Finished the game with CE 6.0, which it's ridiculous that I had to use that even, but Wily Stage 3 shouldn't have even been considered. It's spike traps, gravity, yoku blocks and little else. I think Dr. Wily probably went over the budget for large triangular spikes (I'd have to assume they get delivered in crates, probably to Wily's warehouse right behind the castle) and didn't really have the money to fix twinkle-toes properly. I kept using tanks until I realized that I couldn't win and was up for hours trying to beat him.
So with infinite spike protection, beat calls, e cans, and w cans (we also found a way to get infinite nail shield usage, until it changed memory addresses on us, and infinite glue shot, but that broke the game - it really came off it's rails) I managed to actually enjoy the game. the plot works for me too. according to what zan said, it could work with the canon and made sense. Gotta test it first, right?
But the plot of Megaman 4 plus infinity was much better. At any rate, I enjoyed what I thought was fun and cast off the rest. The best part of the game was the ending, artwork pieces included. MMU won't revolutionize the series as much as a friend and I agree that a customizable (not just stealing weapons, but ripping off parts from other robot masters and being able to use them, like taking Jet Man's propulsion system and being able to fly around, for example; or taking Yoku Man's shoulder pieces because you like how they look) Megaman would. But we also discussed e cans and extra lives for the robot masters, since it seems unfair that Megaman only gets to use them.
At any rate, MMU succeeds in cheap kills and even an easy mode won't stop that. Remove most of the death traps, and the game might be fun then.
Again, Ninja Gaiden was tough and this comes from someone who actually owned and played the cartridge just as much as he rented mm games; but there weren't a million death drops and lots of spikes - you could also stick to walls. Granted, there were alot of death drops. lol.