DATA BASE

Game Play Stats

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For a description of what these stats mean, see the Stat Explanation page.

Open Menu: No
Charge Up: Yes*
Lose Charge: No
Horizontal Recoil: 1 block**
Vertical Recoil: 1 block**
Shots On Screen: Yes
Fall Off Ladder: No
Paused Refills: No
* You can charge up, but if you release the button before you have control, you lose your shot.
** The direction and extent of recoils can be affected to a degree by using the control pad.

Damage Data

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MBBBIWCVSDWBRMLBTBMC
Cold Man1:31:2+112131:11
Astro Man1:31:20011110:02
Ground Man1:31:21101410:11
Burner Man1:31:23:8110111:10
Pirate Man1:31:21013122:11
Dynamo Man1:31:21111100:21
Tengu Man1:31:21161111:11
Magic Man1:31:20122123:41

Notes:

  • MB = Mega Buster. First digit is normal shots; second digit is shots charged to full power.
  • BB = Bass Buster. First digit is normal shots; second digit is shots with the super-shot item activated.
  • First digit of Tengu Blade is striking with the projectile; second digit is hitting with the slash or dash.
  • Knocking Burner Man into the spikes with Ice Wall causes 8 units of damage, but only if he’s on-screen at the time.
  • Hitting Cold Man with Ice Wall will actually restore some of his energy...
  • Data compiled by MegaBoy for the SNES version. GBA version stats may vary.

Weapons

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Uses: 3 units
Obtained From: Astro Man
Color Scheme: Green and cyan / Black and purple
Similar To: Soul Body
Appears In: M&B
Copy Vision
User makes a holographic copy of himself that remains in place and fires continuously. It disappears after a set period of time. Note that you can fire your arm cannon while the Copy Vision is in effect, and although Mega Man cannot charge, the shots seem to take special damage as long as you have Copy Vision equipped—even if it is out of energy.
Uses: 3 units
Obtained From: Cold Man
Color Scheme: Dark blue and white / Cyan and blue
Appears In: M&B
Ice Wall
Creates a chunk of ice that falls to the floor. When given a nudge, the wall will slide across the floor and even spikes. Cracks and shatters after a short time or when it slides into a wall. Use this as a platform to reach inaccessible areas, and ride it across spikes. It should be noted that Ice Walls float.
Uses: 5 units
Obtained From: Dynamo Man
Characteristics: Full-screen, Invulnerability
Color Scheme: Yellow and gray / Purple and orange
Similar To: Astro Crush
Appears In: M&B
Lightning Bolt
Lightning bolts rain down above, plastering anything in the area. It is said not even the mighty King can withstand a shocking encounter with this weapon.
Uses: 1 unit
Obtained From: Magic Man
Characteristics: Aimable, Boomerangs
Color Scheme: Black and purple / Light green and brown
Appears In: M&B
Magic Card
This shoots a card forward or straight up. The card flies out and returns rapidly, similar to the Ring Boomerang. But it can also snatch up items it comes into contact with during its flight.
Uses: 3 units
Obtained From: Pirate Man
Characteristics: Aimable, Homing
Color Scheme: Black and light red / Blue and red
Similar To: Magnet Mine
Appears In: M&B
Remote Mine
These generally fire straight, although they are semi-homing, which means they will fly off in the direction of an enemy if they pass near one. Also you can influence their direction by pressing on the control pad. Remote Mines will attach to any solid object, be it a sprite or part of the background. Detonate a mine by pressing the fire button again. Mines are useful in that the explosion affects a lot of things and can take multiple hits.
Uses: 2 units
Obtained From: Ground Man
Characteristics: Multidirectional
Color Scheme: Orange-brown and light gray / Red and silver
Similar To: Tornado Fang
Appears In: M&B
Spread Drill
This drill begins its life large, about the size of Mega Man himself. Each time you press the fire button, however, the shell of the drill breaks away to reveal several smaller drills. Each succession of drills are smaller and faster than their predecessors. You can only split a Spread Drill about three times.
Uses: 2 units
Obtained From: Tengu Man
Characteristics: Non-Firing
Color Scheme: Gray and silver
Appears In: M&B
Tengu Blade
This is a Slash Claw, Charge Kick, and Silver Tomahawk rolled into one! When fired, it creates a slash which produces a whirling blade of energy that travels upward in an arc and rebounds off walls. You can also slide/dash and get a slash of energy that way.
Uses: Continuous
Obtained From: Burner Man
Characteristics: Burns
Color Scheme: Red-orange and yellow-orange / Green and cyan
Similar To: Fire Wave
Appears In: M&B
Wave Burner
A stream of fire jets from the user’s arm cannon. This has very short range and consumes energy to sustain the blast. If used underwater, there is no fire, but the weapon produces waves of heated water which can still damage things.
Some data supplied by Matthew Presley

Items

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Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Pellet
Energy pellets refill your life meter. The small ones refill 2 units—not a lot, but it can really add up.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Capsule
These globes are the same as energy pellets except that more energy is refilled.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Weapon Energy Pellet
The colored pellets are weapon energy. They refill your current weapon or adapter rather than your life energy. Weapon energy changes color according to which weapon you are currently equipped with. Before picking up a pellet be sure to equip a weapon that needs the energy.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Weapon Energy Capsule
These are the same as weapon energy pellets except that more energy is refilled.
Also Known As: Spare Body
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
1-Up
Extra lives. If you have one of these when you bite the dust, you’ll be given another chance at the stage, restarting at the furthest continue point that you’d reached.
Also Known As: Bolt
Appears In: MM7, MM8, MM9, MM10, MM11, M&B, R&FWS
Screw
These are the same thing as P-Chips from the Game Boy games. Gather these to build items. Screws are found in several sizes; the bigger the Screw, the more it is worth. Tiny Screws are worth 2, larger ones are worth 8, and giant ones are worth 100 a pop. You can carry up to 999 Screws at a time, so if you get full build some things to use them up so you can gather more.
Appears In: M&B
CD
King has stolen 100 CDs from Dr. Light, detailing the various characters in the Mega Man series. Gather these to fill out your CD Data Base. CDs are saved globally, meaning any you pick up will be instantly stored and will always be considered “obtained” even when you begin a new game. This is because only Mega Man can get some CDs, and only Bass can get certain others.

Parts

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Appears In: MM11, M&B
Auto Charger
Mega Man charges his arm cannons automatically whenever you are not firing. This can save some effort on your thumb, and also helps you to always be fully charged during chaotic battles.
Appears In: M&B
Auto Recover
When this is selected and you stand still, your energy meter will refill one unit at a time. Like X’s helmet enhancement in Mega Man X3.
Appears In: M&B, R&FWS
Beat
Like in the Power Fighters, Beat flies in, gives you a blue sphere shield, and leaves. This shield makes you invulnerable for as long as its energy lasts.
Appears In: M&B
CD Counter
This enables Roll to tell you how many CDs are left in each stage, thus making it a little easier to search for them.
Appears In: M&B
CD Finder
Locations of buried CDs sparkle for a brief moment when you enter their screen. Keep your eyes peeled and this will tell you where to dig.
Appears In: M&B
Com System
Use this off the subscreen to contact Roll for hints.
Appears In: M&B
Cost Attack
When your character is low on energy (i.e., doing his huffing animation), his shots are twice as powerful.
Appears In: M&B
Damage Absorber
Damage inflicted on your character is turned into weapon energy. Useful if combined with the Auto Recharge part to undo the damage taken.
Appears In: M&B, R&FWS
Eddie
This allows you to summon Eddie, who teleports in, drops a few random power-ups, and leaves.
Appears In: M&B
Enemy Analyzer
This allows Roll to determine enemy weaknesses.
Also Known As: EB
Appears In: MM6, MM7, MM8, MM9, MM10, MM11, MMIV, MMV, M&B
Energy Balancer
This allows you to pick up weapon energy and refill weapons even if you aren’t equipped with them. The EB machine will fill the weapon which needs the energy most first, but you can override its choices by equipping the weapon desired. In this game, if your current weapon is full on energy, the weapon energy will go to another weapon instead.
Appears In: MM8, M&B
Energy Saver
This increases the number of times you can fire each weapon on a single stock of energy. Basically this reduces the energy required to fire.
Appears In: MM7, MM8, M&B, R&FWS
Exit Unit
Enables the green panel on the subscreen, which, when selected, allows you to exit a stage at any time once you’ve defeated that stage’s Robot Master. You can thus only use the Exit in stages you can revisit; for example it can’t be used in fortress stages. This item is primarily a shortcut to allow you to search for items without having to go all the way to the end of the stage every time. However you can also use it to avert death in many cases—if you’re about to die, open the subscreen and exit. You’ll lose any progress you’d made through the stage so it might be better to just sacrifice a 1-Up instead, but it is a possibility.
Appears In: MM8, M&B
High-Speed Charge
The Mega Buster charges up faster.
Appears In: M&B
High-Speed Dash
Causes Bass to dash slightly farther, and gives him really cool spark animations.
Appears In: M&B, R&FWS
Hyper Blast
Bass’s shots are smaller and travel through walls and ceilings and floors. They are still relatively weak, but you can use this strategically with the correct placement.
Appears In: M&B, R&FWS
Item Present
Causes surprise shells to appear in stages; shoot them for power-ups. This seems to only last one stage or life, whichever ends first.
Also Known As: Shock Guard
Appears In: MM9, MM10, MM11, M&B, R&FWS
Pierce Protector
This allows you to land on spikes or lava once without dying (you’ll become briefly invincible instead, just as if you had struck an enemy—so better hurry to safety!). Once this item is used up, you’ll be vulnerable to spikes and lava again.
Appears In: MM7, M&B
Rush Search
Rush teleports in and digs. He can uncover hidden items this way, although often he just digs up junk. This is crucial for finding many of the CDs. If Rush gets hit while searching, he teleports away and the search is canceled.
Appears In: M&B
Spare Body
This allows you to build 1-Ups (extra lives). You can turn some of your Screws into 1-Ups instead of searching for them in stages.
Appears In: MM8, M&B
Step Booster
Bass climbs ladders faster with this. This isn’t really a terribly useful part, but when you have nothing better to spend Screws on, there’s no reason why not to build it.
Appears In: M&B, R&FWS
Super Armor
Reduces damage inflicted on your character.
Appears In: M&B, R&FWS
Super Blast
With this, Bass’s shots are bigger and a bit more powerful. This is the closest he can come to charging.
Appears In: MM8, M&B, R&FWS
Super Recover
Increases the amount of energy you or your weapon recover when you pick up an energy pellet or capsule. This can really get you out of a jam when you’re deep in a fortress.
Also Known As: Gospel Boost
Appears In: MM10, M&B, R&FWS
Treble Boost
When used, Treble teleports onto the screen. You must move up and touch Treble to activate the mode. Assuming you make the tag, Treble morphs with Bass and Bass turns purple and gains wings. You can now fly around freely. Pressing the fire button will shoot a three-way spread of shots; you can only have one trio of shots on the screen at a time, so your firing rate is severely limited in this mode. Flying around consumes weapon energy; to conserve power, it’s a helpful to switch to another weapon using L or R once you are hovering over solid ground in order to disengage the mode quickly and drop straight to the ground.

Characters

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HP: 28
AT: 1-3
Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Mega Man
Mega Man was once a household robot named Rock, but when Dr. Wily turned evil, Rock was converted by his creator Dr. Light into the fighting robot known as Mega Man. This small blue robot is equipped with twin arm cannons and the Weapon Copy system which lets him take weapons from defeated foes.
HP: 28
AT: 1-3
Also Known As: Forte
Appears In: MM7, MM8, MM10, M&B, MMPB, MMPF
Bass
Dr. Wily’s finest creation, Bass was modeled after Mega Man down to the Weapon Copy and his own variation of Rush. An independent robot who enjoys fighting, his only goal in life is to prove he is the strongest robot in existence. As a consequence, he is obsessed with defeating Mega Man.
Also Known As: Blues; Break Man
Number: DRN000
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Proto Man
This mysterious robot was constructed by Dr. Light before Mega Man was even built. He likes to be on his own, doing things his way. He often pops in during the games, usually with his characteristic whistle, to give his brother Mega Man items or advice, or to just plain pull him out of a jam.
HP: ?
AT: ?
Appears In: M&B
King
This robot mysteriously shows up one day in the robot museum trying to steal robots to use in taking over the world.
Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Dr. Albert W. Wily
Dr. Wily was once Dr. Light’s partner, but then he turned against his former colleague and tried to take over the world. Even after being defeated repeatedly by Mega Man, he has yet to give up.
Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Dr. Thomas Xavier Light
This is the scientist that started it all, for he was the one who first created revolutionary human-like robots. He was responsible for creating Mega Man and Roll, and he worked with Dr. Wily for a time.
Number: DRN002
Appears In: MM1, MM7, MM8, MM9, MM10, MM11, M&B, MMWW, MMPU, MMPB, MMPF
Roll
She was also built by Dr. Light as a housekeeping robot, and is Mega Man’s sister. Her name is designed to match Mega Man’s (Rock and Roll).
Also Known As: Rightot
Appears In: MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Auto
This is the robot Dr. Light built to main the Item Replicator. He’s kind of the happy bumbling type that doesn’t have a whole lot of sense, but is usually cheerful.
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
Rush
Mega Man’s canine companion, this is a robot dog built by Dr. Light to aid in Mega Man’s travels. Rush is always ready to respond to Mega Man’s call; when Mega Man needs use of a Rush form, his dog teleports in, does his thing, and leaves. Any weapon energy you pick up while you have a Rush form equipped (even if Rush isn’t on the screen at the time) goes to that Rush form.
Also Known As: Gospel
Appears In: MM7, MM8, MM10, M&B, MMPF
Treble
This is Bass’s companion much how Mega Man has Rush. Treble is capable of forming the Treble Boost, an armor much like Mega Man’s Super Adapter which gives Bass better power and the ability to fly.
Appears In: MM5, MM6, MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Beat
This is a little blue attack bird that Dr. Cossack and Dr. Light created together.
Also Known As: Flip-Top; Eddy
Appears In: MM4, MM5, MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Eddie
Dr. Light’s walking suitcase. Eddie brings Mega Man items and power-ups on the field.

Robot Masters

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HP: 28
AT: ?
Number: DWN058
Weapon: Copy Vision
Weakness: Magic Card
Appears In: MM8, M&B
Astro Man
This strange-looking robot may give you some troubles if you come unprepared. He likes to duplicate himself and attack from two sides. Even with the Magic Card you’ll need a little bit of perseverance.
HP: 28
AT: ?
Number: KGN005
Weapon: Wave Burner
Weakness: Ice Wall
Appears In: M&B
Burner Man
Perhaps one of the most annoying Robot Masters to ever be constructed, Burner Man will keep you on your toes (or rather, off them, since on the ground is the last place you want to be). You can hit him with an Ice Wall only during certain stages of his attack. Push an Ice Wall into him and it will shove him onto the spikes at the edges of the battle field—just make sure the spikes are on the screen at the moment he hits them, or you won’t get the extra damage.
HP: 28
AT: ?
Number: KGN002
Weapon: Ice Wall
Weakness: Lightning Bolt
Appears In: M&B
Cold Man
Cold Man’s attack style is fairly repetitious. The real annoyance are the small robots he starts to eject as he becomes lower on health; they get in your way and if you get caught in their little cloud, you’re a sitting duck. Jump rapidly to escape if you get caught and try whenever possible to destroy the orbs as soon as they are produced.
HP: 28
AT: ?
Number: KGN001
Weakness: Copy Vision
Appears In: M&B
Dynamo Man
Dynamo Man can recharge his health up to full whenever he wants, and he will do so repeatedly if you give him the chance. Your only hope of ever ending this battle to your favor is to make sure you don’t give him the chance. To stop him from recharging you must destroy both sides of the recharging machine he uses. One rather quick way to accomplish this is to set off a Copy Vision on one side, then manually fire at the other side. Alternately try fully-powered super-shots.
HP: 28
AT: ?
Number: KGN003
Weapon: Spread Drill
Weakness: Remote Mine
Appears In: M&B
Ground Man
Like Drill Man, Ground Man likes to dig himself underground. Probably the easiest way to deal with him is to plant a Remote Mine on a wall or the floor (or on him) and wait until he goes near it, then set it off. If you run out of mines, super-shot him only when he is standing in humanoid form. You can dodge the spikes from the ceiling by sliding/dashing under them.
HP: 28
AT: ?
Number: KGN006
Weapon: Magic Card
Weakness: Tengu Blade
Appears In: M&B
Magic Man
As with Clown Man, it was just a matter of time until Capcom did a Magic Man. Don’t let this guy use his Magic Card on you. Hitting him with the Tengu Blade over and over will net you best results.
HP: 28
AT: ?
Number: KGN004
Weapon: Remote Mine
Weakness: Wave Burner
Appears In: M&B
Pirate Man
Pirate Man’s lair is usually filled with water, although the water level decreases as the battle progresses. When he pauses to raise the water is a perfect time to pump him with shots. Hitting him with the Wave Burner will damage him even underwater, although it does the most damage if you can hit him while he’s dry, so try to take advantage of the low water level while you can. To dodge his bombs, remain still until one almost reaches you, then move slightly, and it will stop where you were standing. Repeat.
HP: 28
AT: ?
Number: DWN057
Weapon: Tengu Blade
Weakness: Spread Drill
Appears In: MM8, M&B
Tengu Man
Tengu Man fights with the boldness of a teenager. One arm hoists his tri-dagger, which is the source of his Blade. Tengu Man will also try to knock you off the ledge into oblivion. Blast him out of the air with the Spread Drill.