Flash Man’s stage is...weird. Similar to Elec Man’s stage, it offers multiple pathways, sort of like a maze. Unlike Elec Man’s stage, where the pathways have more or less equal levels of challenge, Flash Man’s paths are pretty damn imbalanced, in that one path might offer you loads of items, while the other might flood you with enemies. In the first fork in the road, you’ll want to take the lowest hallway, as all the others lead to a door that can only be destroyed with a Crash Bomb. This means dealing with the Crazy Cannon and its ridiculous bullets, but you’ll have to make do. At the end of the segment, you’ll find a hallway blocked by three (3) Crash Bomb doors. While this path is lighter on the enemy side, it technically breaks the run considering you’re using a RM weapon to make a situation easier for yourself, instead of it being required. So damn it, I’m having the moral high ground and going down the other path...which leads to a Sniper Armor! With ice physics!
After you try as hard as you can to slide past it, pray you don’t get hit by the Crazy Cannon on the next screen and go down the leftmost passage. On the next screen, hug the wall so that you end up in the center passage, avoiding the Schworms. Next, take the left passage to avoid the upcoming Blocky, and in the room with the second Sniper Armor, go down the passage to the right. This allows you to jump a series of blocks that completely negates two Sniper Armors. After the blocks end, jump down to the ground to go under yet another Sniper Armor.
Flash Man’s one of the easier Robot Masters to deal with, what with his slow speed and the fact that he takes more damage from lemon shots than usual. The only real difficulty comes from his unusual arena design. You can more or less stay still as he’s walking up to you, and when he gets right next to you, jump over him and let him follow you for the rest of the fight. You can avoid his rapid fire shots if you’re right on top of or right below him when he stops time, but don’t stress much if you can’t dodge it in time; despite his sheer number of bullets, he can only hit you once before time resumes again, and one shot deals a measly two bits of damage to you. This, coupled with the fact that he only stops time every six seconds, means that you’d have to be actively trying to get killed by him if you have a full bar of health. Soon enough he’ll be gone in a fla….jiffy.
Jeeeeeesus christ, Quick Man’s stage. We’ve saved the worst for last, in some regard. After using Item 1/3 to get the 1-up if you want and a room full of Schworms, you’ll be at the most reviled hazard in the Classic series: the instant death lasers. Without the Time Stopper on your hands (even then I don’t like to use it on regular runs as I need to conserve it for this stage’s headache of a boss), the best strategy I can give you is to *run*. At the very least, on the second laser screen, you can veer to the right to go down the right passageway in the following screen to get a 1-Up and E-Tank.
In this hallway, these Hotheads can be tricky once they start throwing discount Podoboos, but this first one is the only one you can’t kill before that happens considering you need to jump. For these last few laser sections….well, let’s just say there’s a reason this stage gives you two 1-Ups. It’s completely fine if you don’t pass all of the lasers on the first try, so at least the retrys are good for getting experience. The last hallway has even more Sniper Armors, but this time, you have plenty of room to destroy the Armors if you’re firing at them quickly enough and then dealing with the Joes from there. Just…don’t scroll too far and respawn another Armor, for the love of god.
So...Quick Man….hm. Alright, I’ll confess: I don’t have a strategy for this man. This boss doesn’t have any pattern that I can discern, almost like the reincarnation of Elec Man in terms of sheer randomness. All I can notice is that he jumps twice before running for a bit, but it’s impossible to notice how far/high he jumps or at which jump he fires his boomerangs, which can either come in groups of 1 or 3. There’s just so many unknown factors here! It’s by complete happenstance that these last 4 stages are the only RM stages in the game with E-Tanks, not to mention their bosses are cakewalks, so for God’s sake, don’t be afraid to use them. Quick Man only takes 14 shots to kill, but it’s going to be a long 14 shots.
Also just for fun, my opinions on this game’s weapons:
Metal Blade: The point in the series where the devs finally realized they needed to take it down a notch on weapon balance. Between letting you fire in 8 directions, its fast fire rate and brutal damage, and its inexpensive ammo cost, this is by and large the best weapon in the Classic series.
Bubble Lead: Even if there’s something to be said about its floor-following feature, there’s nothing it can do that the Mega Buster or Metal Blade couldn’t. Only found myself using this with a certain hazard in a Wily Castle stage and the final boss.
Atomic Fire: A neat little precursor to the Mega Buster, but the fact that it you can only use 2 fully charged shots of it before running out of ammo ultimately kills it.
Leaf Shield: A bit dampered by the fact that you can’t move while using it. Only used it with the lifts in Crash Man’s stage.
Air Shooter: As far as shooting upwards, it’s made obsolete by the Metal Blade when you consider that it’s ultimately slower. At least they’re the best defense against Sniper Armors.
Crash Bomber: A bit slow for my tastes, but it deals decent enough damage. Apparently it can also go through Wood Man’s Leaf Shield, which is a godsend.
Time Stopper: Practically mandatory for Quick Man’s lasers, but other than that, I didn’t get too much use out of this.
Quick Boomerang: A nice alternative to the Metal Blade, thanks to its fast fire rate and, consequently, its high damage output.