Mega Man/Walkthrough

Story / Plot
Brilliant scientist Dr. Wright (Dr. Light) develops six human-like robots with unique abilities to perform specific everyday duties. Dr. Wright, along with his assistant Dr. Wily (who was not his assistant in the PSP version, and thus not involved in the creation of Dr. Light's robots), develop their very first near-human robot named Rock (Mega). The other six robots were programmed to perform prescribed rituals:

Cutman: Designed to function as a lumberjack. Powerful saw-toothed scissor-like instrument protrudes from head, capable of gnawing through giant forest timbers.

Gutsman: A bulldozing character capable of lifting and transporting huge boulders.

Iceman: Impervious to chilling sub-zero temperatures, capable of human-like performances under extreme climatic conditions.

Bombman: A real "blaster" as a heavy duty laborer who uses intensely powerful explosions to clear lands for Dr. Wright's construction projects.

Fireman: Melts and molds metals with flame throwing torch from atop his head.

Elecman: Dr. Wright's electrifying creation. Planned for conducting electrical operations, even supervising nuclear power plants.

Roll was also created, but the story in the instruction manual does not acknowlege her, and she only appears in the ending of the game.

But, with the exception of Rock, all of Dr. Wrights robots were re-programmed by Dr. Wright's assistant, Dr. Wily, who turned disloyal. Dr. Wily is now able to control the world and its resources completely unless something is done.

Rock volunteers to be converted into a fighting robot. He is now known as Mega Man, has a Mega Buster weapon, has the ability to take weapons from other robots and is ready to destroy six Robot Masters and Dr. Wily.

Over the course of the game, Mega Man will fight the six Robot Masters in their own habitat, in an order of his choosing. After this, he can attack Dr. Wily, who has a four-part stage.

Control Pad
Left: Mega Man will move to the left

Right: Mega Man will move to the right

Up: Mega Man will climb a ladder

Down: Mega Man will climb down a ladder

Start and Select Buttons
Start: Opens the weapon sub-screen

Select: Pauses the game, also used for the Mega Man Select Trick

A and B Buttons
A button: Jump

B button: Shoot

Weapons
Note : These names were never given in the original game, with the exception of the Magnet Beam, which was only identified as such in the instruction manual. They were later named in later games featuring these weapons.


 * Rolling Cutter (C)- This weapon is aquired by beating Cutman. It is a clone of his weapon, which is a large scissor-like blade which slowly flies out and back like a boomerang. It is effective against Elecman.


 * Thunder Beam (E)- This weapon is aquired by beating Elecman. It shoots a wavy electrical beam forward, up and down. It can also be used to destroy special blocks, like Super Arm. It is effective against Iceman and Yellow Devil.


 * Fire Storm (F)- Aquired from Fireman. It shoots a firefall forward and surrounds Mega Man with a fire shield for a second. It is effective against Bombman and Dr. Wily.


 * Super Arm (G)- Aquired from Gutsman. It allows Mega Man to pick up and throw special blocks (mostly in Cutman's area, Elecman's area, and the first leg of Dr. Wily's castle). It is effective against Cutman and CWU-01P.


 * Hyper Bomb (B)- Aquired from Bombman. It shoots a bomb which explodes a few seconds later. Powerful, but difficult to time properly. It is effective against Gutsman.


 * Ice Slasher (I)- Aquired from Iceman. It shoots a large blade of Ice forward which freezes enemies in their tracks (but you can still be hurt by them), and can also freeze fire pillars in Fireman's area. It is effective against Fireman.


 * Magnet Beam (M)- Found on the Elecman stage. When shot, it creates a magnetic platform that Mega Man can jump on. However, it disappears after a few seconds, so be quick. The longer you hold down the button, the longer the platform will be (and the more energy it uses). The Magnet beam is used by selecting it from the weapon menu and pressing fire, like all weapons once you have them. The Magnet beam is a bit different only in that you don't get it from a boss, and secondly, the longer you hold fire, the longer the magnetic platform will be.


 * Mega Buster (P)- This is Mega Man's basic weapon. It fires a single white shot. It is sometimes referred to by players as the "Arm Cannon", "Pea Shooter", or "Basic Gun". Mega Man starts the game with this weapon. It cannot be charged in this game as in Mega Man 4 and beyond.

Level Description
The first six stages (Robot Masters) can be attacked in any order.

Cutman - Takes place in a dilapidated prison, with lots of narrow passages to make fighting difficult. Cutman leaps and throws his boomerang-like Cutters at Mega Man.

Gutsman - A construction site, this is a short but difficult stage. Mega Man must first negotiate moving platforms that periodically give way, and then deal with pickax-wielding robots. Gutsman himself moves slowly, throws blocks at Mega Man, and leaps to make the ground shake.

Iceman - Takes place in icy, watery caverns. Mega Man must deal with disappearing blocks; later, flying platforms that fire at adjacent targets. Iceman is fairly immobile, firing three ice wedges in a row at Mega Man.

Bombman - A strange, futuristic city with odd spherical structures on the skyline. The area is rich with turrets, flying bombs, Sniper Joes (green, shield-using robots), and spikes. Bombman is able to leap around the room and toss bombs that explode on impact at Mega Man.

Fireman - An area filled with fire pillars, fireballs, and lots of bottomless pits. Fireman is largely stationary but fires large fireballs at Mega Man which turn into standing flame when they make contact.

Elecman - A tall tower, with Elecman at the top. Mega Man periodically has to deal with vertically flying objects that fire dual electric blasts at him. Don't forget the Magnet Beam halfway through. Elecman is possibly the most difficult Robot Master; he moves very quickly, and his Thunder Beams are very difficult to dodge.

After defeating the first six Robot Masters, you can select to attack Dr. Wily. Dr. Wily's stage has four parts. You do NOT get weapon energy recharges after beating one of the following stages.

Dr. Wily Part 1 - The front gates to Wily's castle are guarded by Big Eyes (large, jumping enemies) and the flying platforms from Iceman's stage. Later on you need the Magnet Beam to progress. At the end is Yellow Devil, who disassembles himself into chunks that fly at Mega Man.

Dr. Wily Part 2 - The roof of Wily's castle, where lots of precarious platform jumping takes place. Cutman and Elecman also make a repeat appearance. At the end is the Clone Machine, which creates a Copy Robot that can use any of Mega Man's weapons.

Dr. Wily Part 3 - The plumbing of Wily's castle, this is a very short level. Near the end Mega Man gets flushed down a long pipe under intense water pressure. After all that is CWU-01P, a robot encased in a large bubble that rotates around the room and is difficult to dodge. The Super Arm works well on them, but you have only four blocks, and seven incarnations of CWU-01P to dispatch.

Dr. Wily Part 4 - The depths of Wily's castle. This is another short level, but a lot takes place here. You have to fight Bombman, Fireman, Iceman, and Gutsman, one after the other. Then you have to defeat two forms of the Wily Machine. Don't miss the Yashichi, which refills all weapon and player energy to maximum before the quadruple-Robot Master steel-cage matchup.

The Select Trick
When fighting a boss, you can score multiple hits with the same shot by pausing the game after the first "hit". After the boss has stopped flashing, quickly hit select to unpause the game and then again to pause it again. You will score an additional hit. Keep hitting select until the boss is defeated. You can beat many bosses with one shot this way. This does NOT work with the standard arm cannon.

A less notable, but still occasionally useful, consequence of this is that when you press Select when Mega Man is hit, it will reduce the brief "knockback" period.

Turbo Arm
If you are using a controller with a Turbo capability (or an emulator that does the same) and activate the Super Arm weapon, sometimes you can pick up and throw blocks without the block actually disappearing. This comes in handy when fighting the boss at the end of the third leg of Dr. Wily's Castle.

Game Genie Codes

 * OZSKPZVK - Infinite lives
 * SZKZGZSA - Infinite Energy
 * TAOOYTGA - Extra-high jump.

Suggested Order
A common suggested order is: Gutsman, Cutman, Elecman, Iceman, Fireman, Bombman. Gutsman is slow enough that he can easily be dispatched by the standard arm cannon, and if you don't get the Super Arm before going after Elecman, you'll have to beat Elecman twice (to get the Magnet Beam).

Some players prefer Bombman first (followed by Gutsman, then Cutman, etc.), since his stage is probably the easiest, but his weapon is relatively useless.

PSP Specific
In the PSP version of Mega Man, known as Mega Man: Powered Up, the original game is available as well as a remade version of the game. The remade version adds three new bosses and new stages for the original bosses. Almost all of the old bosses have new weaknesses as well.

Proto Eye - A new stage that takes place right before the events of the original game. It details Dr. Wily revealing his plans for world domination, and Mega's transformation into Mega Man. The Proto Eye itself is fairly easy. It basically jumps to one side of the screen and fires a shot at you with its eye before repeating the process. It has virtually no weakness.

All of the original bosses Same type of level as before, just laid out differently. The bosses themselves each have one new attack, however:
 * Cutman: He takes out a larger cutter and throws it at you.
 * Gutsman: He uses one of Drill Man's attacks from Mega Man 4, where he digs into the ground and pops out at where you're standing. The new Time Slow is now effective against him.
 * Iceman: He summons an icicle down at you. It goes away after a while. The Hyper Bomb is now effective against him.
 * Bombman: He takes out a giant bomb and throws it at you. If he throws it near himself, it bounces along before it explodes. Use a Rolling Cutter to take it out if you can. The Rolling Cutter is also effective against Bomb Man now.
 * Fireman: Uses a Flame Blast from Mega Man 6 occasionally.
 * Elecman: Summons a thunderbolt down at where you are standing at the moment. The new Oil Slider is now effective against him.

Time Man His stage is full of objects that operate based on time, such as time bombs. He attacks by either shooting clock hands at you or slowing time to make it easier for him to attack.

Oil Man His stage is full of fire enemies and oil that they can light you on fire with. He attacks by shooting blobs of oil at you.

Wily Stages Almost exactly the same. However, almost all of the bosses here have new attacks as well:
 * First leg: The Yellow Devil now slams his hand into you if you are standing too close to him after he reforms. He is now vulnerable to the Fire Storm.
 * Second leg: What was once the third leg is now the second. CWU-01P now has an attack where he uses a laser against you. He also uses it to have blocks try to crush you. You can also use these blocks with the Super Arm.
 * Third leg: What was once the second leg is now the third. You fight all of the main eight bosses here now, this time using the teleportation system from the later games of the series. As for the Copy Robot, he is only weak to the weapons that counter the weapons he's using (like the Ice Slasher if he's using the Fire Storm).
 * Forth leg: The Wily Machine now uses all of the special abilites. Like the Copy Robot, he's only weak to the weapon that counters the one he's using.