Mega Man 3 (NES) Playthrough - Part 14: Wily Fortress 2 (Yellow Devil MK-II)
Considering it's supposed to be one of the final stages, this level is remarkably threat-free (although it *is* lined with Spikes) and bizarrely generous with powerups. Even the mandatory Rush Jet area seems like something of a quick afterthought ("Oh shit! I just remembered that this is a Wily level, put something difficult in!") and it's nowhere near as potentially horrible as the Needle Man Redux segment. Maybe all these extra lives and E-Tanks are Capcom's way of apologising for that bastard POS Yellow Devil in the original game, and thrown in to make this semi-rematch a bit fairer.
Something tells me that they didn't quite get around to testing it properly though -- unlike the original incarnation, this supposedly 'upgraded' model of Sentient Yellow Balls is vulnerable to multiple hits when fully formed, and all without the need to mash Select in order to do so. As such, there's less of that jumping around dodging a pattern of horrible projectiles and greater opportunity to just blast away until the damn thing explodes. Weapon of choice? Shadow Blade (what a surprise). While Hard Knuckle actually does more damage on contact, it's slower to start and takes longer overall to deal with this particular obstacle.
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