When you think of Mega Man, what comes to mind first? The interesting and varied weapon selections? The intricate rock-paper-scissors system with the bosses? Well, throw all those thoughts out the window and shoot at them until they stop twitching, because ladies and gentlemen, it's time to get masochistic. For the first 6 games in the Classic branch of the Mega Man franchise, I'll be going at them using only the Mega Buster, that ol' lemon shooter that's the most vanilla, if not the weakest, weapon in each game. Although it comes with unlimited ammunition, something it carries over the Robot Master weapons, its small hitbox and relatively low damage ensures its low status in the pecking order of the Blue Bomber's arsenal, and of course, for the sake of the challenge, I'll be using nothing but that. There's only 2 exceptions:
1. Non-Robot Master items meant for transportation, such as MM1's Magnet Beam and Rush in everything starting with 3, can be used as long as they're for collecting health/ammo/other goodies or in the case of a section that's impossible without it. Generally, I'll try not to cheat my way out by using them for those damn disappearing block rooms.
2. RM weapons would obviously have to be used in situations where progress can't be made without them. Examples that come to mind include the passage in MM1's first castle stage blocked by boulders you need Super Arm for, and a certain accursed boss in MM2 that's immune to the Mega Buster.
That being said, let's start with the series's humble beginnings, Mega Man 1.
As there's no weakness order, it's a given that it's only a matter of preference which Robot Master you want to start with. For me, at least, I want to try and go after the stages with essential items first and then knock down the rest from easiest to hardest. In this case, we'll want to go after Guts Man first. His weapon is the key to grabbing the Magnet Beam in Elec Man's stage, and if you didn't have his weapon when you went through Elec Man's stage, you would have no choice but to retry the level once you have the means. Just to sweeten the deal, there's a certain section in Wily Castle 1 where you need the Magnet Beam to progress, so if you don't have it, you're pretty fucked. Ffffffolks, I wish this would be the last bit of poor game design this game has to offer.
It's what we call in the business a "good thing" that this stage happens to be the shortest RM one in the game, and one of the easiest to boot. Your first foes will be the iconic New York Mets, but as long as you shoot them the instant they pop their head above the ground, they shouldn't be an issue. Instead, the first real threats of this run are the infamous lifts.....which honestly aren't as bad as everyone says they are. The timing can be intimidating at first, but the key is to jump as soon as the left edge of the platform reaches the left side of the break in the lines. It wouldn't necessarily hurt to short jump as much as possible so you're always prepared, too. Once the nightmare is over, you'll be faced with a horde of Bladers that can be a headache if they swarm up on you, so instead of trying to kill them, try to run away and jump inbetween them and send them to their offscreen doom.
Next, you'll find yourself facing a group of these miners, who are pretty damn fed up from Mitch McConnell not giving them the rights they deserve and have the tendency to throw out pickaxes fast and hard. Although their patterns are tricky, what I suggest trying is running up to them as they throw their first pickaxe, run back as they throw their second axe, jump away from them with their third, and repeat the process, shooting all the while until they're defeated. Even if you make a mistake or two, they're not terribly resilient, and after the last one throws 5 pickaxes, you can just ignore him entirely and move down to the next screen. After going down the pit in the middle on the next screen (the other two lead to a pit of spikes, as unfair as that sounds, you'll find that they saved the worst enemy for last:
This would be a Big Eye, a concerningly common fellow who can take away a third of your health, if you're not careful, Not that you have much luck in the matter; these enemies can either do a short hop or a long hop....except it's completely random which order they do this in. Once you drop down to this middle platform, you'll want to be as close to him as you feasibly can and pray that it does a long hop. If not, that's perfectly okay; a good rule of thumb for these runs is that if you find yourself low on health right before a boss fight, it's good to lose a live right away so that you'll be respawned to the boss corridor with freshly refilled health...assuming you have more than one live, of course. Once you enter the boss corridor and mow down the Mets (don't worry, this is the only game in the series where the pre-boss hallway contains enemies), you'll be ready to fight one big piece of work:
Guts Man is a very precise boss...at least, that's what I suspected anyway. See, how he works is that jumps and creates a paralyzing shockwave in the hopes of siccing you with a boulder (you'll know he's about to throw one when he jumps straight up). Being the overthinking person I am, I reasoned that if I used pixel-perfect timing to jump the second he landed, I could avoid the shockwave and be able to jump over his rocks, buuuuut of course I found a Youtube walkthrough where the player didn't jump at all during the shockwave and was still able to miss his attacks. So really, either option could work, but honestly, the first is probably the safer bet. He also has the tendency to jump towards or away from you, and if you find yourself in the position where he's on the same elevated space as you are, it's honestly safer to let yourself get hit and use invincibility frames to get to the other side of the stage, where ironically you would be in a better place to avoid his boulders than where you were originally. But since he doesn't jump high enough to let you walk under him, this is more of a last resort than anything else. Regardless, he should go down relatively fast, as he's one of the few bosses who takes extra damage from Mega Buster shots, and once he's done, collect the orb, relish in the satisfying congratulatory music, and go back to the stage select.
Now, you have the means necessary to collect that sweet Magnet Beam, but we're in no rush to get it as long as it's before Ice Man or Fire Man's stage. Instead, how about we take a breather by taking on a few of the more relaxed stages? Cut Man's stage is without a doubt the easiest stage in the game, though that's generally a given for levels you're actually meant to do first. After you shoot down/jump over the Bladers, you'll find yourself in several screens' worth of these annoying turret enemies. It'll take a bit of observation to avoid their semi-bullet hell barrages, but luckily, they go down in one hit if you're able to hit them.
On the next screen, after you run past the scissors machine that's the only indication this is a stage that belongs to a guy with scissors on his head, and after that a group of jumping enemies that go down in one hit, you'll meet up with the other prevalent enemies of this stage, Octopus Batteries. Unlike those turrets from earlier, they take quite a number of hits to down, so it's recommended that you only try and kill them when necessary, or else you'll soon find yourself sandwiched to the ground. The best strategy for each of these rooms goes as follows:
1st screen: kill the first Battery, wait until the ladder is clear to climb up it
2nd screen: jump from the block to the platform and advance to the upper-right ladder from there
3rd screen: kill the first Battery, climb as fast as you can up the ladder
4th screen: kill the Battery going up and down, advance to the ladder
This has been today's ASPCA commercial on the conservation of the Octopus Battery species.
After dealing with more Bladers, it's time for one of the more problematic enemies in the game. These Flying Shells fire speed-of-sound bullets in 8 directions and can be a nightmare if you're not careful, and since they respawn if you kill one anyway, it's honestly best to adopt the Joestar Family Secret Technique and run the hell away. After two screens of this, you'll encounter another Big Eye, and this time you should be on the lowest level to pray to not get hit. Next, you'll find that the boss hallway is full of these screw-like enemies that can fire bullets in 5 directions once they pop up. For the ones on the ground, you can fire as fast as you can as soon as they rise up, and for the ceiling ones, just take some jump shots while they're still dormant. And now, you're ready for the big cheese himself:
Cut Man is preeeeetty damn pathetic. It's nothing against him personally, if any one of you taped a pair of scissors to your forehead as well I wouldn't hesitate to laugh in your face. There's two simple strategies for this guy: either jump over his scissors twice when he throws it like a boomerang, or, if he jumps up to catch it, run towards the spot he jumped from so you're safe. Couple that with the fact that he actually suffers from knockback, you have yourself a very easy fight.
Next time: Bomb Man's Secret Service agents are a pain in the ass and Elec Man is a giant weeb.
1. Non-Robot Master items meant for transportation, such as MM1's Magnet Beam and Rush in everything starting with 3, can be used as long as they're for collecting health/ammo/other goodies or in the case of a section that's impossible without it. Generally, I'll try not to cheat my way out by using them for those damn disappearing block rooms.
2. RM weapons would obviously have to be used in situations where progress can't be made without them. Examples that come to mind include the passage in MM1's first castle stage blocked by boulders you need Super Arm for, and a certain accursed boss in MM2 that's immune to the Mega Buster.
That being said, let's start with the series's humble beginnings, Mega Man 1.
As there's no weakness order, it's a given that it's only a matter of preference which Robot Master you want to start with. For me, at least, I want to try and go after the stages with essential items first and then knock down the rest from easiest to hardest. In this case, we'll want to go after Guts Man first. His weapon is the key to grabbing the Magnet Beam in Elec Man's stage, and if you didn't have his weapon when you went through Elec Man's stage, you would have no choice but to retry the level once you have the means. Just to sweeten the deal, there's a certain section in Wily Castle 1 where you need the Magnet Beam to progress, so if you don't have it, you're pretty fucked. Ffffffolks, I wish this would be the last bit of poor game design this game has to offer.
It's what we call in the business a "good thing" that this stage happens to be the shortest RM one in the game, and one of the easiest to boot. Your first foes will be the iconic New York Mets, but as long as you shoot them the instant they pop their head above the ground, they shouldn't be an issue. Instead, the first real threats of this run are the infamous lifts.....which honestly aren't as bad as everyone says they are. The timing can be intimidating at first, but the key is to jump as soon as the left edge of the platform reaches the left side of the break in the lines. It wouldn't necessarily hurt to short jump as much as possible so you're always prepared, too. Once the nightmare is over, you'll be faced with a horde of Bladers that can be a headache if they swarm up on you, so instead of trying to kill them, try to run away and jump inbetween them and send them to their offscreen doom.
Next, you'll find yourself facing a group of these miners, who are pretty damn fed up from Mitch McConnell not giving them the rights they deserve and have the tendency to throw out pickaxes fast and hard. Although their patterns are tricky, what I suggest trying is running up to them as they throw their first pickaxe, run back as they throw their second axe, jump away from them with their third, and repeat the process, shooting all the while until they're defeated. Even if you make a mistake or two, they're not terribly resilient, and after the last one throws 5 pickaxes, you can just ignore him entirely and move down to the next screen. After going down the pit in the middle on the next screen (the other two lead to a pit of spikes, as unfair as that sounds, you'll find that they saved the worst enemy for last:
This would be a Big Eye, a concerningly common fellow who can take away a third of your health, if you're not careful, Not that you have much luck in the matter; these enemies can either do a short hop or a long hop....except it's completely random which order they do this in. Once you drop down to this middle platform, you'll want to be as close to him as you feasibly can and pray that it does a long hop. If not, that's perfectly okay; a good rule of thumb for these runs is that if you find yourself low on health right before a boss fight, it's good to lose a live right away so that you'll be respawned to the boss corridor with freshly refilled health...assuming you have more than one live, of course. Once you enter the boss corridor and mow down the Mets (don't worry, this is the only game in the series where the pre-boss hallway contains enemies), you'll be ready to fight one big piece of work:
Guts Man is a very precise boss...at least, that's what I suspected anyway. See, how he works is that jumps and creates a paralyzing shockwave in the hopes of siccing you with a boulder (you'll know he's about to throw one when he jumps straight up). Being the overthinking person I am, I reasoned that if I used pixel-perfect timing to jump the second he landed, I could avoid the shockwave and be able to jump over his rocks, buuuuut of course I found a Youtube walkthrough where the player didn't jump at all during the shockwave and was still able to miss his attacks. So really, either option could work, but honestly, the first is probably the safer bet. He also has the tendency to jump towards or away from you, and if you find yourself in the position where he's on the same elevated space as you are, it's honestly safer to let yourself get hit and use invincibility frames to get to the other side of the stage, where ironically you would be in a better place to avoid his boulders than where you were originally. But since he doesn't jump high enough to let you walk under him, this is more of a last resort than anything else. Regardless, he should go down relatively fast, as he's one of the few bosses who takes extra damage from Mega Buster shots, and once he's done, collect the orb, relish in the satisfying congratulatory music, and go back to the stage select.
Now, you have the means necessary to collect that sweet Magnet Beam, but we're in no rush to get it as long as it's before Ice Man or Fire Man's stage. Instead, how about we take a breather by taking on a few of the more relaxed stages? Cut Man's stage is without a doubt the easiest stage in the game, though that's generally a given for levels you're actually meant to do first. After you shoot down/jump over the Bladers, you'll find yourself in several screens' worth of these annoying turret enemies. It'll take a bit of observation to avoid their semi-bullet hell barrages, but luckily, they go down in one hit if you're able to hit them.
On the next screen, after you run past the scissors machine that's the only indication this is a stage that belongs to a guy with scissors on his head, and after that a group of jumping enemies that go down in one hit, you'll meet up with the other prevalent enemies of this stage, Octopus Batteries. Unlike those turrets from earlier, they take quite a number of hits to down, so it's recommended that you only try and kill them when necessary, or else you'll soon find yourself sandwiched to the ground. The best strategy for each of these rooms goes as follows:
1st screen: kill the first Battery, wait until the ladder is clear to climb up it
2nd screen: jump from the block to the platform and advance to the upper-right ladder from there
3rd screen: kill the first Battery, climb as fast as you can up the ladder
4th screen: kill the Battery going up and down, advance to the ladder
This has been today's ASPCA commercial on the conservation of the Octopus Battery species.
After dealing with more Bladers, it's time for one of the more problematic enemies in the game. These Flying Shells fire speed-of-sound bullets in 8 directions and can be a nightmare if you're not careful, and since they respawn if you kill one anyway, it's honestly best to adopt the Joestar Family Secret Technique and run the hell away. After two screens of this, you'll encounter another Big Eye, and this time you should be on the lowest level to pray to not get hit. Next, you'll find that the boss hallway is full of these screw-like enemies that can fire bullets in 5 directions once they pop up. For the ones on the ground, you can fire as fast as you can as soon as they rise up, and for the ceiling ones, just take some jump shots while they're still dormant. And now, you're ready for the big cheese himself:
Cut Man is preeeeetty damn pathetic. It's nothing against him personally, if any one of you taped a pair of scissors to your forehead as well I wouldn't hesitate to laugh in your face. There's two simple strategies for this guy: either jump over his scissors twice when he throws it like a boomerang, or, if he jumps up to catch it, run towards the spot he jumped from so you're safe. Couple that with the fact that he actually suffers from knockback, you have yourself a very easy fight.
Next time: Bomb Man's Secret Service agents are a pain in the ass and Elec Man is a giant weeb.