Wily Combo

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12th: Wily Combo

Make a Good Mega Man Level

MaGMML1-12-WilyCombo1.png
We all beat MM1 without using Ice Slasher here, right?


"I would order a Wily Combo from Wendy's."
―Duvi0, demonstrating his critical review chops.

Overview

Wily Combo is the 12th place entry in Make a Good Mega Man Level. Architecturally, the first half of the level recreates the second Wily level from Mega Man 3, and the second half recreates the first Wily level from Mega Man 1. However, different enemies and gimmicks are used. Graphically, the level utilizes tiles and enemy sprites from Mega Man: The Wily Wars. In lieu of a boss, a Big Snakey guards the Energy Element at the end of the level.

Strategy

Rush Jet? Here? Are you batty? Use Rush Coil, my friend.

Special weapon use is both recommended and required. Solar Blaze is effective against Spines; Black Hole Bomb is useful against Pipis, and it destroys the Black Hole Barriers that block progress through the level. Although Rush Jet would normally be used to traverse the section from Mega Man 3 containing spike floors and multiple power-ups, the glitchy nature of the utility in this game makes it a liability. Instead, Rush Coil can be used to safely cross each spike gap; another option is to cross the spike gaps using invincibility frames after receiving damage. In the section with the Top platforms and Spark platforms, it is often safer to slide off a platform and fall to the next one than to jump from one platform to the next, on account of the ceiling spikes.

Make a Good Mega Man Level 2

In Make a Good Mega Man Level 2, Scorch Man from Zook Man Z can be found attempting to drown his sorrows in Wily Combos at McWily's. Based on the judges' opinions of a Wily Combo, it can be assumed that Scorch Man's mood is unlikely to improve.

Make a Good Mega Man Level - Tier 5
Entry Stages
Citadel BasementNEON GRAVITYMega Man WorldGlass Man
Bosses
The MoonGravity MachineRonrezBirdoGlass Man