I remember finally figuring i could charge buster and quickly switch to t. bolt to stun wily and prevent him from attacking. Probably the hardest final boss in all classic mega man
@ExploDjinn8 ай бұрын
There's a few toughies here and there, but Capsule and Yellow Devil are definitely common sources of trauma for a reason.
@vincentbeton8 ай бұрын
Ye know, it really is an interesting comparison between 7 and X. Both have a pretty damn tough Final Boss, with X having you even refight 2 Bosses each try...but being able to refill all Sub Tanks easily makes it feel way less frustrating than 7
@ExploDjinn8 ай бұрын
The sub tank refill was so brilliant and player friendly, that I constantly found myself missing it when I played through the rest of the series.
@hmaiusculooinimitavel37053 ай бұрын
To this day I never beat this last fight. Whenever I play MM7, I pretty much enjoy the whole game and beat the first part. Then, when the second part begins, I lose to Wily and declare to myself that I beat the game, out of frustration.
@bowserjrfan13408 ай бұрын
I didn't know you can hold up to make the springs bounce high. Thanks for telling me this, it really helped.
@ExploDjinn8 ай бұрын
Given how old the game is and how many people have played it, it weirds me out that I've only ever seen it brought up on the wiki and random KZbin comments.
@GuineaPigDan8 ай бұрын
This is the first time I’m learning about the higher Wild Coil bounce trick. I thought I’d learned most of the game’s tricks like killing the turtle boss faster with Danger Wrap, but there was one more secret I didn’t know.
@ExploDjinn8 ай бұрын
Yes, yes, exactly my point... Danger Wrap what now?
@GuineaPigDan8 ай бұрын
@@ExploDjinn this technique. kzbin.info/www/bejne/m4qac5qCf5dkd6ssi=It0MPhIWSkJ89NPK
@GuineaPigDan8 ай бұрын
@@ExploDjinn This technique. kzbin.info/www/bejne/m4qac5qCf5dkd6s And while searching for that video, I found a different Danger Wrap trick I didn't know about to use in the first Bass battle! kzbin.info/www/bejne/m3jMg2l9hbl1qNE
@ExploDjinn8 ай бұрын
And here I was double tapping the small ones with Freeze Cracker. I'll definitely give that a try next time.
4 ай бұрын
I did Mega Man 7 multiple times and I like that game a lot, I learned today because of your video that by pressing up you could make the Wild Coil go higher. I wonder if it's like Auto's shop, where it's stated nowhere in the game how to access it but it's like, in the manual (I checked quickly and it doesn't seem like it's explained in there) About that game, I always thought, that it would be the perfect first game for anyone that wanted to get into Mega Man if it wasn't for that final boss
@SomniaCE4 ай бұрын
Seriously thankful that I've at least gotten good enough at the fight for it to not be something I dread upon replaying thanks to tips like Wild Coil bouncing. Its still a brutal and poorly designed fight but at the very least I can guarantee I bwat it first try by just stacking 4 E Tanks. Everytime I get to Capsule 7 I can sort of challenge myself to use as few of them as possible. Someday I reckon I'll be able to do it without any E Tanks at all lol
@SomniaCE4 ай бұрын
If nothing else I'm just relieved that Legacy Collection 2 has so many challenges that I get to be way pickier about which ones I do for the 50 gold medals trophy on PSN so I don't have to sweat not being able to beat Capsule 7 in 1 life bar lol Legacy 1 only lets you skip 4 at most.
@grayblacklight5602 ай бұрын
I can't help help but recall hearing somewhere (but i can't recall where so don't quote me on this) that the Wily capsule was designed around the player having max E-tanks, which is a particularly brutal thing to expect players to have when the boss rush in the same level. Especially when some of the robot masters in 7 really can cause issues (Spring man's slam attack and Shade Man's seemingly flying out of the wild coils reach come to mind) And yeah, add me to the list of people who had no idea that the wild coil had an entire second step to reaching max height, and i can't imagine a good reason for it. I mean if you've taken the time to change the wild coil, i think it's pretty safe to assume you want it to bounce as high as possible, right? I think it's safe to say the mm7 Wily Capsule is one of the final bosses of all time.
@SamirRolemberg4 ай бұрын
Like X1, 7 was my megaman from childhood (in the 90') and X and 7 specifically I played in Japanese 😂 so whatever any text on screen, I never had a chance to read it. And for both scenarios, sigma and willy i just beat them using buster only. Years later I notice someone else by watching speed runs from X using armored armadillo weapon, and then I eventually noticed a 'weakness' for 7 too. But due to how the springs works, I never invest time to realise how use effectively. Even when I was a child, the strategy was use rush armor too. But even that, I just got the Rush letters from a glitch: the power of the electricity on my house goes down for a moment, the TV and console blinks and for any reason the letters appears completed 😂
@gentronseven3 ай бұрын
I've never had a problem with the boss personally, I never even knew a lot of people had a problem with it
@pollo20x62 ай бұрын
Yo this video was great. You made all your points great.
@chris1229sonic6 ай бұрын
I didn’t know he had a weakness
@chris1229sonic6 ай бұрын
I wished I clicked on earlier
@desertcolossus8 ай бұрын
Thank you for the tip with the Wild Coil. I think I will play MM7 with this newfound knowledge.
@ExploDjinn8 ай бұрын
Glad I could put it out there and hope it helps.
@jessefinnegan17195 ай бұрын
I wish I had known that trick with the coil. I just beat the game with out it. The difficulty is likely because they were under a severe crunch when making the game (3 months), but it really could have easily been handled better.
@mysteryperson19585 ай бұрын
The devs wanted this to be hard. They mentioned they wanted to make a fight that would require the use of energy tanks. It was completely intentional.
@cz_Fenix8 ай бұрын
Something I'd have to recommend for this fight is play ZX Advent's "mega man a" (or run through the hidden stage in Zero/ZX Legacy Collection's Z Chaser) and fight Albert's third phase. It's just a heavily watered down version of WC7, but can help with muscle memory on timing the slides. Works in the opposite direction too.
@ExploDjinn8 ай бұрын
Thought I did, but I don't remember that. Maybe I'm repressing it, or am lying to myself about how far I got, though that's a neat callback.
@verymelonman125 ай бұрын
I just beat Wily Capsule 7 today, and your thoughts are close to mine. I thought the difficulty combined with the time and resource wasting beforehand was unfair.
@KusanajiKei7 ай бұрын
Great video, expecially the second part. The new trend of "7 it's actually great guys!" is something i cannot understand after playing it recently.This game LOVES to waste your time.
@FrenzyFanboy5 ай бұрын
I feel like besides M&B, MM7 has the hardest late game of all the MM games I’ve played
@lanceny778 ай бұрын
I wanna try the rush power suit on Wily now, even the bosses i never played enough with rush upgrades Iknew about the coil but i dont remember when I learned it if it was my own experimentation? Great video 👍
@ExploDjinn8 ай бұрын
Good luck. It's certainly an interesting way of doing things, since you only do chip damage, but at least you don't have to aim.
@lanceny778 ай бұрын
@@ExploDjinn it's got such a punishing difficulty spike for such a great looking game these sprites are top notch even the fun damage effects on the bosses, the designs really hold up well.
@thriftingtonpost6 ай бұрын
I've been playing this game all the way through at least once a year since it came out (it's one of like 4 MM games I rebeat annually). I had no idea holding up would make the coils bounce higher. I gotta fire that game back up soon and see how much less of a pain Shade Man is now that I won't have to wait for him to fly at me to hit him.
@ExploDjinn6 ай бұрын
Always glad to hear that this isn't something obvious that I'm literally the only one who never picked up on. The uptilt is frickin silly.
@Cyriu3 ай бұрын
I've been on Mega Man binge recently; starting with the NSO releases of the Mega Man I to V on Game Boy, and currently replaying the console releases on Legacy Collection. And then I stopped in this damn boss fight because after all these years I legit started to wonder if there is a proper strategy for defeating him that doesn't involve the usual: 4 E tanks, 1 S tank, Rush adapter, and getting hit by the yellow balls. You're telling me that for nearly 3 decades that I have been playing this game, I could never figure out that you could make the damn wild spring bounce higher by holding up while shooting? That's the trick that people used in KZbin videos, and not some hack or glitch? I don't know how I feel; all these years of dreading this boss and it turns out it was a simple button press that was never mentioned anywhere. I'll get back to this boss in a few days.
@BigRed30008 ай бұрын
To be honest the whole "being forced to redo a bunch of stuff just to try the part you messed up on again" thing is something I think is a big problem with most megaman games. I'd even argue it's still a problem in games like X4 despite it being one of the easier ones. In that game after getting a game over you only go back to the half way point of the stage and not at the beginning, I think most players would still find that frustrating if they were trying to fight one of the bosses without their weakness. and a first time player isn't going to know who's weak to what and if you're going to have non linearity like that in your game then the bosses should be reasonable enough to beat with the standard weapons, that's one of the other big problems with most megaman games. X4 isn't bad with boss design, I find them all to be very learnable and if you game over on the final boss you're able to just keep trying which is really good, but I think it could still be better with giving new players an easier time to learn the game. Imagine someone who's new to megaman plays X4 and picks storm owl first, they're probably going to get annoyed at having to get through the spike room and fight the mini boss over and over. Owl is still totally learnable but it's going to take a lot of tries. I love X4 by the way I'm just saying this is an area even that game could still improve on. Most megaman games are a lot worse with this though and it's one of the main reasons I really don't like X8. I know X6 has a number of different problems but if you ask me I find it to be one of the easiest megaman games mainly because when you game over you start back at the last checkpoint and don't lose much progress, that makes it so much easier to deal with the type of crap X6 with throw at you. Not that X6 is super well designed because it's not but I'll take game overs being essentially meaningless over being forced to redo the whole stage because a boss sucks that being said I never got this far in megaman 7 but this boss looks like the biggest pain in the ass. Honestly by the 7th game they should've known better then to design it like this Also if anyone doesn't know the mega ball in megaman 8 can also be shot higher if you hold up when using it, makes the boss in the first Wily stage easier
@ExploDjinn7 ай бұрын
That's just kind of a problem with the lives system in general. With Mega Man, you get the option to play around with different stages until you can find one you can clear, so I'd say the series is better than a lot of old games, but I'm still really grateful when a title forgoes the whole thing. Never felt like I was missing out not getting Game Overs in Mario Odyssey, and while I had a lot of fun with the original Sonic the Hedgehog, I think if the Origins collection didn't have the option to turn off lives, I might have had some choice words for Sega. And hey, checkpoint assist in the Zero collection makes the games downright playable for a lot of people that would have probably given up five minutes in otherwise.
@thomasffrench36397 ай бұрын
The problem is that these games are designed around lives systems. For example Castlevania has multiple weapons throughout the stages and Mega Man needs to incentivize you to play other stages. It is hard to make permanent checkpoints in these games and not go against that design. Like Mega Man 8 punishes you for trying a new stage by getting rid of the permanent checkpoint when moving to a new stage
@BigRed30007 ай бұрын
@@thomasffrench3639 I don't know much about castlevania but why does megaman need to incentivize you play other stages and not complete the one you already started? Does the game not already incentivize you to play all the stages? You get new weapons from each one and generally you need to play all of them to beat the game is that not incentivize enough? I guess I get what you mean that with the game over system it asks the player to pick a stage which could encourage people to try a different level but why is that necessary? I guess 8 does discourages you by making you lose your checkpoint if you leave the level but again why would you not want to encourage the player to finish the level they already started?
@thomasffrench36397 ай бұрын
@@BigRed3000 Because some stages are harder than others depending, and even that depends on what the person finds difficult, so if you are having trouble with one stage, you can move to another that might fit your current abilities better. Especially when you don't know the boss order, it can be helpful to try out a different stage to determine boss order.
@BigRed30007 ай бұрын
@@thomasffrench3639 none of that should be needed in the game design though. everything should be reasonable enough with just your standard weapons, if everything isn't then what's the point of the nonlinearity? So you can trial and error though the levels until you find an order that works? Honestly that might be what they were thinking with the first few games, can't exactly say cuz I'm not one of the devs, but that's just kinda dumb if you ask me. At that point you're better off just looking up the best order and saving yourself the trouble. Boss weaknesses shouldn't be required for the standard levels and/or levels shouldn't be so bs that you basically need them like quick mans stage. Isn't that punishing the player because they're being put in a bad position because that game gave them the option? The game's kinda telling the player to screw off cuz they picked wrong when they would have no way of even knowing there was a wrong choice. And even if permanent checkpoints is something they don't want to do there's always just making it a settings option
@SleepyIceman647213 күн бұрын
Screw this boss
@PowerSimplified18718 ай бұрын
Finally you did it. Unrelated Question: Should I join Twitter? On the one hand, there are a lot of people that are there and is basically the only way to properly communicate with them. (Including you) On the other hands, there is Toxicity.
@ExploDjinn8 ай бұрын
I mostly lurk on Twitter and only signed up to track Amiibo preorders. If you do sign up, I'd recommend keeping it locked to Following, so that you only see posts and retweets from people you choose to follow. As for whether you should or not, that's a very personal decision based on how much BS you think you can stand.
@PassportBrosBusinessClass8 ай бұрын
Wily Capsule 7 ruined the whole game for me. Going in, I didn’t like anything about this game. I didn’t like the animations, the bosses or the music. I played through it just to play through it. Mega Man 8 was only slightly better. Of the classic MEGA MAN games, 3 and 7 are my least favorites.
@ExploDjinn8 ай бұрын
Wish I could say that the Capsule never completely ruined 7 for me, but I distinctly remember a playthrough where around half of my time was just the final stage. And 3 rules! But yeah, it was rushed, and you can tell, so I can't get mad at ya.
@billmartovich90098 ай бұрын
MM7 was slower and less polished than the NES games. The bosses were weaker ideas, the powers were less than spectacular, and the music was cartoony especially for how serious the plot was. I would absolutely say 7 is my least favorite mainline game. The fact that the Final Boss was a capsule since 4 doesn't help either. The powers being so basic added to the fact that you're explicitly told what each one did, made experimenting something you aren't encouraged to do. Just overall poorly designed from start to end. The Wild Coil was one of my least favorite weapons, so I knew it had to be the useful one in the end. I was pretty good at using it, but I didn't know how to make them go higher (I accidentally had it happen because I was holding up while jumping or whatever) and thought it was a random thing or a bug. I also didn't know about flinching Wily with Thunder or using Frost Cracker/ Buster for being able to damage him. I also just bought a bunch of tanks, traded blows (hopefully with the yellow dots) and used tanks to outlast Wily and take the win.
@ExploDjinn8 ай бұрын
Nothing quite so frustrating as pulling off a trick and having no idea how you did it, is there? I still really like 7, but the Capsule definitely dropped it a few places on my own personal ranking.