The 7th entry and one of only three games (Mega Man & Bass
was a case of No Export for You
before its GBA
port, and Soccer
is considered non-canon) in the original Mega Man (Classic)
series released for the Super Nintendo Entertainment System
In the closing of Mega Man 6
, Dr. Wily was finally put in jail. What Mega Man didn't know was that Dr. Wily had robots hidden somewhere is his lab. After six months without Dr. Wily's input, the robots would activate, and search for Dr. Wily.
The Robots gave a city a surprising attack, looking for their master. Mega Man and Dr. Light watch the robots help Dr. Wily escape from a far distance. Mega Man goes out to stop Dr. Wily. Along the way, he encountered Bass, another humanoid robot, and Treble, his mean robotic wolf. They are also trying to stop Dr. Wily. The battle began...
Though built using the same engine as the first Mega Man X
, and featuring a similar emphasis on storyline, gameplay-wise Mega Man 7
has more in common with the line of Mega Man
games previously released on the Game Boy
, featuring two sets of four Robot Masters instead of eight from the start, along with the item shop featured in the fourth
Game Boy outings, and Mega Man and the various other enemies being scaled more like their Game Boy sprites than their NES ones (though, thankfully, without the insane jumps that this often entailed in the Game Boy entries).
- DWN-049: Freeze Man, weak to Junk Shield/Scorch Wheel, gives Freeze Cracker
- DWN-050: Junk Man, weak to Thunder Bolt, gives Junk Shield
- DWN-051: Burst Man, weak to Scorch Wheel/Freeze Cracker, gives Danger Wrap
- DWN-052: Cloud Man, weak to Danger Wrap, gives Thunder Bolt
- DWN-053: Spring Man, weak to Slash Claw, gives Wild Coil
- DWN-054: Slash Man, weak to Freeze Cracker/Scorch Wheel, gives Slash Claw
- DWN-055: Shade Man, weak to Wild Coil, gives the Noise Crush
- DWN-056: Turbo Man, weak to Noise Crush, gives the Scorch Wheel
On a side note, a fan-made NES
style remake of this game can be found online.
- A.I. Breaker: Hard to say if it was intentional or not, but several of the Robot Mastersnote will have a flinch animation when hit with their weapon weakness which causes their AI to reset into a predictable, and in some cases, very exploitable pattern, making them almost humorously easy to beat.
- On the other hand, Burst Man's weakness to Scorch Wheel, although it causes him to flinch and reset his AI, can make him more difficult to defeat, as opposed to easier.
- Advancing Boss of Doom: The T-Rex Mini-Boss in Slash Man's level, and the Oni Mask Boss from Wily Castle 3.
- Anti-Frustration Features: This is the first of the Mega Man games to split up the Wily Castle stages, allowing the player to restock supplies as well as automatically recharging weapon energy between each level. This is also the first of the console games to introduce the item shop, where the player could max out their E-Tanks, W-Tanks, S-Tanks, and Extra Lives between stages.
- Awesome but Impractical: The Proto Shield, Proto Man's iconic shield, given to Mega Man after beating Proto Man in battle...unfortunately the shield works the same as how Sniper Joe's use them, and can only block shots while standing perfectly still. If you move, jump, or shoot, it becomes useless, and what's worse, you cannot use any weapon other than the Mega Buster or any of the Rush abilities at the same time as the Protoshield.
- Bears Are Bad News: The polar bear robots in Freeze Man's stage.
- Beware the Nice Ones: Mega Man attempts to kill Wily this time!
- Big Boo's Haunt: Shade Man's level.
- Bittersweet Ending: After several years of chasing Dr. Wily and finally putting him in jail, Wily breaks out and runs amok again like nothing has changed, but to make matters worse, at the end of the game, although Mega Man does stop Dr. Wily's current rampage, Wily still escapes, Bass turns out to be an enemy, and Mega Man has to deal with the fact that he attempted to kill a living being (even if it was Dr. Wily). For all intents and purposes, Mega Man fails and Dr. Wily got exactly what he wanted; to escape prison.
- Blackout Basement: One of the rooms in Shade Man's stage is this, fittingly over a pit of Spikes Of Doom. Can be illuminated by using charged buster shots or by lighting the torches with Scorch Wheel.
- Bonus Boss: Proto Man, after meeting certain requirements, can be fought in a secret area in Shade Man's level.
- Boss-Only Level: The Robot Museum has absolutely no enemies up until the end where Dr. Wily reveals Mash the robot clown.
- Breaking the Fourth Wall: Try using the Freeze Cracker on Freeze Man.
- Bring It: Freeze Man reacts to everything you do. If you do nothing, he defaults to taunting you.
- Bubbly Clouds: Appropriately, Cloud Man's stage.
- Call Back: This game makes several references to previous games, but the most apparent is the robot museum stage. Glass tubes with various robot masters on display, with Wily making off with Guts Man (to be remodeled into a fortress boss later), and the music for that stage is a mix of Guts Man, Heat Man, and Snake Man's themes.
- Car Fu: One of Turbo Man's attacks is transforming into a mini-car to run Mega Man down.
- Chain Reaction Destruction: The bosses of Wily Castle.
- Charged Attack: The Noise Crush is a Collect Type, where Mega Man must bounce it off a wall to catch the ricochet to empower the next blast. The Wild Coil and the Mega Buster are Hold Types.
- Collapsing Ceiling Boss: Guts Man G in Wily Castle 1.
- To a lesser extent, the last of the Polar Bear robots from Freeze Man's stage can summon icicles from the ceiling with a Mighty Roar.
- Freeze Man also uses his Freeze Ray to create rows of falling icicles from the ceiling.
- Combining Mecha: Returning from Mega Man 6, Mega Man and Rush can combine into a single jetpacked, rocket-punching machine. Bass and Treble eventually are able to do this, as well.
- Console Cameo: At the beginning of Junk Man's level you can see several Famicom systems lined up in the background. Also, Rush Search may randomly dig up a Game Boy.
- Continuity Nod: Slash Man's design is based on Pluto from Mega Man V for the Game Boy.
- Cool Garage: Turbo Man's stage, bonus points for Turbo Man himself being the Cool Car for the garage.
- Creepy Cockroach: The cockroach robots in Junk Man's factory themed stage.
- Darker and Edgier: The ending in particular stands out, with Mega Man attempting to kill Dr. Wily and then walking away from the burning inferno of Wily Castle during the ending credits. Mega Man is also visibly frowning at all times instead of the blank look on his face from the NES games. 1UP heads no longer smile, either.
- Death Course: What seems to be a Shout-Out to the Laser Hallway from Quick Man's stage, Turbo Man has a falling gauntlet of instant-death columns of fire.
- Defeat Equals Explosion: The bosses from Wily Castle suffer quite lengthy Chain Reaction Destructions when they are defeated.
- Dowsing Device: The first appearance of the Rush Search.
- Dub-Induced Plot Hole: In the English localisations, Mega Man confronting Dr. Wily at the end of the game and claiming he is more than a robot (and as such does not have to be Three-Laws Compliant) before attempting to kill Wily. As this was only present in the localisation. In the original Japanese script, Mega Man does try to kill Wily, but is forced to stop once Dr. Wily reminds him he cannot harm humans, this is never referenced again in any of the sequels.
- Easily Detachable Robot Parts: Mash, the robot clown mini-boss's weakness is his detatchable head.
- Easter Egg: There is a code that allows you to duel Bass in a one on one two-player duel ala Street Fighter. You can also hold B when selecting Shade Man's stage to replace the music with a remix of the first level theme from Super Ghouls And Ghosts.
- Eternal Engine: Not all that uncommon in the Mega Man universe, Burst Man's and Junk Man's stages are some sort of chemical plant and junk smelting factory respectfully. Turbo Man's stage is this mixed with a Cool Garage.
- Everything's Better with Dinosaurs: Robotic dinosaurs are a major theme of Slash Man's stage. Robot dinosaur fossils are also present in the background of Freeze Man's stage.
- Everything's Deader with Zombies: Shade Man's stage is filled with zombie robots.
- Evil Counterpart: Bass and Treble, for Mega Man and Rush.
- Excited Level Title!: Each of the Robot Master stages in the Japanese version were given a title for some reason, the enthused ones include Cloud Man's "Watch Your Step!", Freeze Man's "Don't Slip!", and Shade Man's "Mystery! The Horror!"
- Feed It with Fire: All the games use Elemental Rock-Paper-Scissors, but this was the first game to have boss enemies who became more powerful based on the weapon you used against them.
- Fictional Currency: The first Mega Man game to use Bolts as money, also an aversion to the usual Money Spider trope, as it makes sense that destroyed Mecha-Mooks would leave behind screws and bolts.
- Fire, Ice, Lightning: Turbo Man, Freeze Man and Cloud Man respectively, the Wily Capsule shoots out hard to dodge projectiles of electricity, fire, and ice as well.
- Floating in a Bubble: Burst Man's specialty, whether its an explosive or Mega Man himself floating up towards ceiling full of Spikes Of Doom. Mega Man can do this as well, of course, once he obtains the Danger Wrap from Burst Man.
- Foreshadowing: The ending has a scene where a comet streaks across the sky, setting the stage for Duo and the Evil Energy in 8.
- Forklift Fu: Truck Joe from Turbo Man's stage tries to run Mega Man down with something that looks akin to a forklift-like machine with a spiked plate on the front, possibly a dangerously tricked out crate-pusher of some sort.
- Freeze-Frame Bonus: During the introduction backstory we see a newspaper headline of Dr. Wily having been arrested by Mega Man at the end of Mega Man 6, however if you look at the lower right-hand corner of the newspaper, you'll see a quick cameo of Cut Man and Guts Man in something called Cut Man 2.
- Funny Background Event: An amusing oversight in the Robot Museum, in the first room of Robot Master glass cases if one looks to the far right and far left of the room, they will see Plant Man on display twice.
- Game-Breaking Bug: When facing Cloud Man, if the Danger Wrap is used when entering the boss room at the exact right moment it will hit Cloud Man above the screen and cause him to plummet to the ground, stopping his entrance animation and making him disappear. This causes the game to keep Mega Man frozen in place waiting for Cloud Man's entrance to finish, and after several more seconds the screen will finally glitch and Mega Man will die.
- Giant Enemy Crab: Kanigance, the robot crab Mini-Boss from Burst Man's stage and Wily Castle 3.
- Good Wings, Evil Wings: The evil varieties, Shade Man has bat wings, and Bass gets a set in his Super Mode that are both devilish and metallic in appearance.
- Gotta Catch Them All: Beyond the standard weapons, and the fact that the Rush enhancements are no longer automatically obtained but have to be found/bought, there's also the R-U-S-H tiles, Beat's Whistle, the Energy Balancer, the EXIT option, Auto's Headbolt, and Proto Man's Shield - and that's not even including the basic Energy Tanks and Extra Lives!
- Guide Dang It: Freeze Cracker, Wild Coil, and Danger Wrap can be aimed by holding up or down before shooting. Danger Wrap can also be aimed "foward".
- Hover Tank: The Pumpkin Tank Mini-Boss from Shade Man's stage.
- Invisibility Cloak: the Wily Capsule's usual teleporting ability is replaced by this for some reason.
- Invisible Block: Present in Cloud Man's stage as the invisible platforms variety. note
- Late-Arrival Spoiler: Bass was created by Dr Wily? What a twist!
- Letting the Air out of the Band: In the introduction stage when Auto hands Mega Man a Met Hat instead of his Iconic Blue Helmet a short and off-key version of the usual Robot Master music plays, Mega Man responds with a long Visible Silence.
- Life Drain: Shade Man can do this by using his robot vampire powers to drain Mega Man's oil.
- Lost in Translation: The Truck Mini-Boss in Turbo Man's stage is named the Sisi Truck, which in Japanese is a play on the word Shishi, a Chinese guardian lion statue. In English, however, this sounds a lot more like its name is supposed to be "Sissy Truck".
- Luckily My Shield Will Protect Me: Junk Shield and Scorch Wheel. Also, your reward for beating Proto Man's Bonus Boss fight is his shield.
- Macross Missile Massacre: The Sisi Truck's endless barrage of rockets in Turbo Man's stage.
- Mass Hypnosis: This is what Shade Man's sound cannon was supposed to be able to do, but due to faulty wiring became the destructive Noise Crush instead.
- Meaningful Background Event: Remember those two other broken Robot Master capsules in the Robot Museum boss room's background? Well, as we find out in the Sega Saturn release of Mega Man 8, in addition to nabbing Guts Man, Dr. Wily also grabbed Cut Man and Wood Man.
- Mega Man On Fire: Turbo Man's Scorch Wheel, Gamerizer's Fire-Breathing Weapon from Wily Castle 2, as well as Dr. Wily's Capsule can inflict this onto Mega Man, repeatedly damaging him until the fire fades. Also happens to Burst Man when the Scorch Wheel is used on him.
- The Mole: Bass was first introduced as a potential ally to Mega Man, who claimed to also be battling Dr. Wily. When he's discovered injured later, Mega gives him access to Dr. Light's lab to be repaired. Bass ends up ransacking Light's lab and stealing the plans for some new upgrades for Mega Man and Rush, delivering them to his creator, Dr. Wily.
- Mook Maker: Gamerizer, the boss of Wily Castle 2, can summon mini-Gamerizers named Spotaro from its barrack-like body. Also the Wily Machine Minis from Dr. Wily's Wily Machine.
- Monster Clown: Mash, the boss of the robot museum stage.
- Multiple Life Bars: The VAN Pookin Mini-Boss from Shade Man's stage has the Alternate Knockout Conditions variant, and can be defeated by either destroying its outer shell or by attacking its core. Interesting in that this has an effect on gameplay as each method will open up one of two different paths to continue through the level. Perhaps a Shout-Out to Mega Man 6, in which four of the 8 robot-master stages split into two paths to choose from (one path to fake boss, other path to real boss).
- My Rules Are Not Your Rules: If you use Noise Crush against Shade Man, he will absorb it like it was his own shot. However, if he uses his Noise Crush on you, you don't absorb it and instead take damage as normal.
- Mythology Gag:
- Mega Man's costume when he has The Thunder Bolt equipped bears a shocking resemblance to the costume worn by Mega on the US Box Art.
- The Freeze Cracker and Thunder Bolt are nearly identical in appearance to the Shotgun Ice and Electric Shock weapons, respectively, in Mega Man X. May also count as a Call Forward due to Mega Man X taking place later in the timeline.
- Never Say "Die": Averted with the kanji on the Oni Mask Boss's head, which roughly translates to "certain killing". Also in the English localisations of the ending, in which Mega Man says "Die Wily!!"
- Nostalgia Level: The Robot Museum stage has Metool shrubberies, Brain Break statues, and Camon wall tiles, as well as glass case displays for Heat Man, Snake Man, Pharaoh Man, Skull Man, Ring Man, Blizzard Man, Flame Man, and Plant Man, before Mega Man can finally catch up with Dr. Wily just in time to watch him steal Guts Mannote . The stage music is even a remix of Guts Man's, Heat Man's, and Snake Man's level themes.
- Shade Man's stage is one for the Ghosts N Goblins series, as the entire level is an homage to the first stage of Super Ghouls 'n Ghosts.
- One-Wheeled Wonder: Gilliam Knight and Turbo Roader.
- Our Vampires Are Different: They are robots who feed on oil and are mounted with a sound cannon.
- Our Werewolves Are Different: The Gilliam Knight, a common enemy in Shade Man's stage, can transform into a Werewolf Robot under the full moon, changing attack tactics to lunging at Mega Man, and gaining almost as much health as a boss.
- Overshadowed by Awesome: The Rush Jet has been suffering Badass Decay since Mega Man 4, but now it seems overshadowed by the Rush Super Adapter. Doesn't help matters that since Rush Jet is completely optional in this game there are no levels where you even have to use it.
- Perpetual Frowner: Mega Man during this game.
- Precision F-Strike: Bass says "Damn" when you meet him in Shade Man's stage. This was taken out of the Anniversary Collection.
- Prehistoria: Slash Man's stage is this (mixed with futuristic robotic technology, of course).
- Properly Paranoid: The Excuse Plot of this game stems from the fact that Dr. Wily always knew that eventually in his efforts of Take Over the World he might fail and get captured, so he hid four secret Robot Masters that would activate if not contacted within six months and come to find him wherever he was being held to free him.
- Remember the New Guy: Auto has apparently been working with Dr. Light for awhile, although this is the the first time in 7 games we've seen him.
- Savage Wolves: Treble, Bass's Robot Wolf.
- Shop Keeper: Auto.
- Shout-Out: To Ghosts N Goblins; hold the B button while selecting Shade Man's level and it will play the famous first level theme from the series.
- Shown Their Work: How Spring Man becomes magnetic when hit with Thunder Bolt is how electromagnets really work, an electrical current flowing through a coil of wire creates a powerful magnetic charge.
- Slippy-Slidey Ice World: Freeze Man's level, with a few Underground Level elements added to it.
- Spread Shot: Freeze Cracker is of the Exploding Shot variant, it explodes into 6 smaller ice projectiles when it hits a wall.
- Springs Springs Everywhere: Spring Man's stage, of course!
- Start X to Stop X: Averted Shooting Freeze Man with the Freeze Cracker will heal him. He'll even stop the fight to give a "...seriously?" Aside Glance at the player.
- Stealth Pun: What happens if you hit Freeze Man with the Freeze Cracker? It causes the game to freeze for a few seconds!
- Temporary Platform: The timed version, wouldn't feel like a true Mega Man game without them.
- Three-Laws Compliant: Regarding the first law Thou Shalt Not Kill in particular, played straight in the Japanese version, but downplayed in the English versions, in which Mega Man claims to be "more than a robot" and therefore above the first law towards killing Dr. Wily, but never makes good on this threat before Wily's Castle collapses.
- Throw The Mook At Them: In the Wily Stages, one method for defeating the turtle tank boss involves using the Danger Wrap weapon to bounce its mini-turtle mooks into is beak For Massive Damage. However, most players find it more practical to defeat the boss more conventionally.
- Tincan Robot: Junk Man, cobbled together from old robot parts.
- Transforming Mecha: Turbo Man can transform into a racecar, and the Gilliam Knight can turn into a werewolf under a full moon.
- Trick Bomb: Burst Man uses bombs that are Floating in a Bubble, and Slash Man uses bombs filled with a sticky red goo.
- Unfinished, Untested, Used Anyway: The Wily Machine, since Dr Wily had only just broken out of prison not too long ago he did not have much time to work on it, so in the end all it can do is hop around and shoot out miniature versions of itself.
- Unflinching Walk: Mega Man during the end credits, walking away lost in thought while the fiery explosion of Wily's Castle burns in the background.
- The Unfought: Except for when Bass combines with him, Bass's own Rush counterpart, Treble, is never fought directly, although the robot wolf does snap and growl at Mega Man more than a few times.
- Upgrade vs. Prototype Fight: The game has Mega Man face off against his "older brother" Proto Man (a.k.a. Break Man) as a Bonus Boss.
- Utility Weapon: This game has a large amount compared to others-
- The Freeze Cracker can be used to freeze the molten junk in Junk Man's stage, revealing an alternate path. It can also be used on the Weather Control Machine enemies to make it snow.
- The Thunder Bolt can be used to power up machines.
- The Scorch Wheel can be used to light up candles and burn up foliage.
- Warmup Boss: Mad Grinder from the intro stage, helps that he comes already pre-damaged before you have to face him.
- We Will Meet Again: Delivered twice by Bass, instead of Dr. Wily, the first time after Bass's rematch in Wily Castle 1, and the second after Mega Man hesitates too long after deciding to kill Dr. Wily at the end of the game, with Bass swooping in to save his creator.
- Weaksauce Weakness: Cloud Man is severely crippled by bubbles (to be fair, it's the bomb that does the actual damage, but once trapped in a bubble Cloud Man is completely defenseless). Shade Man and the Wily Capsule are weak to spring coils for some reason.
- Weather Control Machine: Cloud Man's stage involves an enemy that changes the weather, generating lots of pushing wind and blinding rain (one of the few games to notice how driving rain will reduce visibility). Cloud Man uses these gimmicks as well when you fight him.
- Why Don't You Just Shoot Him?: This is the first, and so far only, game to get into this. Mega Man seriously considers killing Wily after defeating him for the umpteenth time. Unfortunately (but fortunately for Wily) Mega Man was Three-Laws Compliant, leaving him unable to carry out his threat.
- In the American version, extra dialogue was added where Mega Man prepares to shoot Wily. Wily reminds Mega Man that robots are programmed not to harm humans, only for Mega Man to retort that he's "more than a robot" and prepare to open fire. Luckily for Wily his fortress then starts blowing up, and in the confusion Mega Man hesitates long enough for Bass and Treble to appear and teleport Wily to safety.
- A Winner Is You: In the Anniversary Collection version, the end credits sequence (Mega Man walking away from a burning skull fortress in deep contemplation, a slideshow of the robot masters, and Bass looking out overhead) is replaced by just showing the credits against a plain black background. Apparently, this is because the developers, Atomic Planet, didn't know how to properly emulate the Mode 7 effects used here.
- Wounded Gazelle Gambit: Bass pulls this on Mega Man to get into Dr. Light's lab so he can steal the new Rush Super Adapter upgrades for himself and Treble.
- Your Size May Vary: compare the Mad Grinder in the intro to the actual Mad Grinder that Mega Man fights.