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Boss - Crowrang
There is an invisible wall to the arena that prevents moving off the left edge of the platform. Feel free to hold left The basic strategy of the fight is to use Axl to tag Crow while he is in the back ground, and draw him to the left edge of the screen. Onc...
Hyanard - Screen 1
Don't save any reploids on this screen (time waste only - it's otherwise fine).
GBA Version Differences
There is a Game Boy Advance release of the game, "Mega Man & Bass". The screen size is smaller, as it is for most GBA ports of SNES games. There is less vertical space visible, though it is still active. The music is...worse More relevant to speedruns, ...
Speedrun Item Locations
In case you're looking for them. Sub Tank (Life Tank) The sub tank in Sunflower's stage is the one that's "in the way". You can get it by missing one "A Rank" in the stage and getting the large metal at the end. This comes as a Rare Metal - you have to buy ...
Intro - Crab 1
The first section of the intro stage is easily handled with dash jumps and X full charges. When you get to the crab boss, keep in mind you can use both the dedicated buster and special weapon button to fire buster shots (assuming you have no weapons equipped)...
Intro - Crab 2
X should leave after the first crab encounter, leaving you in control of Axl. Unlike X7, hovering with Axl requires pressing jump again. Use Axl's hover to cross the first large gap. Beware the enemy near the end of the section before the door if the little ...
Intro - Part 3
X's armor capsule is in this section before the door, under The Bee. It can only be acquired in the revisit. This capsule is part of X's speed route, but not needed for "The Zero Route" Axl leaves. Dash and jump with Zero.
Gigavolt - The Chase
This entire stage is just a chase after the boss. You have to shoot Gigavolt enough to trigger the boss fight. You do have a time limit - if you don't get him within 2 "laps", you take a death. Going up and over the very tall building is a good marker for the...
Wily 4 - Stage
Screens 1 and 2 They happen Screen 3 This is the long screen with platforms on tracks. It starts with a platform approaching a shaft. You can use the Speed Gear and Rush Jet to catch this first cycle. Many runners fire Bounce Balls in the vertical shaft b...
Boss - Wily Machine 11 and Capsule
This is one of the few areas of the game the run uses Acid Barrier. It's a somewhat awkward weapon to use, so be familiar with its use and interaction with Power Gear. Wily Machine
Boss - Gigavolt
"Cheese and friiiiiiiiiiiiiies!!!" Attack Patterns A short range lightning burst An arc of movement producing small jellyfish Releasing jellyfish atop the screen. Super Attack - Lightning look for the spots on the floor where there are no sparks, and...
Mantis - Section 1
Dodge the things, then dodge the fans. You can fall down the shaft just expect damage. Get into the first encounter room. This page is 100% a placeholder.
X8 Weakness Order
While neither route focuses on weaknesses, it's valuable to know the weaknesses as a backup. Most Mavericks are stunned for prolong periods by their weakness, making it a valuable backup strat when using X if Zero is unavailable. Weakness Loop Gigabolt (g...
Rooster Vertical Shaft 1
Burn Rooster's stage has 3 vertical shaft autoscrollers. The first one if the easiest, as it can be passed by Zero flying into the top left corner.
Encounter Room 1
Both encounter rooms are the same...unless you routed Vile into the second room. Both involve destroying a small swarm of enemies jumping out of the furnace. They are all defeated by Zero flying up against the ceiling with the D. Glaive
Rooster - Spike Room
The middle room of the stage is in the running for worst room in the game.
Encounter Room 2 - Vile
If you are not fighting Vile, use the same tactic as Encounter Room 1.
Rooster - Vertical Shaft 2
You cannot fly in the corner of this shaft to bypass it. Be mindful of your air dashes and double jumps.
Boss - Burn Rooster
Burn Rooster has seemingly random movements and can do a lot of damage. it is recommended to have Zero survive this fight, as his double jump is useful for the escape. Phase 1 The floor is flat, making this the simplest phase. The Rooster jumps around a lo...
Rooster Escape
The stage is not over after the boss fight. The escape sequence is fairly simple after memorizing it, and has no enemies, but the lava is deadly. It's worth practicing this with both Zero and a second character so you know how to handle it with double jumps...