Mega Man/Walkthrough

Mega Man is a platform action game released by Capcom in 1987. It was the first in the Mega Man series and has an unpolished feel not present in the other games.

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, develop their very first near-human robot named Rock. 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. Wrights electrifying creation. Planned for conducting electrical operations, even supervising nuclear power plants.

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 an Arm Cannon 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 Megaman Select Trick

A and B Buttons
A button: Jump

B button: Shoot

Weapons
Note : To this editor's knowledge, these names were never given in the original game, with the exception of the Magnet Beam. They were later named in later games featuring these weapons.


 * Rolling Cutter (C)- This weapon is aquired by beating Cutsman. 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 Elec Man.


 * 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 Rock Monster.


 * 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 the Bubble Attack (at the end of the third leg of Dr. Wily's castle).


 * 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.


 * Arm Cannon (P)- This is Mega Man's basic weapon. It fires a single white shot. It is sometimes referred to by players as the "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.

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.

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.

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.

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.

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. Megaman 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.

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 Rock Monster, 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 Mega Man clone 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 the Bubble Bots, large bubbles that rotate around the room and are difficult to dodge. The Power Arm works well on them, but you have only four blocks, and seven Bubble Bots 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 Wily's ship. 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.