![megaman get equipped with time stopper megaman get equipped with time stopper](https://archiecomics.com/wp-content/uploads/2015/06/Sonic_273-3.jpg)
Once you complete the first laser gauntlet, you encounter yet another unique mechanic: Darkness. Like Dark Souls! (Note: Not actually like Dark Souls.) You can stock up, gaining new powers in death. And if you die in the second half of the stage without using the E-Tank, it’ll be there again to collect once you continue. It doesn’t do you any good against the lasers in this stage, since those are instant-kill hazards, but it can be a real boon against Quick Man himself.
![megaman get equipped with time stopper megaman get equipped with time stopper](https://images.eurogamer.net/2015/usgamer/megam-man-list-spot06.png)
They’re hard to come by (appearing in only about half the game’s stages), and your can only carry four at a time, so knowing when to use them and where to collect them proves to be of utmost strategic value. Once used, the tank will replenish the entirety of Mega Man’s health - a major boon. You grab it and rather than restoring your energy right away, the E-Tank sits in your inventory until you use it. Additionally, this set of power-ups includes a completely new feature for Mega Man 2, the E-Tank.Īn E-Tank works as a collectible energy refill. Once you do clear the first set of lasers, another 1UP awaits you, along with a large weapon power-up capsule that you can apply toward replenishing Time Stopper juice if you used it. You’re given ample opportunity to learn with no real loss no matter how many times you die (at least until you run out of Item energy). That right there is your first clue that maybe this isn’t the best stage to start out with if you can’t collect the first 1UP, maybe you should find an alternate stage to challenge. Light’s Items in order to reach that initial 1UP. In other words, you can keep slamming your head against the initial laser gauntlet until you pass and never run out of lives… provided, of course, you have one of Dr. There are no less than three 1UPs here, one on the very first screen. In its defense, Quick Man’s stage offers a fair amount of mercy. Which obstacle do you feel more comfortable challenging? Do you burn through your weapon energy to survive the laser gauntlet, or do you save it up and hope you can make it to the end and destroy the boss? It’s not a design flaw, in my opinion it’s a choice.
![megaman get equipped with time stopper megaman get equipped with time stopper](https://thehoganreviews.files.wordpress.com/2018/09/mega-man-4-5.jpg)
Megaman get equipped with time stopper free#
And most of the level consists of free fall - it’s an extremely vertical layout, clogged with those lasers.Įven if you’re equipped with the boss’ weakness here, this design poses a difficult question. The enemies in this stage aren’t terribly conducive to grinding for pick-ups, though. But there are two sets of beams, so you need to gather energy drops to refill Time Stopper in between… and then again before facing Quick Man, because Time Stopper is his weakness. Now, if you’ve acquired the Time Stopper from Flash Man’s stage, you can freeze the beams for just about long enough to pass through them all. You need to outrace them, or it’s back to the start for you. They do not disappear once they’ve begun transmitting. If you touch them, Mega Man will die instantly. As you drop through several screens of Quick Man’s level, powerful beams emerge quickly from the walls. Yes, the main gimmick in this stage is possibly the most memorably nasty stage mechanic in the entirety of the Mega Man franchise: Security lasers. Heat Man has intricate disappearing block patterns.
![megaman get equipped with time stopper megaman get equipped with time stopper](https://i.redd.it/dmnfh6t01qd31.jpg)
I guess the closest thing would be Wood Man’s level, which not coincidentally several people have mentioned in the comments as being their choice of beginning stages.īut consider: Bubble Man has water and falling platforms. This is an advanced platformer at every turn! There is really no such thing in this game as a stage without some sort of high-level mechanic that adds an extra layer of complexity to the basic run-and-gun style of the original Mega Man. The more I’ve played through Mega Man 2 with a fresh, critical eye - rather than breezing through it as I have for the past 25 years - I’ve increasingly come to realize my criticism of the developers dropping Bubble Man’s stage in the “default” level select position is moot.