Let's Play Mega Man 7 - Part 11: Turn On The Dark
With all 8 Robot Masters down, we can enter Dr. Wily's fortress. This fortress is actually one of the more annoying ones in the series, I'd say...if you don't have the Super Adapter, you'll have a tough time with these stages. Wily Stage 1 is a fine example. The main gimmick of this stage is that there are platforms that will turn off the lights when you stand on them, but you need them to cross pits. They also move along tracks, and certain sections of the track will make the platforms rotate and throw you off. Needless to say, when the stage is dark, you can't see obstacles, so you're likely to jump right where you don't want to. Bass also makes an appearance halfway through this stage as a sort of midboss. The real boss is a sort of tank based off Guts Man that can throw boulders at you or grab you and ram you into the ceiling. It is weak to the Slash Claw, and you can actually slash the boulders back at it. It isn't too bad if you're careful enough. Incidentally, I quite like the music in this stage...it is rather unique for a Mega Man game.
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