The only places where super-shots are useful are where the extra shot size is needed or for the few robots who are immune to normal shots but can be hit with supers. So don’t get too much in the habit of charging up. In Mega Man 7, though, super-shots are practically worthless in many cases as the shots are only worth two normal ones, and it’s easier to simply rapid-fire. In all other Mega Man games, a fully-powered super-shot is apparently equivalent to the damage of three normal shots. The Mega Buster in this game has changed slightly. Eddie, on the other hand, does absolutely nothing! Oh well. Beat no longer attacks but instead saves Mega Man occasionally by catching the blue bomber out of a lethal plunge. (They call it the Super Adapter.) But the dog also has a new mode: Rush Search. Rush still has his Jet and Coil transformations from 3 through 5, as well as his Rush Jet and Power formations from 6-the latter two combined into one useful package. Of the ones that are present, most have new or different abilities. Rush, Roll, Proto Man, Beat, and Eddie (Flip-Top) are all back, although Tango is mysteriously missing. Light, a new robot named Auto is operating it, and he makes things out of Bolts instead of P-Chips. The Item Replicator is back, although instead of Dr. As I’d hoped, Mega Man 7 borrowed many of the elements that made Mega Man IV and V for GameBoy so fun to play.