Note: Magnet Beam is abbreviated as M for most of this article.
Mega Man (glitchless) in 22:47 by Exo (Emulator)
Boss Damage TableEdit
|Mega Man Boss Damage Chart|
|CWU-01P||10 shots||~9 shots||1 shot||0||~3 shots||~3:8 shots||~5 shots|
|Wily Machine 1|
|Wily Machine 1|
- For CWU-01P, each CWU-01P unit has 10 HP; however, 4 units of damage will be taken from the total health meter for each unit destroyed, regardless of which Special Weapon the player uses against them. Because of the nature of the boss' HP and the fact that each unit does not have an invincibility perod when struck with any weapon, it can be difficult to determine how much damage a weapon can inflict (especially with those that are capable of striking multiple times), so values listed in the boss' field -- with the exception of Arm Cannon and Super Arm -- are the approximate amount of hits it will take for Mega Man to defeat each unit, indicated with a tilde (~).
- When using Fire Storm against a CWU-01P unit, the total amount of damage it can inflict will vary depending on how the player attacked it. The first number is the approximate amount of hits it takes to defeat a unit when the fireballs surround Mega Man; second is the approximate amount of hits it would take to defeat it from just the fireball itself.
Glitchless/No Zips route:
- Guts Man
- Cut Man
- Elec Man
- Ice Man
- Fire Man
- Bomb Man
M is in Elec Man's stage, and requires Guts. This is a true weakness order.
- Cut Man
- Elec Man
- Ice Man
- Fire Man
- Bomb Man
- Guts Man
A trick was found that allows you to get M early without the use of G or up+down input. You cannot save much time in Cut Man's stage with M in real time, so it is not worth fighting Elec Man with the P Shooter.
The Magnet Beam (M) generates a solid 'platform' you can walk on. After shooting it, it is onscreen for five seconds. While standing on M, your downward acceleration continues, so walking off of M for a long fall is quick, and used for some zips.
M is also used to initate most zips. By placing an M at the correct position (so Mega Man barely fits between it and a roof) and pressing left, you can enter walls and zip.
You can initiate screen scrolling with a properly positioned M as well at the top border of the screen. This is used to skip boss refights in Wily 2, skip a few screens in Ice Man, and move more quickly though Wily 3.
You can also use M to cross over areas that require slowed or stunted movement (Ice Man's water or Bomb Man's first screen) without slowing down.
See also: Magnet Zip.
Pausing the game (either with select or start) does many different things.
- Acceleration does not stop--similar in use to Magnet Beam.
- Mega Man continues vertical movement (up ladders, continues falling). Mega Man will move through enemies during his jump without taking damage.
- Mega Man is re-placed on the screen (necessary to continue some zips), which makes him invulnerable to damage until he is in his normal state.
- The re-placing above also cancels any hit-stun--so taking intentional hits and pause cancelling is not much slower than simply walking forward.
- Vulnerability periods are not paused (making bosses very easy to kill).
Using your needed pauses wisely (for switching weapons) can save time. Generally, you should not pause unless you are abusing one of the above rules.
Some of these tricks are not possible in the PS1/PS2 versions of the game.
Ladder Jump: At the top of any ladder, when Mega Man begins his 'ladder exit' animation, which can be cancelled with a jump. So, jump at the top of every ladder to save a little bit of time (?? frames). (This is easier than it might look.)
Ladders can also be grabbed many pixels before their actual horizontal position.
Wrap Around: Ladders also 'wrap around' the screen. If there is no ceiling in a room, you can grab a ladder that is at the bottom of the screen from the top of the screen, at the same horizontal position. This is used in Cut Man, Bomb/Fire Man (zip) and Wily 1.
Ladder Ejecting: If you grab a ladder low enough (Mega Man cannot fully fit on the ladder) or by grabbing the very top, you will be automatically moved up an amount equal to Mega Man's sprite height. Grabbing ladders this way is generally a quick way to move.
Eject Zipping: The height gained from a ladder ejection can place you inside a wall to iniate a short zip or out-of-bounds clip. You can use this technique in Wily 4 to do a very short zip, facing left on the ladder (face right before grabbing it; ladders reverse your orientation).
When shooting on a ladder, you lose all vertical speed. To save small amounts of time, you can shoot, jump, and regrab a ladder. In a TAS (or using up+down input), you can use Ladder Ejecting to acquire M without Guts Man's weapon. Now also possible in real time. See Early Magnet Beam.
When there is a weapon on screen, and Mega Man is in his damage animation, pausing the game (with Start) will make him re-enter his hitstun animation in mid-air, slowly gaining height.
You can use this to skip the Wily 4 boss refights, as explained below. You can also use this technique as a safety net for tricky areas like Ice Man's floating platforms . It is not particularly useful outside of Wily 4.
You can duplicate the Guts Arm blocks, which is useful for the Wily 3 boss. To do this, press B on the frame that the last fragment of the block disappears from the screen. With TVs that cut off the edges of the image, this can be difficult. Doing this will make Mega Man hold another block, which you can then throw--this can be used to kill the Wily 3 boss without using P.
There is a one-pixel window that Mega Man can land on a Magnet Beam where the game thinks you are also inside of a wall. This can be used to zip (by facing left), and is used in several stages. Placing these on ladders is simple, but placing them in other areas (against a ceiling from a jump or another beam) is very difficult. One area this is used for is boss corridors. Obvious note: if you can't land on it, it's too high. If you can, but aren't able to zip, it's too low.
In addition to the speed gain from zipping, you can also cross through other walls using this zip technique, as the state of being inside a wall does not change between the magnet zip and an actual wall zip.
Early Magnet BeamEdit
If you press down and shoot for 1 frame when standing on a ladder, you stay at the same height. This allows you to eject high enough when pressing up to get inside the block above you. To zip with this you have to face left, so either shoot left on the ladder or face right before doing the trick.
After this you have to jump to the Magnet Beam's height and press right. To get the Magnet Beam you need to press right for atleast 10 frames so you're in the running animation, and left the frame after you release right. This is also possible with luck if you get 0 or 16 subpixels. (Then you don't have to press right at all).
Don't press left for too long or you will get stuck, when you start running don't press right, it will port you out of the wall (getting you stuck aswell). You want to press left for the right amount of time to get to the magnet beam, you can also tap left carefully till you get there, which is slower but it still works.
When you got the Magnet Beam, jump once and it should start zipping you out of the wall, if it doesn't, you're stuck. After this you can try to go over the magnet beam with left+jump on the same frame to jump further up the wall, or you can just fall down.
To get out of the wall you can try to time the 10 frames and left again, or you can mash between left+right and it should get you out of the wall.
Ice Man ZipEdit
Bomb Man ZipEdit
At the midway point in Bomb Man's stage, you can use a M to position yourself at the exact spot for a screen transition if you grab the ladder at the bottom of the screen, from the top of the screen. This zip places you on the final screen of the stage, which you can zip directly through, into the boss corridor.
The zip requires a M at the top of the screen, but there is an easy setup. At the exact position in the image to the right (black border of helmet lined up with rung of ladder), place one M to the right. Climb and land on that beam, then shoot another M to the right. This second beam is at the height you need.
To enter the next screen, you must move to the ladder's horizontal position, and then grab it from the top (pressing Up). There are two ways to do this: (1) shoot your second beam, land on it, face left and hold up or (2) move forward on your first beam, and land on your second at the position of the ladder and press up quickly.
On the next screen, you must be facing left on the ladder to begin the zip. If you went with option (1) above, you need to place a M to your left (with no ammo, it still works). If you went with option (2), and faced right while grabbing the ladder, you are good to go. Pause and unpause with Select to start moving. Once at the boss door, you must be facing right to enter (or you will die). Simply tap right as you approach the door. You can try to 'wiggle' at the end of the zip to make this easier, as facing right prevents you from moving.
Fire Man ZipsEdit
Two rooms before the boss corridor, there is a zip similar to the Bomb Man Zip. Starting this zip requires the same positioning of the Bomb Man Zip, however, you must land on the second (higher) M quickly and at the correct position, and grab the ladder at the bottom of the screen from the top of the screen. If done correctly, you will move up one screen and be on an invisible ladder.
After the screen transition, you will need to place one long M to the right (which you will land on), and one to the left (so you are facing left). After this, hit Up, and you should be boosted by the invisible ladder, onto the M to your right. If you are not boosted, and simply fall, you have triggered the screen transition too early/too far to the left.
Once you have boosted from the ladder, jump repeatedly to land on the ground. There is a Killer Bullet enemy waiting for you here, so be aware you may need to pause in order to regain control and jump.
One simple method to force the screen transition is to hold up and right, and time a single jump (a long jump--hold the button). The picture above illustrates where Mega Man's body should be during this jump. You have 6 frames to do this correctly. If you are too early/too far left with your jump, there is a 3 frame window during which you will transition the screen but not be boosted from the ladder. If you are far too early, you will be stuck in the wall -- jumping will transition you down one screen. If you are too late, you will grab the bottom ladder and climb it normally.
You can zip through the separator walls in the three-row ladder screens using a Magnet Zip, as seen to the right. These zips are possible in many different areas, but the ladder allows you to consistently position yourself. The ladders are not exactly the same; you may not be able to rely on the same visual cue for each one.
Falling into the 'fake pit' with high velocity (from M or pausing) will cause the screen to scroll down to the next room, where you can zip through part of the wall.
There are a few spots where you can zip along the ceiling, requiring precise M placements (very difficult, not recommended for real time), similar to a normal Magnet Zip.
Wily 2 Boss SkipEdit
ask/watch coolkid's video. uses screen scrolling to skip past the refights, from cut man's chamber.
Important: If you screen scroll when Cut Mans cutter isn't on his head, you will spaz out and die.
Wily 3 ZipEdit
Setup: In screen 2 and screen 4, you can place a high M in the top right corner, then jump (to the right) on that beam to scroll the screen down. The positioning is tight but not perfect for this trick, but it is recommended to use only one beam.
Screen 2: Performing this on screen 2 will place you in a wall in screen 3 (with no enemies and no lag). Here, you are stuck on the edges of the screen. While on the left edge, you fall. While on the right, you do not. Pressing left will put you on the left, and vice versa. You want to drop low on this screen, face right, and exit the wall by holding right (enough to start walking) and then quickly walking left. You can also 'wiggle' your way down with many left/right presses.
Screen 4: Performing this on screen 4 will place you on the long screen 5. Facing left, you need to pause-unpause to move forward. But if you have a weapon out (such as the M you used to screen wrap with on the previous screen) you can zip without the pause delay by (1) facing left (2) Select pausing/unpausing once, and (3) repeatedly pressing Start-- you will zip without stopping or pausing, which can save 3-4 seconds. You will zip all the way into the boss room.
Wily 4 ZipEdit
You can zip through the beginning of screen 3 until the moving platform area with a Magnet Zip (see above section). Shoot the top of the three blocks and stand on top of the other two. Placing M in the top right corner of the ceiling will allow you to enter this wall. Note that there is no easy setup for this due to the acceleration and speed of your jump--it must be performed during a short jump or while falling from a jump. It is recommended to place the beam while jumping, to easily learn the timing. As it is pixel perfect, you will simply need practice. If you can land on it, it is too low. If you can't, it's too high.
If you are low on M, you can move over to the right and respawn the weapon refill, but you will need one M to reach this refill; you will also want one or two M after the zip.
Wily 4 Boss SkipEdit
In Wily 4, you can skip the boss refights. Expanding on Pause Hovering above: In Bomb Man's refight, if you have a weapon out and take damage, you can hover in the air. First, throw a weapon out that will stay active for a long time -- Bomb or M. Then, time a jump to take damage at the height of your jump. Then rapidly press Start to hover. If done correctly, you will see the screen transition, and you will be below the ground. Facing left will zip you until you fall and die. You will respawn at the new checkpoint, which is directly before Wily.
Keep in mind that this will take a death, so if you have 0 lives, you will game over. While doing this trick, try not to add any extraneous inputs--they may get you permanently stuck in a wall.