Mega Man III DOS (7): Final Stage - CRORQ, Dr. Wily, & Abrupt Ending Redux

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"An Adios to DOS" - And that's that for the time being! Let's try not to make the gap between series so long next time. Would be nice!

Instead of mixing and matching stage elements for the final stage like the original, this one goes for the trademark experience this game's known for. Yeah, Hank and turrets are all over the place, but they've got an actual new gimmick in the toxic goop that will instantly destroy Mega should he so much as take one step in it. Since that will get him even if invulnerability frames are still up or not, make sure to watch your step and look before you leap throughout this toxic tower.

The refights are even more simpler here than they were in the first with all six revolting robots going down in four hits from their weaknesses, so I finally decided it best to drop my thoughts on both DOS games throughout our run of this not so gruesome gauntlet. That all stops once the final bot is down and CRORQ makes a sudden reappearance for reasons. Look, you can only carry the commentary so much when the game's not giving you much to work with. The machine supposedly had a pilot that was unused and looked a little (very little) like a certain Soviet scientist we'll run into down the road. Glad they didn't use it or Mega might've destroyed the timeline further!

As for Wily, he still hasn't learned his lesson from the first time because the attack pattern for both phases of this bubbly brouhaha don't change anything other than the weakness and the sprite we're shooting at. These games are interesting footnotes in Mega Man history, so I'm glad to have gone through them, but I'm happier that they're done. Now we can head back to some familiar territory on some unfamiliar hardware for the Blue Bomber. The Mega Drive to restore the timeline begins in our next series! See you then, whenever that is!







Tags:
Mega Man
Megaman
PC
DOS



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