Bravoman/Stage 2

Dr. Bomb: ロボットぐんだんゆけーい! ゆけーい! (Robotto gundan yukēi! Yukēi!) プレイヤー1/2ステージ2じゃ. (Pureiyā 1/2 sutēji 2 ja.)

Once the background has reappeared behind Bravoman and his energy bar down at the bottom of the screen has refilled, start by running to the right and punch an Unbaba as it comes flying towards you, then crouch down and headbutt a Mogura Drill as it comes rolling towards you, stand up and kick a second Unbaba as it comes flying towards you, crouch down again and headbutt a second Mogura Drill as it comes rolling towards you, and stand up again and punch two more Unbaba as they come flying towards you before you come to a trio of pipes standing right next to each other; once you have collected the Fuku that the Mogura Drills left behind, you shall have to jump onto one of these pipes, crouch down, and headbutt three more Unbaba as they come flying towards you. You shall then have to drop down to the ground on the other side of these pipes, continue running to the right and crouch down to headbutt three more Mogura Drills as they come rolling towards you - and once you have collected the Fuku that they have left behind, you will come up to telephone box with a Baninga (which is the only enemy type that you can jump on the head of without it causing injury) standing on top of it. Kick the Baninga twice to kill it (the Katakana text in its first-hit explosion reads as Gāno ガーノ), then jump onto the telephone box to collect the Fuku it has left behind; you will then have to drop down to the ground on the other side of the telephone box and continue running to the right until you come to a building with a Mokera on top of it. When the Mokera fires its head at Bravoman, instantly growing a replacement one, you can jump up and kick it to destroy it for 100 extra points - and it will then start making its way down the side of the building towards you, so while it is doing this, kick it three times to kill it and collect the Fuku that it has left behind. You will now have to jump onto the building, then drop down to the ground on the other side of it and continue running to the right until you come up to a second building which has several more pipes on top of it; once you have jumped onto this building, a Dokanga will emerge from its first pipe. Once you have punched it to kill it and jumped onto the pipe to collect the Fuku it has left behind, another one will emerge from the fourth, tallest pipe of a four-pipe staircase - and once you have kicked it to kill it and jumped onto the pipe to collect the Fuku it has left behind a third one will emerge from the fifth, tallest pipe of a five-pipe staircase. Once you have kicked it to kill it and jumped onto the pipe to collect the Fuku it has left behind you will come to a Tekyuu that is moving up and down in a fixed position; once you have jumped over this indestructible ball, you will have to continue running to the right, until you come up to a Magneiza NP1. These robots do not move, but will occasionally open their mouths and emit a magnetic force field that will draw Bravoman towards them if he is in their ranges (and may also result in the wrong, injury-causing kind of contact with them) - so you will have to punch it twice to kill it before collecting the Fuku it has left behind, then continue on to the right before crouching down, headbutting a fourth Dokanga that has emerged from another pipe, collecting the Fuku it has left behind and coming to two more Tekyuu moving left and right in a fixed position. Once you have jumped over these two additional Tekyuu, you will have to drop down to the ground on the other side of the second building as you come to three Totems that are stacked on top of each other and all initially face out of the monitor; kick the blue one to kill it, then jump if it comes ricocheting back at you. The green and red ones, however, will turn to face Bravoman and spit axes (which, like the head of the Mokera, can be blocked for 100 extra points apiece) at him, before turning back to face out of the monitor - and if Lottery Man had appeared to leave a Kantsūken powerup behind for you earlier in this stage, you may wish to leave these be for a while, because when Ugo 401 decides to come after you, you will easily be able to defeat him. However, if he had not, you will have to punch the green one to kill it and crouch down if it comes ricocheting back at you, then headbutt that red one to kill it and jump up if it comes ricocheting back at you (and even if Lottery Man had appeared to leave a Kantsūken powerup behind for you), you will still eventually have to do this); you will then have to fight Black Bravo for the first time. Once you have punched him in the face six times to defeat him, he will speak the Hiragana text Oboe tero. (おぼえてろ.) to Bravoman before running off the right side of the screen - and once you have collected the Fuku he has left behind, the theme you have been hearing from the Yamaha YM-2151 will fade out, and Lottery Man will speak the Katakana/Hiragana text of Biba!! Berabōman. Onigiri, ku wan kai. (ビバ!! ベラボーマン. おにぎり、くわんかい) to Bravoman and then give him one Onigiri energy bonus for every ten Fuku he has collected during the stage. Once he has cycled away, the "stage clear" theme will be heard from the Yamaha YM-2151, and Bravoman will proceed to the third stage; it is the first of the Ocean variety, and will play like a horizontal scrolling shooter.