Mega Man 2 (NES) Playthrough - Part 08: Quick Man
Oh no, it's Quick Man and his lair of instant death giant lasers. Unsurprisingly, survival here is all about being quick. Really fucking quick.
And it is nothing to worry about as long as you keep moving. In fact I like the 'Move or Die!' pressure of this level, although in some respects it probably could stand to be toned down a little.
No, really. Because when you're not using Time Stopper to circumvent the only challenge the level possesses, even the slightest error in moving will invariably see the screen fill with Mega Balls. Or whatever the hell it is that Mega Man explodes into a shower of.
Speaking of Time Stopper, it's better saved for the fight with Quick Man. Why? Because then you only need to concentrate on damaging him halfway, and Time Stopper will do the rest while you're free to dance around and wait for the bastard to shatter.
Quick Boomerang is nothing all too special in function, but it comes equipped with a fucking bundle of weapon energy and the rate of fire proves to be invaluable enough against two of the upcoming bosses.
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