

- #MEGA MAN 11 YELLOW DEVIL WEAKNESS CRACKER#
- #MEGA MAN 11 YELLOW DEVIL WEAKNESS PC#
- #MEGA MAN 11 YELLOW DEVIL WEAKNESS SERIES#
#MEGA MAN 11 YELLOW DEVIL WEAKNESS CRACKER#
Even the Junk Shield and Freeze Cracker are not that effective against most enemies or the Wily bosses.

The only capable power is the Scorch Wheel from Turbo Man which is also used to clear a forest path in Slash Man 's stage. The Danger Wrap, Slash Claw, Wild Coil and Noise Crush are among the worst powers I have seen from the Classic titles.
#MEGA MAN 11 YELLOW DEVIL WEAKNESS SERIES#
The problem with most entries in both the Classic and X series is how Capcom always produces weak boss powers. Of course, there is a reason it’s called the Classic series and that's not to play these for complex gameplay. The same style of blasting enemies and facing many hazards through the stages is all here once again. The enemies had a perfect balance between fair, and challenging as there wasn’t one that come across annoying. Perhaps it has something to do with the Super NES’s speed (the slowest of three main fourth gen consoles) that might have impacted the difficulty. The level design felt as good as on NES and has secret items and hidden areas to find. At times, the player would have to use Rush to find hidden big items or use the special powers to seek out the hidden areas. Being able to use the Proto Shield and Super Adapter was an awesome thing about Mega Man's arsenal. Of course, the other abilities like Beat that saves Rock from a pit and the energy tanks (from MMX) are all here. After playing MMVII, I wish Capcom put this much effort into the other abilities for the previous Mega Man games on the NES. To explain the Mega Man Classic Series comes down to something I always stated about them. If you played one then you experience them all, however, the classic formula doesn’t fail at all in this entry. I’ll admit that after MMX and playing through its challenges, MMVII does feel simplistic. With Capcom's experience in 16-bit technology, how will the Blue Bomber fare this time?

Now, these new Wily machines are released from their timed capsules looking for their master as they cause destruction. Like always Wily had a backup plan and his planned escape from prison was for his eight hidden robot masters that got created prior to his arrest. The theme this time takes place six months after Wily was finally arrested for his terrorist ways by Mega Man. For this round of the Blue Bomber, Capcom went a different route instead of going retro. After the fallout of Mighty Number 9 and the failure it absolutely was, the company finally steps into correct this mess. Now, for MMVII, it wasn’t the first title to go 16-bit as MMX for Super NES and The Wily Wars on Genesis were already out.
#MEGA MAN 11 YELLOW DEVIL WEAKNESS PC#
Welcome to a new edition of Retro Corner and after nearly a year of waiting we finally have Mega Man 11. The last time we saw an official Mega Man game get released was back in 2010 with the 10th entry for Wii, PS3 and Xbox 360. Yes, I am aware that Capcom released Street Fighter x Mega Man on PC a few years ago. However, it shouldn’t count as Capcom made that freeware game for promotional purposes. The 10th title just like MM9 also used NES style graphics as a throw back game to the old days. In fact, MM9 actually jumpstarted the retro Indy craze in 2008 that we have today.
