks are also there longer than usual, which can throw you off.

Remember those cross-shaped robots that had an eye and moved back and forth? Well, they're back, and they're just as easy to get rid of.

When you reach the roof of the first building, you'll see the thunder-throwing robots from Air Man's stage in Mega Man 2. This is the first thing the game throws at you that tells you "We just combined the first two games for more Game Boy goodness!" This would be a theme in future Rockman World games, as succeeding games combined the rest of the other game with half of its sequel.

The Mettaurs are back! They act just like they did in the first game. When you get close, they'll lift their hats up and shoot at you from underneath, exposing themselves to attack in the process.

Near the end, you'll have to climb three whole ladders worth of cross-shaped monsters and electric barriers. It was already bad enough having to do it in the first NES game, developers. Enough already.

The crusher monster can be easily killed with the Rolling Cutter. Just two hits will do it in.

When you meet Elec Man, he'll be easy as anything. He will throw electric shocks at you, but he goes down with just three Rolling Cutters. That's it. You now have the Thunder Beam.

Ice Man


The flying robots will swoop down at you and return to attack again. They're easiest to take out when they're in the swooping down stage of their attack.

When necessary, jump straight up if you're losing control on the ice.

The ice blocks melt as you stand them...so make your move!

Remember those floor turrets from the second NES game that shot worms like looked like dancing bacon at you? They're back, as is all the bacon. The Rolling Cutter makes quick work of these floor turrets.

Shortly after the beginning, you'll be seeing icicles drop from the ceiling. These act as platforms, and they're even more annoying than the disappearing block platforms.

Ice Man jumps up and down, shooting his ice breath at random elevations. Three hits from the Thunder Beam will quickly put him out of commission and reward you with the Ice Slasher.

Saturday, August 6, 2016

newfiebangaa plays Mega Man: Dr. Wily's Revenge - Part 1 of 6


In 1991, Capcom decided to port the Mega Man series to Game Boy. Aside from bringing back Robot Masters from past games and introducing new plots, these games also threw in some new characters.

The series was released as Rockman World, and the first game was called Rockman World GB in Japan. Meanwhile, in America and Europe, these games were still numbered. The games were named by their Roman numerals instead of Arabic to tell them apart, at least in writing. Otherwise, you would have to say "on Game Boy" or "for Game Boy" if you were mentioning them orally. I just stick to calling them "Rockman World" much like the Japanese audience does.


Unlike the other Mega Man titles that had been released at the time, the game was outsourced to Minakuchi Engineering and simply published by Capcom.

When you begin the game, you have a choice between Cut Man, Fire Man, Ice Man and Elec Man.

Cut Man


Of course, it doesn't matter...because this game is as hard as the first entry in the NES series!

You'll see quite a few familiar enemies as well as some new ones, as well as some completely different level designs. The spinning turrets with the five-way shot from the first game? Yeah, they're back and they want you dead just like in the first NES game.

The spinning black spiked balls not only drop down and charge at you when you're close enough, but some of them are a lot faster and also instantly change direction when you jump over them.

There is a 1-Up at the beginning of the stage. To get it, you'll have to jump to the left from the very edge of the conveyor belt. Yeah, prepare to see conveyor belts in this game, too.

There are power-ups in this game just like in the rest of the series, but good luck trying to get them from enemies! You're more likely to find them out in the open than from destroying an enemy. Even worse, it's hard to find a large power-up when you really need it, as the small pickups are so meager it's not even funny. Seriously, just two notches for my life? Is that all I get?

The spiked robots that travel across the floor and can't be shot at with the Proto Buster predictably returns here. Don't even bother charging up, as you have the Proto Buster in this game and you can't charge the ol' arm cannon up at all like in the later NES titles. You also can't slide, either.

As you make your way through the level, you'll notice that the enemy placement is actually more haphazard than what you've seen. Blame it on the developers Capcom outsourced this to.

The Sniper Joes show up in this game, and the way they fight is actually based on Mega Man 2. At least they balanced out the difficulty in at least one way in this game.

The scissor blades actually move toward you when you move in close. When this happens, immediately retreat. When they move forward a little bit, they'll then start flying around in a circle. They're pretty easy to move past then.

The one-eyed stomping robot from the first game is here. At least they don't take short hops to troll you like their NES cousins. They're only vulnerable when they're in the air, though.

You'll eventually fight Cut Man. He follows you around, jumps like an idiot every once in a while and also throws the scissor blades on his head. He always jumps when you're near him, so be ready to run right under him and hit him when he lands. Also, the scissor blades go all the way to the wall before they return to him. Whatever you do, don't walk up to the wall or you're going to pay for it.

When you somehow manage to beat Cut Man, you'll get the Rolling Cutter.

The game has passwords. This is nice, as you'll really want to save your progress. At least you'll feel accomplished while playing this game, simply because it's easier to beat.