Let's Play Mega Man 7 - Part 7: A Turbo-Charged Extravaganza
We're now on to the second half of Robot Masters, starting off with a stage that I won't miss later. Turbo Man is up first, and he's a classic example of a not-so-annoying boss with a rather annoying stage. You start off outside, and almost immediately, you are chased by a Sniper Joe in a truck. Then we go inside to find hopping traffic cone enemies and moving tires on the ceiling that bounce you around...placed over death spikes. Yeah, here is where the pain begins. After that come some enemies that throw spiked tires at you and a room with fire pillars coming from the floor and ceiling, followed by instant-death streams of fire (think Quick Man's stage from Mega Man 2) and a truck that serves as a sub-boss, then the boss door. Turbo Man's stage is pretty short, I guess, but it's still ugh. Turbo Man himself, though, is kind of a pushover. His most dangerous attack is his Scorch Wheel, a ring of fireballs that goes up the wall and breaks apart into four individual fireballs. When it's still in one piece, it does a lot of damage to Mega Man if it hits. He can also pull you toward himself, and he can change into a car and vroom across the boss room. Most of his attacks are pretty easy to avoid, though. Beating him gives you the Scorch Wheel, which is actually pretty useless. It can light torches in one stage, and it does extra damage to at least two bosses (if you can actually hit with it), but there are much better weapons in MM7 for...pretty much everything.
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