A Critical Look at Mega Man 7 Stages: Is Wild Coil Good for ANYTHING?

A Critical Look at Mega Man 7 Stages: Is Wild Coil Good for ANYTHING?

A reader brought to my attention that Wild Coil is aimable when charged. I went through the other stages again to see if this added any value to the weapon, which only confirmed that Coil is aggressively useless.

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A Critical Look at Mega Man 7 Stages: The First Four Robot Masters

A Critical Look at Mega Man 7 Stages: The First Four Robot Masters

Completing the first four stages opens up the second segment of the game. Since we're certain to have fought each of these bosses at this point, we can now check out the weapons we've collected so far and what we can do with them. But first, the bosses.

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The Blue Ink Editorials: Lands of Confusion

The Blue Ink Editorials: Lands of Confusion

When I first heard that Archie was planning a followup to the Worlds Collide arc which would be entitled Worlds Unite, my first thought was, "Oh, goody. Another way for them to up their subscriptions for a short period of time." Admittedly, this was a particularly cynical thought on a particularly cynical day, but the more I think about it... the more I feel like my first snap judgment was the right one.

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A Critical Look at Mega Man 6 Stages: Plant Man

A Critical Look at Mega Man 6 Stages: Plant Man

So here we are at the last game for the NES. This time, Wily puts on a fake beard and sunglasses to hold a robot tournament and steal the contestants, so our newest batch of Robot Masters is meant to be from various places around the world, leading to somewhat flashier designs than we're used to.

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