The Let's Play Archive

Mega Man 4

by Simply Simon

Part 16: Wily 3




Stage Comments:

The very first shield attacker's placement is simply evil, there's no cleverness or subtlety there, if you don't know where to fall exactly, you'll get hit. That's stupid. Fortunately, it's also inconsequential, just like the rest of the few screens that I'd hesistate to call a "stage". There's just no point.

Then we enter refights - well, there's not much to comment on. A few pointers which might just reiterate what I already covered in the video for each boss (from top left, counter-clockwise):
General strategy, to re-emphasize: MM4 is very skewed in its bosses' difficulty. Some are bullshit even with weaknesses, some are even more of a joke. Choosing a good, suited to you personally route and adjusting it on the fly if you run into unexpected trouble is essential.
And then we're off to a big boss-fight...


Boss Strategy:

So, the standard Wily Machine. Introducing the skull motif that should become a staple. The first phase is really quite easy, I think it's apparent from the video. Three shots, pause, three shots, and always accompanied by the same periodical movement; patience is all you'll need, as the slide will clear every shot without a hitch. Weakness is Ring Boomerang. Again. Short range doesn't matter for once, so fire away if Dust Man didn't decide to eat it all up.
And then the second form! I find it far harder to dodge, especially since you can get cornered; there surely is a good and consistent way to do it, but I didn't really bother to find it. We've got an entire game's supply of E-Tanks to piss away, so what gives.
Hitting this guy at all is a complete bitch, and I don't know why they couldn't have placed him just a few pixels lower. Only if you fire at the very peak of your jump, a charged shot will connect, and I'm pretty sure that you have to charge. The only other option (besides, as I was told, Wire from below!), and his weakness, is manually detonated Drill Bombs; if you just let them fly, they'll tink off harmlessly. Fortunately, the AOE is quite forgiving. I realize that's not much of a strategy, but Wily Machines never were too complicated, and mostly damage-races anyway. Dodging the second game's is even literally impossible.
And then he gets away and we've got a final final stage, which noone saw coming. Hoo boy. If you watched the glitch video Ephraim225 so nicely supplied, you'll know that you can indeed destroy the capsule just as it's flying away. Which breaks the game. Lovely!

Instead of a pointless enemy section, I'll rant a bit more about the general decision to let this refight stage follow the MM2 model of having two pretty final feeling bosses after the eight robot masters. In my opinion, that's just a recipe for frustration. After all, a boss rush is supposed to be hard, and in MM4's case, with plenty of bullshit ones, even more so. Getting through that is no easy feat, especially the first time around, and then you might just get a Game Over from the boss afterwards, tough luck, gotta do all of it again. This sucks, it really does. MM3 did it quite right by just making the boss an extra stage, that should have persisted, but MM4 regressed and that's stupid. And it persisted up to the ZX games. Most of all it bothers me in Zero, because you're ranked there and may not take too much damage, meaning that you'll have to consistently do all eight fights and the two (or even three!) phase boss afterwards without fucking up once, that's a LOT to ask from the player. I think if MM4 hadn't regressed here, things could have been different.
Mega Man X tried a completely new approach to refights, but that wasn't kept around either; sometimes I wonder if only bad ideas are only ever accepted at Capcom's.


Music: