Complete Works Series FAQ by DeGamer

Version 4.00, Last Updated 2011-12-16

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This document covers this version of the game.
Rockman Complete Works:
Rockman 3 Dr. Wily's Demise!? for Sony Playstation 1.

It also applies to the version released on the Playstation Network and is comparable with the same game in Mega Man Anniversary Collection.

Document made by DeGamer (henger83 at yahoo dot com). Last updated on February 2011.

In order to view this document to how I formatted it, you'll need to change your view preferences to "view as one page". Otherwise, certain sections won't be aligned properly.

Specials thanks to: NES Boy, Last Cetra, and VixyNyan

This document is freely available to the public. Which means DON'T steal or sell this document unless you want trouble. If you wish to use it on your website you may do so as long as it is not used to make a profit and it is left unaltered, but have the decency to ask me first.

I. Introduction and game information

Hi and welcome to my Rockman 3 The End of Dr. Wily FAQ for the Sony Playstation 1. Rockman is known as MegaMan outside of Japan. Capcom released Rockman 1-6 (separately) in Japan for the Playstation. These releases are referred to as the Rockman Complete Works series.

There are some small differences between Rockman 3 for the Famicom and its English counterpart MegaMan 3 for the NES (Nintendo Entertainment System). I will use the name Famicom throughout this document instead of NES to be more precise. Also, I will not give a stage walkthrough (except for Hard mode) because there are already many walkthroughs available for them written by other people. Thus, repeating that information is a waste of time and would make this document much larger than it needs to be.

One major difference from the Famicom and the NES versions that I will mention is that the Famicom version has no enabled "tricks" or debugging features with the second controller. This was a mistake and the English version was not supposed to be released with those features left active. Many people think it was "removed" from this version, but the thing is you weren't meant to have access to those features when the game was finalized.

This document is mainly for the differences/additions between the original Famicom version and the "upgraded" Playstation version. There is no English version for the Playstation so that is where this document comes into play as it will serve as a translation.

This version of the game has been released 4 times in Japan so far.
  1. Original Release: September 14, 1999 (Product Number - SLPS-02262)
  2. PSOne Books Re-release: May 29, 2003 (Product Number - SLPM-87258)
  3. Re-release as part of the Rockman Special Collection: December 2003 (Same product number as the one above)
  4. Downloadable game on the Japanese PSN: April 28, 2010. It will be available in the US on the PSN as of next month. However, unfortunately/fortunately it won't be localized.

Versions 1, 2 & 3 listed above are the same in terms of game content. Thanks to VixyNyan for helping me confirm that the files on the CD for versions 2 & 3 are exactly the same as the original release in 1999. Versions 2 and 3 have the same CD cover as versions 1 but have different manual covers. Version 4 on the PSN is more than likely the same as well but I haven't played it (and don't really need to as I have the PS1 version).

This game was included in the MegaMan Anniversary Collection in 2004 for the PS2, Gamecube and XBOX, but had many of its contents disabled or removed. Even then, the ports in the MegaMan Anniversary Collection are not 100% accurate to the PS1 versions as some other things were altered.

If you feel that there is something I missed in one of the sections below, a mistake I made, or something about this document that doesn't make sense to you, feel free to email me about it. Then I will update the document with any necessary changes. Be sure to put Rockman or MegaMan as the email subject. I will credit you of course for any assistance you may provide. :) My email address is at the very top of this document, be sure to remove the spaces and to use @ instead of "at" and so on.

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II. Story and characters

In the year 20XX, peace was once again restored to the world by the hands of super robot "Rockman". Dr. Wily reformed and, to help with world peace, seemed to lend his help for the research of a giant peacekeeping robot, "Gamma"...

However, suddenly robots on different planets started an uprising. Could it be Wily's wrongdoing once again? Or maybe an alien invasion? Rockman, ever more reliable, is now followed by his beloved dog, Rush. A new battle begins on unknown planets!

Characters

Dr. Thomas Light (a.k.a Dr. Wright, a.k.a. Dr. Right)

The leading authority in robotics, also the father of Rockman. His sole concern is his research on robots that man can use for peace. Loves Rock, and Roll as well, as if they were his own children.

Dr. Albert W. Wily (a.k.a Dr. Wiley)

An evil scientist scheming world domination. Though it's true he's a scientist genius, he's still a step behind Dr. Light, who used to be his colleague in Robert University of Engineering.

Rockman (a.k.a Rock, a.k.a. Mega Man)

Rock, who used to be a kind and caring robot for home use, volunteered himself to stop the world domination ambition of the evil scientist Dr. Wily, and got Dr. Light to remodel him into the battle robot "Rockman".

Roll

A maid robot built by Dr. Light to help with the house chores, she can be considered Rockman's little sister. She's a kind girl, very good at cleaning and cooking.

Blues (a.k.a Proto Man)

The first prototype robot built by Dr. Light. Blues found out he was destined to die due to a fault on his energy device, and vanished from everyone's eyes. Right before his energy device was about to cease functioning, he was captured by Dr. Wily, and apparently was remodeled somehow.

Rush

A support robot built by Dr. Light to help Rockman. Saves Rockman from tight spots with his ability to change into many forms. He's now a partner who can't be dispensed with.

Needle Man

Has a Air Man-type body with a chain-attached press on his head and a device for rapid-firing needle bullets on his arm.

Special Weapon - Needle Cannon: A very offense-oriented system, which can rapid-fire by keeping the button held down.

Magnet Man

A robot who controls a powerful level of magnetism. He attracts his enemies and attacks with homing missiles, what shows his careless personality. They say it's because of this he may also often be found hanging from the ceiling, still half-sleep.

Special Weapon - Magnet Missile: A missile that chases the enemy by magnetic attraction. It's useful, but consumes too much energy.

Gemini Man

By using a holographic device, he attacks along with a copy which looks exactly like himself. He's very composed, but sometimes likes to show off.

Special Weapon - Gemini Laser: An accelerated "circuit-reactive" laser which was originally discovered by Dr. Light. It has an effect on the opponent's thoughts, but simply bounces off when hits something lacking the ability to think.

Hard Man

He possesses a body hardened with Ceramical Titanium. He has a powerful body press attack, with a small-robot booster capable of lifting his 3-ton body. He's a daredevil who prefers fair, open battles.

Special Weapon - Hard Knuckle: A potent weapon system which throws a punch at the enemy. After shooting it's possible to control its route slightly.

Top Man

He possesses a shield system which deflects enemy attacks by spinning his body at high speeds. However, since he can't use such system for extended periods, he's often caught off-guard. He can release up to three tops from his head, making him very popular during the New Year.

Special Weapon - Top Spin: An offensive and defensive system which causes the body to spin. However, sometimes it becomes hard to tell the exact timing for taking or guarding a hit.

Snake Man

"Closes in steadily on the enemy, as pesky as a snake". He's exactly this type of robot. Thoughtful and cautious.

Special Weapon - Search Snake: Homing system evolved from the Bubble Lead. Strikes fear in the opponent due to its animal shape.

Spark Man

Possesses twice the electrical power Elec Man did. His battle program is very good, but his thought-processing circuit not so much. Quite often he likes to play dumb.

Special Weapon - Spark Shock: A system which releases an energy ball capable of temporarily short-circuiting electric parts. Doesn't work on robots with an insulate coating.

Shadow Man

There is almost no data left on this robot. According to one theory, he was a robot built by an extraterrestrial civilization, and altered by Dr. Wily. At any rate, he's a robot shrouded in mystery.

Special Weapon - Shadow Blade: A cutter blade in the shape of a big shuriken. Though it has a short range, may be thrown in three directions. It doesn't seem to be made of any material found on Earth.
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III. What's new to the playstation version

1) First of all, this game is "emulated" (except for the music as it streams off the disc in a format similar to music on a Compact Disc). The emulation is perfect too, so there's nothing to worry about. The game is also small enough to fit almost entirely into the Playstation's RAM. Which means the game loads faster than your typical PS1 game. Thus, you will only see the loading screen once (which has some cool new art work of Blues and the bosses). Obviously, the Famicom version did not have a loading screen.

2) You can save your game progress to your memory card. This is helpful for those who are too lazy to write down passwords. But, you cannot save your game progress beyond the first Dr. Wily stage. Also, as far as I know, there were never any passwords to skip ahead of the first Dr. Wily stage anyway. This is not a new feature because you were able to do this in the Sega Mega Drive version (Sega Genesis in the USA) but it is worth mentioning. You can have eight game data slots on a memory card which only takes up 1 block (for all of them, not for each).

3) There is dual shock support. More on this in the Translation of Menus section under Options.

4) When you first start the game, you will get a new interface with a new title screen with some modes and options that are not in the Famicom version. Also, the Playstation version has 2 different title screens. There is the "Mode Select" title screen and then there is the "game" title screen. Though you only see the Mode Select title screen once. In order to see it again you have to reset the Playstation or clear the game. There is also a new remixed version of the title screen music from Rockman 2 playing (From the Arcade games) while you are on the Mode Select menu.


Different title screens

5) If you leave the game on the Mode Select title screen long enough, you will get one of several possible demos of the game playing. The Famicom version does not have a demo of the game playing at all (The intro doesn't count). There is also a Capcom logo with Rockman, Rush, and Beat (from part 5 and up) that is displayed after the demo.

6) There are 2 ways to play the game. There is "Original Mode" and "Navi Mode" (look at the Translation of Menus section to know which one is which and a full explanation of each mode).

7) You can turn screen flickering on or off. This is when the games objects or characters start flashing because there is a lot going on and things are really hectic on screen. This is most noticeable when fighting the bosses in Dr. Wily's fortress. The Playstation version allows you to stop the flickering by turning Flash off. This is probably how the original game for the Famicom/NES version was meant to be but due to the limitation of that system is was not possible at the time. This may not sound like a big deal but it is because sometimes you cannot even see where you are when fighting these bosses because of all the flickering. This option is a big plus for me.

8) There is a Database mode where you can see artwork and information on all the characters in the game (including some that are not in the game). The database starts out practically empty. You fill it up as you play the game. This was a really cool addition.

9) This version makes use of the Pocketstation to play mini games as well as add features to the game that can be used in Navi Mode (look at the Translation of Menus section for details).

10) If you accidentally or purposely remove a controller from its port while playing the game, the Playstation will pause the game. This isn't really new since many Playstation games do this but it's worth mentioning since this does not happen on the Famicom/NES version.

11) There are more additions to the Playstation version but I will not put them in this section to avoid repeating the same information twice. Look in the Translation of Menus section for the rest.

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IV. Translation of Menus


Japanese Mode Select screen

IV. A) Game modes and options

On the Mode Select screen you start out with 5 choices. You have to unlock the last one. Read the Secrets section to see how to do so. All of it is in Japanese. The choices read as follows:

1) Original Mode
2) Navi Mode
3) Options
4) Database
5) Pocketstation
6) Boss Attack (You must unlock this.)

Below is an explanation of each of the 6 choices above.

1) -Original Mode-

This is exactly the same as the Famicom version of the game, but there are some new additions.

First, as I said before you can save your game progress (or passwords rather) after successfully completing a stage or on the Game Over screen after losing all your lives. But, you cannot save your game progress beyond the first Dr. Wily stage. You can also load game data that you may have on your memory card from the game title screen. I will explain this in full detail in the How to Save or Load section.

Second, you can instantly change weapons (if you have any) by using the "L1" or "R1" buttons to scroll through them. The first Rockman game to have this was Rockman X for the Super Famicom (MegaMan X for the SNES). This addition really comes in handy. You can still change weapons the old fashioned way by pressing "Start" to bring up the weapons menu.

Third, you now have a second menu that you can bring up by pressing "Select". You have several options in this menu (which I will explain in the Select Menu section) where you can change your button configuration, change the screen position, and reset the game.

Fourth, the partial debug mode that was left turned on for the second controller on the Famicom and NES versions has now been disabled. This means you can no longer do all those "tricks" with the second controller in this version.

Fifth, you can no longer turn the Rush Coil into either the Rush Marine or Rush Jet by highlighting the Spark Shot and Shadow Blade respectively. Many people say that this was a glitch, but something tells me that this was part of the debug mode.

Sixth, sound effects now play how they were intended on the original game. If you play Rockman 3 on the Famicom or MegaMan 3 on the NES, some sound effects don't play together properly how they should. Sound effects interrupted each other when they both should have played simultaneously. Some other sound effects were also cut short, not letting you hear all of it or any of it. This has been corrected for the PS1 version where all sound effects play properly and simultaneously when needed.

Seventh, after the ending (or the Staff Roll in Navi Mode) there's a screen that says "All Clear" and anything that you have unlocked. It also tells you to save in the Options menu. There is a smaller image of the one used in the Capcom logo displayed here.

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Navigator communication

Weapons Menu in Navi Mode

Beat providing some assistance.

Energy gauges.

2) -Navi Mode-

This has everything from Original Mode and then some.

First, you will have a hint system to help you throughout certain parts of each stage. A yellow exclamation point will appear on the bottom left side of the screen when you reach certain areas. If you press "Select" when the exclamation point appears, Blues will either tell you how to get a certain item, how to defeat a certain enemy, or how to get past a certain trap or obstacle depending where you are. The hints are always the same and they are always in the same "certain" areas (that may sound somewhat confusing but after playing the game you will see what I mean). The hints are all written in Japanese but don't worry, most of the obstacle/traps/enemies are easy to get around if you use common sense. There are a few areas though where they do come in handy for people that never played older games. It's like having a built-in strategy guide. And then some hints are part of the storyline. Last Cetra has translated the hints, which I listed in the Navi Mode hints section.

Second, your energy gauge is replaced with one that looks very similar the one used in Rockman 8 (MegaMan 8). You also get an icon of Rockman's face under it and to the right of that tell you how many lives you have remaining. If you change your weapon, the icon of Rockman's face is replaced with an icon of your current equipped weapon and to the right of that is the amount of times you can use it (of course, you can always recharge them with weapon power-ups). This is definitely better than the way it is normally displayed.

Third, you get a completely different looking weapon menu when pressing start (it looks somewhat similar to the one used in the original Rockman 4 but it's not full screen) which is much better than the normal weapon menu. This menu uses a single screen as opposed to the split menu used in the original game, thus allowing you to switch between weapons and items faster. Also, there is a weapon/item icon to the left of each name. The weapons layout is as follows (assuming you have all of them):

Rock Buster
Needle CannonSpark Shot
Magnet MissileShadow Blade
Gemini LaserRush Coil
Hard KnuckleRush Marine
Top SpinRush Jet
Search SnakeEnergy Tanks
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Fourth, Beat (the robotic bird that you get in Rockman 5) appears at certain areas of some stages with an arrow telling you where to go. Story line wise, Beat is actually not in this game (well, he does not even exist until part 5). He is just in this version as an extra addition to the game. Hey, it's better than just putting an arrow by itself. There are a few places though were it can help if you've never played the game before since some stages have multiple paths to advance to the next screen.

Fifth, the energy gauge for the bosses appears on the right side of the screen instead of the left next to Rockman's. It also looks exactly like it does in Rockman 8. The screen does look better this way as it is not so cramped up of the left side.

Sixth, you can have music from the arcade games (Rockman the Power Battle & Rockman 2 the Power Fighters) on certain stages if you want (look at the Secrets section to see how to do this). I really love that Capcom did this, but they got lazy and didn't give a remixed song to the bosses that were not in the arcade games. For example, Gemini Man is in the arcade games and in those games there is a remixed version of his song from the original Rockman 3. Spark Man is not in the arcade games so there is obviously no remixed song for him. Strangely enough, there was a video promotional ad for the Rockman Complete Works games where a remix of Spark Man's song was played in the background but, unfortunately that song is not included in this game. Also, although Magnet Man was in the arcade games, there is no remix for his stage music. This addition though is probably the biggest highlight for me about the Playstation version because I really like the music.

Seventh, the Weapon menu background glitch is much more difficult to pull off. I mentioned this in my documents for Rockman 1 and 2 for the Playstation. This has nothing to do with the Famicom version but it is worth mentioning.

Finally, there are additional credit screens after the normal one where it shows the names of the staff responsible for the Playstation version. Meanwhile in the background it shows Rockman playing certain stages, some of which he shows real skill by defeating certain enemies or getting by certain traps/obstacles without getting hit, or some where he is getting clobbered.

There is one more thing but I'll mention it in the Pocketstation section.

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3) -Options-


Options screen.

Here you can adjust a few settings and configurations of the game. None of these options are available in the Famicom version. The options are as follows:

-Game Difficulty-
Easy! Normal Hard! (you have to unlock the Hard setting)
-Game Speed-
Slow! Normal
-Button Configuration-
-Sound Setting-
-Memory Card-
Load Save
-Back to Mode Select-

Below is a full description of each of these.

-Game Difficulty-

Normal difficulty leaves the game unaltered from the Famicom version. On the Easy setting there are fewer enemies/traps in certain places and you take less damage than you do on Normal. You also inflict more damage on some enemies and bosses. On the Hard setting, there are no power-ups what so ever, of course, you still get the weapons from the main bosses. This is a very nice addition that makes the game interesting for veteran players. Normal is highlighted by default.

-Game Speed-

Normal speed obviously doesn't change the game. It is also highlighted by default. The Slow setting is a strange new addition. I don't know why anyone would want to play at such a speed but this is a good way to see every frame of animation.


Button Configuration sub-menu
-Button Configuration-

Highlighting this and pressing "Circle" will open a sub-menu with the following options:

Normal Shot (Highlight and press a button you wish to set it to. It's "Square" by default.)
Jump (Highlight and press a button you wish to set it to. It is the "X" button by default.)
Sliding (Highlight and press a button you wish to set it to. It is the "Circle" button by default. Also note that it actually says "sliding" instead of just "slide".)
Change Weapon Left (Highlight and press a button you wish to set it to. It is the "L1" button by default.)
Change Weapon Right (Highlight and press a button you wish to set it to. It is the "R1" button by default.)
Rapid Shot (Highlight and press a button you wish to set it to. It is the "Triangle" button by default.)
Auto Rapid (Highlight and press "Circle" to turn it ON or OFF.)
Vibration (Highlight and press "Circle" to turn it ON or OFF.)
Restore Defaults (Highlight and press "Circle" to set these settings to default.)
End Configuration (Highlight and press "Circle" to close this sub-menu)
''NOTES:''

Rapid Shot will allow you to fire 3 consecutive shots with the press of a button. This comes in handy against most enemies, but not most bosses.

Turning Auto Rapid ON is the equivalent of having the Rapid Shot button being pressed for you continuously and automatically. This may sound cheap but it's not because you cannot have more than 3 shots on the screen at once. You also have to wait until at least one of those shots goes off screen in order to shoot again. Auto Rapid can actually make the game harder even though its purpose is to make it easier because it can put you in some tough spots. Meaning, if you need to shoot an enemy that is in front of you and you can't avoid him, you may have to wait until those shots go off screen for Rockman to shoot again depending on how they were fired. Thus, you will most likely end up getting hit a lot more then you should. Good thing it's turned off by default.

Turning Vibration ON will add dual shock support to the game. This option is turned off by default. You will need a dual shock controller naturally. When Rockman gets hit, the controller will vibrate (not much though, in fact you will barely feel it). It vibrates even more when you lose a life. This feature is not necessary but some people like dual shock support. Personally, I could care less about this feature.

-Sound Setting-

Press left or right on the directional pad to change from either Stereo or Monaural. The default setting is Stereo. This option is misleading because unless you are using the code to have the remixed music, the music output is Mono even if you set it to Stereo. What will happen is that both the left and right speakers (assuming you are using speakers) will output the music on Mono when you set it to Stereo. The original music was never in Stereo to begin with so it's nothing to get upset about.

-Memory Card-

This will allow you to save or load the settings you have made in the Options screen. You do NOT load or save your game progress/passwords from this menu. Also, for some reason saving here does not save the information you have gathered in the Database mode (see the Database section for more information). This was a bad move on Capcom's part and is probably the only down side to the Playstation version since it's easy to forget to save in the Database separately. Fortunately, the game loads these settings automatically when you turn on the Playstation (assuming you had your memory card inserted before turning the game on). You can also save Boss Attack and Lives select (read the Secrets section) with this menu if you have unlocked them. For full details on how to Save or Load, read the How to Save or Load Section.

-Back to Mode Select-

This is self-explanatory. Need I say more?

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First page of the Database.

4) -Database-

The Database is a new addition to the Playstation version that contains artwork (including some new art) and information on almost every single character in the game. This information includes their characteristics, their weakness, their energy, how much damage they inflict to Rockman, and how many times you have encountered them. There are 63 pages in the Database but you only start off with the first 2. The other pages are unlocked as you play the game (also see the Secrets section). The music played here is a remix of the from Password/Continue screen of the actual game. Also, to save the information you have gathered here you must highlight any page from 2 to 55. Pages 1, 56-63 are for loading from or saving to the Pocketstation. For full details on how to Save or Load, read the How to Save or Load section. I made a separate document which contains all the information for the 63 pages of the Database (which is also available on GameFaqs titled "Database Guide").

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An actual Pocketstation

Pocket Rockman 3

PokeRock 3

I'm feeling so energized today!

5) -Pocketstation-

For those of you that don't know, the Pocketstation is a special type of Playstation memory card that can be used to save games, as an alarm clock, or play mini games on it. It has a screen and a few buttons on it. Think of it as something similar to the Sega Dreamcast VMU (Visual Memory Unit or Memory Card if you prefer). It was not released in the USA. Now that we got that out of the way, let's continue.

If you have an actual Pocketstation inserted into the memory card slot 1, you can use the Pocketstation option on the Mode Select screen to then download a mini game (called Pocket Rockman 3 or PokeRock 3 for short) to your actual Pocketstation from the Rockman 3 game disc. You can then play this mini game on your actual Pocketstation. Here is a step-by-step instruction on how to do so:

A) Highlight Pocketstation on the Mode Select menu and press "Circle".
B) A message will appear telling you that you can download a game to your pocketstation. Then will ask you to press "Circle" to continue.
C) Afterward, another message will appear telling you a PocketStation is required to proceed with the download. So if you have not done so yet, get your pocketstation ready and insert it on the first memory card slot in your playstation. Again it will ask to press "Circle" to continue.
D) Yet another message will appear. This message will ask to confirm the download, which will go to the pocketstation in memory card slot 1. It will also tell you that 13 blocks of space are required. You will have two choices on the bottom, "Yes" on the left and "No" on the right. Select the one you want and press "Circle".
E) If you chose yes, it will check for a pocketstation in memory card slot 1. Then one of two things will happen. If no pocketstation is found or you do not have enough free space, a message will appear telling you so and you will hear a sound. Then it will ask you to press "Circle" to continue which actually takes you back to step D. If a pocketstation is found AND you have enough free space you will be able to download to the pocketstation. You'll get a message saying it's checking the pocketstation, then downloading to it, and then download complete. Once that's over, press "Circle" to return to the Mode Select screen.

You will then be able to play the mini game on your pocketstation. The main purpose of these mini games is to power up Rockman and the 8 main bosses of Rockman 3 where you can level them up to have more energy units and increase their attack damage. Once you level up Rockman or any of the 8 main bosses, you can then upload that data in the Database mode through pages 1, 56-63. This leveling up will affect the characters in Navi Mode only. Their life gauge can be increased anywhere from the normal 28 units of energy all the way up to 80 units. Each boss character you level up will also inflict more damage to you, making it more challenging. Rockman at max level 99 will inflict more damage with his buster. He will also inflict slightly more than twice normal damage when using a boss' weakness against them. The mini game is cool and all, but nothing that's spectacular so don't be upset if you are missing out on it. But the features it allows you to add to the Navi Mode are very cool. Although having Rockman maxed out makes the game ridiculously easy.

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6) -Boss Attack-

Look in the Secrets section to see how to unlock this mode. Boss Attack is a mode where you are timed on how fast you can defeat the 8 main bosses of the game. You start on the stage select screen where you will be able to select the amount of lives you have remaining using the "L1" or "R1" buttons before you actually fight. You can choose to have either 1, 3, 5, 9, or an infinite amount of lives remaining. Also, near the bottom right side of the screen will be a timer. Once you select a boss, you will start in the room that is right before the boss room in a normal game. In this room there will be a large energy capsule in case you need it (your energy is not refilled after defeating a boss). Then you go to the next room and fight the boss.

After you defeat all 8, you will be given a screen with your total time, the best time under it, and two choices under that. The first choice is to try one more time and the choice under that is to return to the Mode Select screen. Make your choice and press "Circle". Also, while on this screen, the music played is a remixed version of the song played in Rockman 3 when you obtain a weapon. This remixed song comes from the second arcade Rockman game. Boss Attack is definitely a great new addition, but it's too bad that they did not include the Doc Robot and Blues in Boss Attack, oh well.


C'mon you bunch of jabronis, I'll kick all your candy asses!
Here is a hint:

Playing Boss Attack is an easy way to get the information for these bosses in the Database.

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IV. B) Select Button Menu


Select Button menu

As I mentioned earlier, you can bring up a new menu by pressing the "Select" button while playing the game. But all of it is in Japanese, here is a translation:

      • Resume game
      • Button Configuration
      • Adjust Screen
      • Return to Title Screen
      • Back to Mode Select

To the left of all that is the current password for your progress. Passwords do not take you beyond the first Dr. Wily stage. Below is a full description of each of these.

-Resume game-

This is self-explanatory. Just highlight this and press either Select, Start, or Circle to return to the game.

-Button Configuration-

Highlighting this and pressing "Circle" will open the same sub-menu you get in the Options screen. I described this sub-menu earlier in the Options screen section.

-Adjust Screen-

Highlighting this and pressing "Circle" will allow you to adjust the game's screen position on your TV. Use the directional pad to change the coordinates of the X and Y axis. Pressing "Square" will restore the default position. Pressing "Triangle" will turn the Flash on or off. It is on by default. Turning it off will allow the game to display properly when there is a lot happening on the screen and the sprites will not disappear, especially you. Pressing "Circle" will accept your adjustment to the screen. Changing the screen position is only useful if there is a part of the game's screen that is cut off on your TV. You shouldn't have this problem with newer television sets.

-Return to Title Screen-

Highlighting this and pressing "Circle" will prompt you with a question asking you if you are sure you want to return to the Title screen. You will be given two choices. On the left it says "yes" and on the right it says "no". Pick either one you want and press "Circle". What this does is return you to the "game" title screen. This is like a sub-soft reset. You will see what I mean when you read the next option. If you select this option in Boss Attack, you will be taken to the Boss Select screen. Another way to do this is to hold "L1", "R1", & "Select" and press "Start" during game play.

-Back to Mode Select-

Highlighting this and pressing "Circle" will prompt you with a question asking you if you are sure you want to return to the Mode Select screen. You will be given two choices. On the left it says "yes" and on the right it says "no". Pick either one you want and press "Circle". This is the real soft reset. Also note that under this option, the menu displays the difficulty level you are playing on (whether it be Easy, Normal or Hard).

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IV. C) How to Save or Load

There are three sections here for saving/loading.


Checking... don't touch memory card.

There's no data to load.

1) Options screen settings

Look at the Translation of Menus section to know which option is to save or load on this screen.

-Load-

To load your settings, highlight Load and press "Circle". A message will briefly appear telling you that it is checking for the memory card and for you not to remove it from the memory card slot (Don't power off your playstation while this is happening or you will either corrupt any data on it or mess up the memory card entirely). Now one of two things can happen:

ONE) If it finds a memory card inserted in memory card slot 1 AND it has Rockman data on it, you will be asked to confirm the load. You'll have two choices, on the left is "yes" and on the right is "no". Make your choice then press "Circle". If you chose yes, a message will appear telling you that the load is complete and to press "Circle" to continue. If you chose no, you'll be back in the Options screen.

or

TWO) If it does not find a memory card inserted in memory card slot 1 OR it does find one but it does not have Rockman data on it, or the data is corrupt, a message will appear telling you either there's no memory card inserted or there is no data to load, or your existing data is corrupt. A sound will be played as this happens. You will have to press "Circle" to continue which will take you back to the previous question. The load will also fail if you remove the memory card while the game is attempting to load the data. You will get a message stating that as well. You shouldn't be doing that anyway unless you have money and memory cards to throw away.

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Overwrite existing save? Yes No
-Save-

To save your settings, highlight Save and press "Circle". A message will appear asking you to confirm the Save of the Options settings to memory card slot 1. It will also tell you that 1 block of free space is required. You'll have two choices, on the left is "yes" and on the right is "no". Make your choice then press "Circle". If you chose no, you'll be back in the Options screen. If you chose yes, a message will briefly appear telling you that it is checking for the memory card (again, don't remove it from the memory card from the slot nor power off your playstation while this is happening). After that, one of two things can happen:

ONE) If it finds a memory card inserted in memory card slot 1 AND it has free space, you will be asked to confirm the save (or if there is saved information already, it will ask if you want to overwrite it). You'll have two choices, on the left is "yes" and on the right is "no". Make your choice then press "Circle". If you chose yes, a message will briefly appear telling you that it is saving to the memory card. Don't touch the memory card at this point unless you want to mess it up. Another message will follow after that telling you that the save is complete and to press "Circle" to continue. If you chose no, you will be taken you back to the previous question.

or

TWO) If it does not find a memory card inserted in memory card slot 1 OR it does find one but it does not have enough free space, a message will appear telling you either there's no memory card inserted or there is insufficient space to save. A sound will be played as this happens. You will have to press "Circle" to continue which will take you back to the previous question. The save will also fail if your memory card is corrupt or if you remove the memory card from the slot while the game is attempting to save the data. You will get a message stating that as well.

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2) Game Progress saving/loading

-Load-

On the "game" title screen you will see a yellow blinking rectangle on the bottom of the screen. Press the "Select" button and you will be prompted with a message asking if you wish to load a password that is saved in memory card slot 1. You'll have two choices, on the left is "yes" and on the right is "no". Make your choice then press "Circle". If you chose no, you will return to the game title screen. If you chose yes, a message will briefly appear telling you that it is checking for the memory card and for you not to remove it from the memory card slot (nor should you power off your playstation). Now one of two things can happen:

ONE) If it finds a saved password, it will tell you the load is complete and to press "Circle" to continue. Then another sub-menu will open and from here you can select from 8 game data slots which show the weapons you have so far as well as items. From there you can press "Circle" to load the game data or "X" to cancel. If your existing data is corrupt, a message will appear telling you so and the load will fail.

or

TWO) If it doesn't find any saved password game data, you will hear a sound and you will have to press "Circle" which will take you back to the previous sub-menu. From there you can attempt to load again or not.


Load your saved password from 1 of the 8 slots.

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-Save-

You save your game progress on this screen.

After clearing a stage, while on the Password screen, press the "Select" button. A sub-menu will open and will ask you if you wish to save your game password to memory card inserted in slot 1 (which requires 1 block). The option on the left is "Yes" and on the right is "No". It will then check for free space on your memory card. Now one of two things can happen:

ONE) If you have available space on your memory card, it will open another sub-menu from where you will be given 8 game data slots to save your game. Press either left or right on the directional pad to cycle through the game data slots. Pressing "Circle" will save or pressing "X" will cancel. Choose your data slot and press "Circle". It will ask if you are sure that you want your password data to be saved on the memory card that is in slot 1 of your Playstation. The option on the left is "Yes" and on the right is "No".

or

TWO) If it does not find a memory card inserted in memory card slot 1 OR it does find one but it does not have enough free space, a message will appear telling you either there's no memory card inserted or there is insufficient space to save. A sound will be played as this happens. You will have to press "Circle" to continue which will take you back to the previous question. From there you can attempt to save again or not. The save will also fail if your memory card is corrupt or if you remove the memory card from the slot while the game is attempting to save the data. You will get a message stating that as well.

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3) Database saving/loading

In order to save or load the information you have gathered in the Database, highlight any page from 2 through 55 and press "Circle". This will bring up a message asking whether you wish to Load or Save. You'll have two choices, on the left is "Load" and on the right is "Save". Make your choice then press "Circle". Or you can press the "X" button to cancel. Depending what you chose, you can either load or save the Database in the same manner you would load or save the Options screen settings.


If you pick Load by mistake, you may lose your current data.
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V. Hard Difficulty Walkthrough

I will not give a full walkthrough, instead I will list what you need to know about playing the game on Hard and tell you how to get past the most difficult parts.

Hard is the same as Normal except that you do not get power-ups. NONE AT ALL! When you defeat an enemy, it will NOT leave power-ups behind, ever! Also, any power up that is normally laying around on each stage will not be there. Meaning you will not get any energy capsules to regain some health if needed, you will not get any weapon power-ups to recharge a weapon that is low on energy, there will not be any extra lives to pick up, and you don't even get any Energy Tanks! (unless you abuse the password system).

All this may sound super hard, but it actually isn't. If you run out of any weapons or item in the Dr. Wily stages in certain areas, you will not be able to proceed any further. So when you use them, you have to make every use count. The only way to refill your weapons and items is to lose all your lives then continue.

Unlike the Complete Works versions of Rockman 1 and 2, Hard really does not make a major difference in this game. The initial 8 stages are not really a problem if you get no power ups since all you have to do is clear a stage and everything gets refilled. The only stages that will be harder than usual are the Doc Robot stages since you don't get your weapons recharged when you clear one of those stages. Especially for the Doc Robot Needle Man stage after defeating Doc Robot with Air Man's abilities. You need to make careful use of the Rush Jet in that area. If you jump repeatedly while using the Rush Jet, it's energy will only go down if you stay on Rush long enough. So jump repeatedly and do your best to avoid the enemies as you go along. If you run out of energy for the Rush Jet while attempting this, you are screwed if you didn't save after clearing the previous stage you played. Especially if you have many extra lives remaining. So if that happens, the only way to recharge the energy for the Rush Jet is lose all your remaining lives to get game over and then continue, or reset back to the title screen and load your saved password (if you have one).


You'll never make it now, never make it.

For the other Doc Robot stages, I recommend you fight the bosses that are the most difficult for you first! The reason being is because if you beat the easier ones first and then lose to the harder ones (including all your extras lives) you'll have to start over again anyway. Makes sense, right?

Also, on the fourth Dr. Wily stage you will need skill because you will fight the 8 main bosses with one energy bar. You can try again if you lose a life, but if you get game over and continue, you will have to defeat the bosses again. This time they don't leave an energy capsule after you defeat one. So fight the bosses that are the most difficult for you first for the same reason mentioned in the previous paragraph. Besides that, this game is not that difficult. However, if you feel you need a walkthrough for a specific stage that you are having trouble clearing on Hard, just email me and I will update this document with the stage that you request and place it in this section.


Teleport system layout
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VI. Navi Mode Stage Hints

When playing in Navi Mode, a yellow exclamation point will appear on the bottom left side on the screen when you reach certain parts of each stage. If you press "Select" when the exclamation point appears, Blues will tell you the following hints below. Big thanks to Last Cetra for helping me translate these hints to English. Some hints will not apply on the Easy difficulty setting because there are lesser enemies per stage. Also, any hint that deals with a power up in all stages will not apply when playing with a Hard difficulty setting because you will not get any power-ups.

Click on a boss name below to skip directly to the stage hints

Needle Man StageMagnet Man StageGemini Man StageHard Man StageTop Man Stage
Snake Man StageSpark Man StageShadow Man StageDoc Robot Stage 1 (Needle)Doc Robot Stage 2 (Gemini)
Doc Robot Stage 3 (Spark)Doc Robot Stage 4 (Shadow)Break Man StageKamegoro Maker StageYellow Devil Mark 2 Stage
Holograph Rockmans StageTeleport System StageWily Machine 3 StageGamma StageNo stage here :p
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Needle Man Stage


Fourth

First hint:

When this enemy rolls up, you can't damage it!

Second hint:

Change your direction while sliding...
And get the timing right to avoid the traps!

Third hint:

Be sure to get the Energy Tanks!
So you can recover your health at any time...

Fourth hint:

It's easy to defeat it if you attack from the ladder.

Fifth hint:

There's someone inside the shutter... Fighting is the only way...

Sixth hint:

Jump to dodge the needle attacks...
If he gets near you, slide to slip away!
In other words, try fighting him from afar.
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Magnet Man Stage


Second

Sixth

First hint:

There are enemies in this area that can attract you with a magnetic field.
Be careful if you're near a hole.

Second hint:

What a powerful magnetic field. Watch out for that mechanism.

Third hint:

Remember the position and order in which the blocks appear...
First of all, try jumping to where Beat is!

Fourth hint:

This magnetic force is annoying... ride the blocks starting from the left.

Fifth hint:

Make a mistake here and you lose a life...
If you start getting attracted, jump on quickly!

Sixth hint:

There's a boss ahead... Can you defeat him?

Seventh hint:

Both Magnetic Missile and his jumping attack...
can be avoided by sliding!
If he starts attracting you, escape by sliding too!
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Gemini Man Stage


First

First hint:

Destroy those creepy things that look like eggs to proceed!

Second hint:

The Penguin Mecha's weak spot is its head...
Jump and shoot to defeat it!

Third hint:

From here on the battle is underwater.
Inside the water, it's a good idea to use Rush...

Fourth hint:

Attack from the ladder! Aim for it when it's jumping!

Fifth hint:

A powerful foe awaits behind that door.

Sixth hint:

Don't be fooled by his movements!
The enemy attacks whenever you do...
Attack him when he's just landing from his jump!
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Hard Man Stage


Second

Fifth

First hint:

The honeycomb this enemy drops is an annoying foe (in itself).
As soon as the bee stops, go back quickly.
Make it disappear from the screen! (before it drops the honeycomb)
''NOTE:''

Isn't it strange that they purposely tell you to do this? You'd think that they wouldn't want player to take advantage of the game's programming like that, but meh...

Second hint:

Don't stand on that pipe!

Third hint:

Climb up using Rush...
If you have the Magnetic Missile, you can defeat the enemy first.

Fourth hint:

Stand on a safe place on the ladder to avoid the enemy's attacks and shoot!

Fifth hint:

Shoot when the enemy is jumping!

Sixth hint:

There's a boss ahead... Don't lose...

Seventh hint:

Dodge the enemy's punches by jumping straight up while standing on the corner of the room!
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Top Man Stage


Third

First hint:

The Bolt Mecha is invincible until it assembles.

Second hint:

If you attack from the ladder, you can defeat it easily.

Third hint:

If you get hit by the spikes, you'll be gone in a flash.

Fourth hint:

If you ride on the top, you'll spin around...
Jump on when you're as close to the top's edge as you can!

Fifth hint:

There's sure to be a boss inside... Destroy the evil!

Sixth hint:

Slide to dodge his tops...
and jump to dodge his tackles... It's an easy win!
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Snake Man Stage


Fifth

Seventh

Ninth

First hint:

The Petit Snakey's shots are fast!
Dodge by jumping right away!

Second hint:

If you can't seem to dodge the Petit Snakey's shots,
remember where they appear and destroy them before they shoot!

Third hint:

Don't step on Big Snakey's body! Fight from the ladder!

Fourth hint:

Attack from below with a jump shot!

Fifth hint:

Destroy the enemy on the ladder before proceeding!

Sixth hint:

Ride the lift and jump on when you get to a high place!

Seventh hint:

Be careful with the missiles that appear now and then.

Eighth hint:

The boss is waiting for you!

Ninth hint:

You can destroy the Snake Shots!
Get on the high place in the middle...
And avoid his tackle!
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Spark Man Stage


Third

Seventh

Eighth

First hint:

You can't destroy the electric trap...
Mind the timing and jump to go through it.

Second hint:

It's dangerous to just let this enemy be.

Third hint:

When the enemy throws its hammer, jump and attack!

Fourth hint:

When you step on the red blocks, they start going up on their own...
Be careful not to hit the ceiling.

Fifth hint:

Don't fall in the pit by smashing into an enemy.

Sixth hint:

There's trash falling from above...
Proceed by jumping on the trash pile as soon as it falls.

Seventh hint:

This is a dangerous place for these pesky bolt enemies to be.
Defeat the enemies before proceeding!

Eighth hint:

The end, at last... Don't lose!

Ninth hint:

Avoid his jump attacks by passing under him!
You got to be careful with the large Spark Shot...
Stay far away and jump to dodge it.
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