Mega Man 7
Dr. Wily always realized that his evil plots might someday come to an end at the hands of Mega Man. To prepare for such a possibility, he constructed some backup robots and sealed them away in special compartments. If six months ever passed without Dr. Wily's input, the robots would be activated so they could search for their master.
In the closing of Mega Man 6 Dr. Wily was indeed captured by Mega Man and sentenced to jail. His attempts to escape failed, so he waited. After six months, his stored robots began to rampage the city, looking for their creator. Mega Man hurried to stop this sudden and unexpected siege. He encounted Bass and Treble along the way--a humanoid robot and his robot dog--two mysterious robots who were apparently attempting to stop Dr. Wily's forces just as Mega Man was.
Then Mega Man found Dr. Light just in time for the two to watch Dr. Wily escape from prison. The chase was on....
Special Features:
Continuing the Mega Man saga, this is the first Mega Man adventure for the Super Nintendo. (Don't believe the magazines; Mega Man 7 is not a sequel to Mega Man X2. It is rather a sequel to Mega Man 6, and is a continuation of the Mega Man games on the regular Nintendo.) In this aspect Capcom did a decent job; although parts of the manual and game play seem to be morphing toward their cartoon counterparts, and some of the game itself is remenencent of X, most of the game is consistant with the NES series. (Except that the dialogue doesn't always seem to match the character speaking it...) The only other thing that is disappointing, though, is the fact that a lot of the sound effects sound even cheezier than the old NES ever did.
As I'd hoped, Mega Man 7 borrowed many of the elements that made Mega Man IV and V for GameBoy so fun to play. The Item Replicator is back, although instead of Dr. Light, a new robot named Auto is operating it, and he makes things out of Bolts instead of P Chips. Same diff. Rush, Roll, Break Man, Beat, and Eddie (Flip Top) are all back, although Tango is mysteriously missing. Of the ones that are present, most have new or different abilities. Rush still has his Jet and Coil transformations from Mega Man 3 through 5, as well as his Rush Jet and Power formations from Mega Man 6--the latter two combined into one useful package. (They call it the Super Adaptor.) But the dog also has a new mode: Rush Search. Beat no longer attacks but instead saves Mega Man occationally by catching the blue bomber out of a lethal plunge. Eddie, on the other hand, does absolutely nothing! Oh well.
The Mega Buster in this game has changed slightly. In all other Mega Man games, a fully-powered super shot is apparently equivellent to the damage of three normal shots. In Mega Man 7, though, super shots are practically worthless in many cases as the shots are only worth two normal ones, and it's easier to simply rapid-fire! So don't get too much in the habit of charging up. The only places where super shots are useful are where the extra shot size is needed or for the few robots who are immune to normal shots but can be hit with supers. Oh, and for situations where you have the time to charge up--so why not?
Also, stepping in to fill the place--in a way--of both Zero from the X games and Protoman from the Mega cartoons, is a new robot named Bass with his robotic dog, Treble. (Groan. Looks like Dr. Wily has caught on to Dr. Light's apparent love of music!
Damage Data:
| Weapon Damages |
| Boss | | MB | | DW | TB | JS | FC | SC | WC | NC | SW | | RP |
| Burst Man | | 1:2 | | 0 | 1 | 1 | 4 | 1 | 1:1 | 1:2 | 4 | | 0 |
| Cloud Man | | 1:2 | | 4 | 2 | 0 | 1 | 1 | 1:1 | 1:0 | 1 | | 3 |
| Junk Man | | 1:2 | | 1 | 4 | 0 | 1 | 2 | 1:1 | 1:2 | 0 | | 2 |
| Freeze Man | | 1:2 | | 1 | 1 | 4 | 0 | 1 | 1:1 | 1:2 | 3 | | 2 |
| Slash Man | | 1:2 | | 0 | 1 | 1 | 5 | 1 | 1:1 | 1:2 | 4 | | 2 |
| Spring Man | | 1:2 | | 1 | 0 | 1 | 1 | 4 | 0:0 | 1:2 | 1 | | 2 |
| Shade Man | | 1:2 | | 1 | 1 | 1 | 1 | 1 | 3:5 | 0:0 | 1 | | 3 |
| Turbo Man | | 1:2 | | 1 | 0 | 1 | 1 | 1 | 1:1 | 3:6 | 0 | | 2 |
| Bass | | 1:2 | | 2 | 2 | 1 | 2 | 1 | 1:2 | 2:2 | 2 | | 4 |
Mega Man's Order:
I'm beginning to think it was something like this...
- Freeze Man
- Burst Man
- Cloud Man
- Junk Man
- Slash Man
- Spring Man
- Turbo Man
- Shade Man
Suggested Order:
The first four Robot Masters go in a complete loop. That means you use one robot's weapon against the next until the last one on the list is used on the first. When a loop like this happens, you just have to jump in somewhere and beat one of them with the Mega Buster before you can start using Master Weapons. Basically, try someone and if you can't beat him with the Mega Buster, give up and try someone else. Cloud Man is pretty simple to defeat (if you've mastered the slide); however, if you want to do the stages without backtracking, you will have to start with Freeze Man (who is a tad more difficult to defeat!). That would look something like this:
- Freeze Man (Use Junk Shield. If you need to, don't hesitate to use the Energy Tank you find during the stage. You can get more later.)
- Burst Man (Use Freeze Cracker, or, later, Scorch Wheel. The Scorch Wheel will go through the bubbles he shoots (but not the bombs) and remember that you can shoot the Freeze Cracker over his head (it will rebound off the wall and hit him from behind!) If you get caught in a Danger Wrap bubble, slide or fire rapidly to get out before you hit the spike-covered ceiling.)
- Cloud Man (Use Danger Wrap. Nuff said.)
- Junk Man (Use Thunder Bolt. There are two items to get in this stage. To get both without having to come back to this stage a second time, get one and immediately kill yourself off. You will reappear in a perfect spot to go after the other one.)
- Clown (Hit the head with fully-powered Mega Buster shots and Danger Wrap bombs.)
- Slash Man (Use Freeze Cracker, or Scorch Wheel)
- Spring Man (Use Slash Claw. Use the slide to dodge his fists. The pattern here is so simple it's funny: "Slide once, slide twice, Slash him. Slide once, slide twice...")
- Shade Man (Use Wild Coil, and the slide to dodge his swoops. Use the Thunder Bolt or the Scorch Wheel to get through the darkened area of his stage. Or you can bypass the dark area altogether by destorying the outer shell of the pumpkin.)
- Turbo Man (Use Noise Crush--and bounce each shot off the wall behind you first! (When he transforms and charges you, jump him just as you hear the "vrrroom" sound effect.) If you need to fight him without the Noise, you can use a Thunder Beam to keep him from Scorching you, then the Slash Claw. Or just charge up the Mega Buster, which takes better over-all
damage.)
Teleporting Hatch Layout:
Yes, they are in this game. But they're...pink...?
Freeze Man Slash Man
Junk Man Cloud Man
Turbo Man Spring Man
Shade Man Burst Man
Bosses:
One thing they stole from X is the way that the fortress is done. You can leave between stages and go gather more powerups and lives and stuff--which is almost too easy. Remember this as you're fighting bosses, for you literally have an unlimited supply of Energy Tanks.
- Bass alone:
- (The real battle--in Wily's fortress.) Use Super Adaptor. Remember that though the PU fist will seek out the enemy, you still have to point it in the right direction.
- Guts Man:
- One way is to stay left and use the Super Adaptor in order to easily clear the rocks he will slide toward you. Don't bother charging up--except when Guts Man grabs you. At this point, charge up while he is smashing you against the ceiling, and fire off when you come back down--before Guts Man can get out of range. Or, something to try out, suggests and use the Slash Claw to swipe those blocks back at him!
- Bass and Treble:
- Mimic him and use Rush's Super Adaptor. If you get low on energy drain an Energy Tank.
- Turtle:
- Fire at the head with the Arm Cannon or Wire Coil, then activate the Junk Shield or use the Slash Claw to take out the miniature turtles.
- Flying Skull:
- Use the Noise Crush to prevent you from having to charge up. Remember that you can jump onto the missiles the skull fires.
- Wily 1st time:
- Charge up the Mega Buster, use rapid-fire arm cannon shots, or use the Thunder Bolt. Ignore the miniature little skull stilts; they are not worth wasting time to destroy. (Here's a pattern I've noticed Wily make, though he breaks it every once in a while: if he drops down on the right side of the screen, more often then not he will proceed to simply bounce across to the other side. If he comes down on the left side, he'll usually toss some mini skull stilts at you. Since he will come down on whatever side you are standing at the time, you can influence his actions quite a bit. I recommend the right side, since he's easier to hit and dodge without the little skull stilts getting underfoot.)
- Wily 2nd time:
- (Not this attack style again!!) Use the Freeze Crusher since it is directional. (Where's Beat when you really need him!?) Since dodging Wily's first four shots is difficult, a second best plan is to be intentionally hit by either a yellow one, which inflicts the least amount of damage with one hit, or a red one, which you can get out of if you hit the buttons rapidly (same as with ice, but fire usually takes less damage if you get out quickly enough.) Either way, you can then use your temporary invincibility to dodge the other shots.
Passwords:
Funny how some of the pictures used for the password numbers can be so cool-looking while others look pretty stupid. Oh well. At any rate, below are only passwords you can get normally. There is another--the ultimate password--but I will only tell you how to get it. You have to earn it yourself!
7 8 5 3, 5 8 5 6, 2 2 4 5, 7 5 1 5 All weapons and
items (well....almost!) and 999 bolts. I'm gonna let you find
the super-secret item yourself. Just remember that you have to
visit all three of Break Man's rooms in one sitting.
(And charge up!If you do Break Man will be repetitious.
(Hasn't he learned by now!?))
8 2 7 5, 7 4 1 6, 1 4 4 2, 2 1 6 3 This will give you all
the weapons but no items. Search City!!
Weapons:
The Rockman 7 manual detailed these, but we lost it in the English translation. Sigh, oh well. Here you go:
- Danger Wrap: This is a rather unique weapon that outputs bombs wrapped in bubbles. The bubbles can snag certain enemies, while holds them until the bomb goes off. Press down while hitting the fire button to drop bombs on the ground.
- Freeze Cracker: Shoots a shard of ice. The direction the shard flies can be influenced by pressing a direction on the control pad. If the Freeze Cracker hits a solid object, it will often shatter and rebound as lots of little pieces.
- Junk Shield: Creates a shield of--what else?--junk around Mega Man. As the shield hits enemies, pieces of the junk fall off, until finally the shield disintegrates. Fire it off early by pressing the fire button again; the junk flies off simultaneously in the four diagonal directions: NE, SE, SW, NW.
- Noise Crush: Fires a noise wave. Rebound it off walls and allow the wave to hit Mega Man, and he will absorb the wave's energy to fire off an even bigger wave.
- Scorch Wheel: Several fireballs orb Mega Man, then are hurled in the direction he is facing. Since they arc extremely downward when thrown, it is hard to hit anything with the toss. Best to try to hit things with the fireballs that orbit Mega Man.
- Slash Claw: Mega Man slashes his arm, producing an arc of energy. Extremely limited range.
- Thunder Bolt: Fires a sphere of electrical energy. Can activate machinery.
- Wild Coil: Fires two bouncing springs, one in front of Mega Man and one behind. Can be charged.
- Super Adaptor: Rush morphs with Mega Man to give the blue bomber a red and white suit. Mega Man can fly for a very short bit (albit diagonally only) by holding down the jump button. When he charges up, he fires off his fist as in Mega Man V. Get the PU enhancement to make the fist go farther and seek out enemies. Its tracking is not very fine; you have to point it in the right direction first.
Items:
All of these items can be obtained in two ways: by finding them or by having Auto build them. Sometimes it is to your advanage to use Bolts to build some early instead of trying to find them. But each and every item can be found, nonetheless. (Find the four letters that spell "RUSH" and you will get the Super Adaptor.)
- Cloud Man's stage:
- U: Hit the second weather maker with the Freeze Cracker and it will create a blizzard. The snow will reveal the hidden ledges later in the stage. In that section, there is a ladder that leads up to a ledge with a 1-up. Jump from this ledge to the left, and eventually you will reach the Rush letter.
- Burst Man's stage:
- R: It's in plain sight later in the stage; you can't miss it.
- Freeze Man's stage:
- H: Use Rush Coil to get to a ladder that's too high to reach. Climb up and you'll have found the room with the letter.
- Rush Search: You gotta jump over a bunch of frozen platforms. Practice some and if you still can't do it, come back later with the Super Adaptor or the Rush Jet.
- Escape Unit: Dig this up with Rush Search a few blocks to the left of the gate at the end of the stage (that leads to the Robot Master room).
- Junk Man's stage:
- S: There is a spot where lava is pouring down a wall. Hit it with the Freeze Cracker to shatter it. Head into the passage you created to find the letter.
- Rush Jet: Hit the small gray machinery (under the red AC sign) to activate the lifts. Ride up (don't get crushed!) and to the left, and you'll find the jet adaptor.
- Slash Man's stage:
- Beat: Take Break Man's advice and use the Scorch Wheel to burn the trees in the forest near the end of the stage. One will reveal a ladder leading up to Beat. Use the Mega Buster to free him.
- Spring Man's stage:
- Hyper Bolt: This item is behind a gate that can be opened with the glove-in-the-box right beside it. Jump on the box to turn it around, and when the arrow points left, wait for the glove to shoot out and take care of the door.
- Turbo Man's stage:
- PU Fist: Use Rush Search on the first stoplight platform you come to (it's in that vertical tunnel with the ladder leading up the right side).
- Shade Man's stage:
- Energy Balancer: Destory the pumpkin mini-boss by shooting at its outer shell's eyes, and you will create a path going right. Rush Search right below the portrait of Dr. Wily you'll find over there. (Thanks go to Luc Marin for pointing this one out.)
Hints and Tricks:
- The small gray machinery in Junk Man's stage (first one's under a red AC sign) can be activated with the Thunder Bolt from Cloud Man. The first one will get you to the Rush Jet.
The second time, jump onto the junk being raised from the ground by chains, and you can leap from there through a hole in the ceiling. Once up there you can simply walk right--bypassing part of the stage. Anyone remember Super Mario Bros.!?
- Activate the machinery in Junk Man's stage, then jump up into the grip of the first magnet. Hang out up there and shoot the junk off the chains. Within minutes I had received about five 1-Ups this way. (Ironically enough, I didn't get any 1-Ups if I stood on the ground.)
- Hit the second Weather Maker in Cloud Man's stage with the Freeze Cracker to make your life easier.
- Try using Rush Search on both of the stop light ledges in the vertical tunnel in Turbo Man's stage (the tunnel with the ladder going up the right side).
- You can defeat the pumpkin mini-boss in Shade Man's stage two different ways--shoot at the purple thing in the middle, or aim at the outer shell's eyes when the pumpkin is closed up. To get a passage going right (leading to a spot where you can use Rush Search to dig up the Energy Balancer), destroy the outer shell. To get a passage going down (which leads to Break Man), destroy the inner shell. You'll probably want to go both ways at least once if only to check out the unique sections of the level.
- Want lots of Bolts? Go to Cloud Man's stage and head for the section where the invisible platforms are. Charge up your Mega Buster, then at the second platform when the first Bomb Bird imitation shows up, let its egg hit the ground then release your shot. The super-shot will obliterate all the miniature birds from the egg and give you tons of powerups. Backtrack a little to scroll the Bomb Bird back on the screen, and repeat.
- The thing that Rush is barking at in Dr. Wily's fortress is an Energy Tank. You can't see it because it's hidden behind a pillar.
It's on a platform that's off the bottom of the screen. Jump into the pit under the ladder while holding left, and you'll fall onto the platform. Make sure you have the Super Adaptor equipped before you leap, however, because you can't equip it once you're down there and you'll need it to get back out.
- For an unexpected surprise, hold down B while selecting Shade Man's stage. (Note: this does not work if you have already defeated this Robot Master.) Instead of the regular stage music, you will get a guest tune.
- Most of the weapons have special uses or modes. Freeze Man's Freeze Cracker is directional--it will fire in whatever direction you are pressing when you hit the fire button. It can also be used to temporarily ice lava and fire. (Just like the Ice Slasher!) Cloud Man's Thunder Bolt can be used to fry things. Turbo Man's Scorch Wheel will burn them, and Burst Man's Danger Wrap encases enemies in bubbles with bombs! (Or you can place a bomb on the floor by pressing down as you fire.) Spring Man's Wire Coil can be charged up. And try bouncing Shade Man's Noise Crush off a wall and letting the reflected shot hit Mega Man. He will absorb it and be ready to fire a larger one--at no extra expense!
- In most Mega Man games, using a robot's own weapon against him can be advantageous, since many Robot Masters can dish it out but not take it. In other words, they are weak against their own weapon. (Metal Man is infamous for this.)
However, in Mega Man 7 the Robot Masters are all (more logically) strong against their elements, and some will do odd things if you attempt it. For instance, hit Shade Man with a Noise Crush and he will absorb it like he absorbs his own shots and fire it back at you! (Too bad you can't do the same...) Freeze Man is the best though; he will turn and freeze (heehee) the game in order to laugh at the player for trying to hurt him with ice!!
- When you beat the game you will notice a string of numbers along the bottom of the screen. As you may have guessed, they actually mean something. Try using them as a password. Or better yet, punch them into the password screen and hold the L and R buttons as you hit START!
Locations of Break Man:
It's really more fun to search for these yourself; there are clues in the hints above if you need a little bit of guidance. But if you really don't feel like searching, here's the list. (Remember you must visit all these rooms in one sitting. That means you can't hit RESET or turn off the power inbetween. You also must do Shade Man's stage last.)
- Cloud Man's stage: Near the end of the stage you will encounter a Sniper Joe and climb a ladder directly afterward. At the top will be a horizontal chamber that leads to Cloud Man's room. Almost immediately is a ladder in the ceiling, and a robot is pacing underneath. Reach the ladder with Rush and climb up.
- Turbo Man's stage: After the section of tires suspended from the ceiling, you will come to a vertical tunnel with a ladder on the right. As you climb, you will pass two stoplight ledges on the left. Climb to the top of this ladder, then let go and drop down while pressing hard to the right. You should drop through the wall.
- Shade Man's stage: Defeat the pumpkin miniboss by shooting at the purple inner shell. This will create an opening in the floor. Drop down, defeat the Sniper Joe down there, and walk right, through the wall.
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