Mega Man 6
Capcom's 1993 action platformer for the NES, the sixth in the series.
Mega Man 6 is Capcom’s action platformer for the NES. It came out in Japan on 5 November 19931 as Rockman 6: Shijō Saidai no Tatakai!! (in our translation, The Greatest Battle in History!!)2. In North America Nintendo published it, where Capcom had published the first five3. GameSpot’s history of the series says Capcom, committed to the Super NES and let down by Mega Man 5’s sales, chose not to release it there4.
In the North American manual’s story, a billionaire called Mr. X holds a robot tournament, then turns its eight finalists against the world5. The player picks which of the eight to fight from the stage select6. Capcom’s design contest for them drew 200,0007 entries. Two of the winners, Knight Man and Wind Man, were Nintendo Power readers whose designs the magazine sent to Capcom8. Keiji Inafune drew the character art while working on Mega Man X, so it is closer in density to that Super NES game9.
The game adds two Rush adaptors that merge Mega Man with his dog, as armor that punches or as a jet pack10. Famicom Tsūshin’s reviewers gave it 23 of 4011; one called it a Rockman for Rockman players, and another preferred Rockman X11. Nintendo Power placed it in its top five NES games of 199312. GameSpot’s 2003 history called it the series’ last NES game and its cheesiest13.
#How it plays
Every jump leaves the ground at the same speed, a touch faster than in Mega Man 514. Held, a jump rises for a third of a second, about three tiles15, under the same pull of gravity on every frame16. Letting go of A ends the rise at once, and he starts down slowly17. Gravity is far lighter in one type of tile, and a fall levels off at a top speed18.
A tap of the d-pad moves Mega Man one short step. Held, he pauses in that step for a few frames and then walks19. In the air the d-pad steers him at the walking speed, and he climbs ladders at that speed too20. Another tile type slows his jump, slide, and walk21. On two kinds of floor his speed carries on after the d-pad is let go and fades away22.
Down and A start the slide, as fast and as long as Mega Man 5’s23. A press of A without Down ends it but doesn’t jump; a jump needs a fresh press24. Turning around ends a slide early, and a low ceiling keeps it going until he can stand25.
Tapping B fires a normal shot. Holding it charges the charge shot, which comes out half-charged after six-tenths of a second and fully charged after a second and a half26. A hit pushes him back, and holding the way he faces halves the push27. He can’t be hurt again until a second after the push ends28.
The Power and Jet adaptors are chosen from the weapon menu once found. Power Mega Man punches instead of shooting and can’t slide10. His punch charges faster than the buster, to a full charge in half a second29, and it breaks cracked stone walls30. Jet Mega Man flies while A is held in the air. He hangs still for a moment, then rises to a set height above where he started and stays there31. A meter holds a second and a third of flight, and it fills again once he lands32.
Beat, a robot bird that attacks enemies on its own, joins once Mega Man finds the four plates B, E, A, and T33. A hidden Energy Balancer sends each weapon capsule to the weapon lowest on energy34. A password resumes the game from the stage where it was given35.
Under the hood, every object on screen, Mega Man included, runs as a script that hands control back once a frame and picks up where it stopped on the next. This is a form of cooperative multitasking36.
#Across the series
Against Mega Man 5, the jump leaves the ground faster14. Letting go of A turns the rise straight into a slow fall, where Mega Man 5’s stops it dead17. The slide keeps its speed and length23, but a press of A no longer jumps out of it24. The knockback is unchanged27. The half charge comes sooner and the full charge later26.
Mega Man 5’s Rush was a springboard and a jet sled37; here Rush merges with Mega Man instead10. Beat returns, built this time from four plates rather than the letters of MEGA MAN V33,38.
Cartridge
Code lineage
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Jump | One speed | every jump takes off at the same speed, a little faster than in Mega Man 5 |
| Gravity | One gravity | the same pull on every frame, lighter in one kind of tile |
| Variable jump height | Release cap | letting go of A turns the rise into a slow fall at once |
| Running | Stepped | a step, a short halt, then the walking speed |
| Air control | Direct | the d-pad sets the speed in the air on every frame |
| Ground slide | Timed | Mega Man 5's slide, as fast and as long, but A ends it without a jump |
| Charge shot | Tiers on release | hold B for a half or a full charge; the Power adaptor's punch charges faster |
| Knockback | Fixed shove | Mega Man 5's push, halved by holding the way he faces |
| Invincibility frames | Frame timer | the timer starts only once the push ends, for a second and a half in all |
| Flight | Held height | the Jet adaptor lifts him to a set height while A is held, until its meter runs out |
| Destructible terrain | Breakable tiles | the Power adaptor's punch breaks cracked stone walls |
| Climbing | Vine or ladder | ladders, climbed at the walking speed |
| Stage select | eight Robot Masters, in any order | |
| Password and battery save | a password grid resumes from the stage where it was given | |
| Cooperative multitasking | every object, Mega Man included, is a script that yields once a frame |
Every claim about this game, by concept (71)
References
- ^Mega Man 6 came out on the Famicom in Japan on 5 November 1993.PublisherMM25 · Famitsu 256-257
How we know
NES11/05/1993
p. 58, release table · archived copy ↗ 11月5日
p. 38, New Games Cross Review · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^In Japan the game is Rockman 6: Shijō Saidai no Tatakai!! The atlas translates the subtitle as The Greatest Battle in History!!, where GameSpot gives The Biggest Battle in History!!MagazineFamitsu 256-257 · GameSpot, History of Mega Manrevised
How we know
ロックマン6 ~史上最大の戦い!!~
p. 38, New Games Cross Review · archived copy ↗ Rockman 6: The Biggest Battle in History!! in Japan
1993, Mega Man VI · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-25.
- ^Capcom published the game in Japan and Nintendo of America published it in North America, where Capcom had published Mega Man 1 to 5.ManualMega Man 6 NES manual · Nintendo, NES Games · Famitsu 256-257 · GameSpot, History of Mega Manrevised
How we know
© 1993 Nintando of America inc. … MEGA MAN fS A TRADEMARK OF CAPCOM CO.LTD.
copyright page · archived copy ↗ Mega Man 6 Nintendo
PDF p. 8 · archived copy ↗ ファミコンカートリッジ カプコン 7800円
p. 38, New Games Cross Review · archived copy ↗ Mega Man Capcom December 1987 Mega Man 2 Capcom June 1989 Mega Man 3 Capcom November 1990 Mega Man 4 Capcom January 1992 Mega Man 5 Capcom December 1992
PDF p. 8 · archived copy ↗ Nintendo stepped in and published Mega Man VI in the States.
1993, Mega Man VI · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-25.
- ^GameSpot's history says Capcom, committed to the Super NES and disappointed by Mega Man 5's sales, chose not to release the game in the United States.WebGameSpot, History of Mega Man
How we know
Capcom was so committed to the SNES that after low sales of Mega Man V, it chose not to release this game in the US.
1993, Mega Man VI · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^In the North American manual's story, the billionaire Mr. X holds a robot tournament, then takes the eight finalists to help him conquer the world.ManualMega Man 6 NES manualrevised
How we know
Annual Robot Tournament sponsored by the billionaire, Mr X. … when the top eight robots enter the arena for the final event, the lights dim and the mysterious Mr. X appears … final test for these robots is to help me conquer the world!
The Mysterious Mr. X! · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-25.
- ^The player picks which of the eight robots to fight from the stage select; they are Blizzard Man, Wind Man, Knight Man, Plant Man, Centaur Man, Flame Man, Tomahawk Man, and Yamato Man.ManualMega Man 6 NES manual
How we know
Mega Man will be faced with eight of the kidnapped robots. Use the control pad to select the robot you wish to battle
Getting Started · archived copy ↗ BLIZZARD MAN WIND MAN KNIGHT MAN PLANT MAN … CENTAUR MAN FLAME MAN TOMAHAWK MAN YAMATO MAN
Robot Masters · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^Capcom's design contest for Mega Man 6's bosses drew 200,000 entries.PublisherMM25
How we know
character submissions: 200,000
p. 58, release table · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^Two of the bosses, Knight Man and Wind Man, came from Nintendo Power readers: the magazine sent their designs to Capcom, which adapted them. GameSpot names their designers as Daniel Vallie, a Canadian, and Michael Leader, an American; the other six bosses were designed in Japan.MagazineNintendo Power 55 · GameSpot, History of Mega Man
How we know
Mega Man VI, were sent to Capcom by Nintendo Power. Thousands of our readers submitted designs for brand new mechanical maniacs for Mega Man to battle. Capcom interpreted the ideas of the winners into what you see in the game.
p. 83, Nintendo Power Readers Design New Robots! · archived copy ↗ two of the bosses, Knight Man and Wind Man, were designed by North Americans. Daniel Vallie - a Canadian - designed Knight Man, and Michael Leader - an American - designed Wind Man. The rest of the bosses were of Japanese design.
1993, Mega Man VI · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^Keiji Inafune says he drew the game's character art while working on Mega Man X, so it is closer to that Super NES game's density.PublisherMM25
How we know
This was around the time when I was working on 'Mega Man X', so I think the character illustrations are closer in density to 'X', the density of the Super NES.
p. 59, Inafune · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^ abcTwo adaptors Mega Man finds let Rush merge with him, chosen from the weapon menu. As Power Mega Man he wears Rush as armor that punches, charged by holding B, but he can't slide or use other weapons; as Jet Mega Man, Rush is a jet pack that lifts him while A is held, for a short time before it overheats.ManualMega Man 6 NES manual
How we know
POWER MEGA MAN Rush transforms into body armor and gives Mega Man an extra punch. Press and hold the B button to charge up the armor to make a really big hit! … Mega Man cannot use other weapon systems and cannot slide while wearing it. … JET MEGA MAN Rush transforms into a jet pack to help launch Mega Man into the sky! Press and hold the A button to … air for short time before they overheat and drop Mega Man back down to the ground. … Once you find the adaptors, you can transform Mega Man using your weapon box.
More Power to You! · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^ abFamicom Tsūshin's four reviewers scored it 7, 5, 5, and 6 of 10, 23 of 40; one called it "a Rockman for Rockman players", and another found only minor changes in a finished series and preferred Rockman X on the Super Famicom.MagazineFamitsu 256-257revised
How we know
『ロックマン』プレーヤーのための『ロックマン』。それだけ。 … このシリーズはもう完成しちゃってるので、ホントマイナーチェンジだけ。これならスーパーファミコンの『ロックマンX』のほうがおもろいです。
p. 38, New Games Cross Review · archived copy ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^Nintendo Power's January 1994 issue placed it in its top five NES games of 1993, saying Mega Man's sixth NES adventure "might just be his best".MagazineNintendo Power 56
How we know
Man and Battletoads both showed up in totally new action titles that claimed spots on the NES Top 5.
p. 2 · archived copy ↗ His sixth NES adventure, in which he uses two new. special Power-Ups, might just be his best.
p. 5 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^GameSpot's 2003 history of the series called it the last NES game of the series and the cheesiest.WebGameSpot, History of Mega Man
How we know
Mega Man VI was the final NES adventure - and also the cheesiest.
1993, Mega Man VI · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^ abOn a fresh A press with no slide, on ordinary floor, Mega Man 6's standing loop sets his vertical speed to
$FA.$CC, 5.20 px/frame up, where Mega Man 5 writes 5 px/frame ($05.$00); in tile type$09it writes the slower$FB.$CCinstead (slow-surface). The air loop adds gravity before each move, so the first frame lifts him 0.25 less, 4.95 px. Measured in Mesen from power-on, standing where he lands at the start of Tomahawk Man's stage, the first frame of a jump moves him up at that 4.95 px/frame.Verifiedrefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65revisedHow we know
105loc_700D7: ⋮ 112loc_700E5: ⋮ 115loc_700EA: 116code_3880EA:
bank38_3F.asm lines 105–118 at f0763c4 · upstream ↗ 924loc_706E0:bank38_3F.asm lines 919–937 at f0763c4 · upstream ↗ L80A4: lda $AF bne L80B5 lda #$00 sta $03D8 lda #$05 sta $03F0
src/bank1B.asm#L122-L128 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^Computed from the ordinary take-off and gravity, outside tile types
$08and$09(fall-limits, slow-surface), a jump with A held peaks 51.6 px above the floor on its 20th frame. Measured in Mesen from power-on, at the start of Tomahawk Man's stage, the held jump rose 51.56 px and turned to fall after frame 20.Verifiedrefreshing-lemonade/megaman6-disassemblyrevisedHow we know
LDA #$FA STA $05C8 … LDA #$CC STA $05B1
bank38_3F.asm#L113-L118 · upstream ↗ LDA #$40
bank38_3F.asm#L919-L921 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^Outside tile type
$08, gravity adds$40(0.25 px/frame) to Mega Man's vertical speed every frame before he moves. Measured in Mesen from power-on, at the start of Tomahawk Man's stage, his speed grew by 0.25 px/frame on each frame of a held jump.Verifiedrefreshing-lemonade/megaman6-disassemblyHow we know
924loc_706E0:bank38_3F.asm lines 919–937 at f0763c4 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^ abOn a rising frame without A, Mega Man 6 sets the whole-pixel byte of his vertical speed to 0 and keeps its fraction, so he starts down at once at under 1 px/frame; Mega Man 5 sets both bytes to 0. Outside tile type
$08the cut waits until the rise is no faster than 5 px/frame ($05C8at$FBor above), and it needs bits$0Cof the fraction set, which they always are under the normal gravity, since the jump's$CCgains$40a frame. Measured in Mesen from power-on at the start of Tomahawk Man's stage, with A let go after 3 frames, the 4th frame left him falling at 0.80 px/frame ($00.$CC).Verifiedrefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65How we know
156loc_70135:bank38_3F.asm lines 146–162 at f0763c4 · upstream ↗ L8259: lda $03F0 bmi L8283 L825E: lda $16 and #$80 bne L8283 lda #$00 sta $03D8 sta $03F0
src/bank1B.asm#L335-L343 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^In tile type
$08gravity is$18a frame (0.09 px/frame) instead of$40. Falling, the whole-pixel byte of his speed stops at 7 while the fraction keeps growing, so under the normal gravity his top falling speed steps between 7.05 and 7.80 px/frame (computed).Coderefreshing-lemonade/megaman6-disassemblyHow we know
935loc_706F6:bank38_3F.asm lines 919–937 at f0763c4 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^From standing, a held direction moves Mega Man one frame at the walking speed,
$01.$4C(1.30 px/frame) from the table at$8BEA, then holds him in the step pose while a counter of 6 ($95) runs out, and walks at 1.30 px/frame from the 7th frame. That is on ordinary floor: on surface type$05he walks at once, on$15he carries momentum at up to 2 px/frame (momentum-surfaces), and in tile type$09he walks at 0.5 px/frame (slow-surface). Measured in Mesen from power-on, at the start of Tomahawk Man's stage, Right moved him 1.30 px on frame 1, not at all on frames 2 to 6, and 1.30 px on each frame after.Verifiedrefreshing-lemonade/megaman6-disassemblyrevisedHow we know
59loc_70084: ⋮ 61loc_70087:
bank38_3F.asm lines 46–78 at f0763c4 · upstream ↗ LDY $99 LDA $8BEA,y STA $A1 STA $ED LDA $8BED,y STA $A0 STA $EB
bank38_3F.asm#L1475-L1485 · upstream ↗ db $00, $01, $FE, $00, $4C, $B4, $00, $02
bank38_3F.asm#L1550 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^In the air the d-pad sets his horizontal speed from the same table at
$8BEAeach frame, 1.30 px/frame or 0, and clears any carried momentum, except when his surface ($A7) is$15: then the air loop runs the momentum routine code_388B0F instead, and the carried speed stays (momentum-surfaces). On a ladder, Up or Down moves him along it at the same 1.30 px/frame.Coderefreshing-lemonade/megaman6-disassemblyrevisedHow we know
LDA #$00 STA $A1 STA $A0 LDY $99 LDA $8BEA,y STA $ED LDA $8BED,y STA $EB JMP code_3886CE
bank38_3F.asm#L1540-L1548 · upstream ↗ LDA $40 AND #$0C BEQ loc_703E5 LSR LSR TAY LDA $8BEA,y STA $EE LDA $8BED,y STA $EC
bank38_3F.asm#L498-L510 · upstream ↗ db $00, $01, $FE, $00, $4C, $B4, $00, $02
bank38_3F.asm#L1550 · upstream ↗ 124loc_700F9:bank38_3F.asm lines 124–129 at f0763c4 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^On tile type
$09($064B) Mega Man moves slower: a jump starts at$FB.$CC(4.20 px/frame up), the slide at 1.5 px/frame, and walking at 0.5 px/frame, from the tables at$8009and$8BF6.Coderefreshing-lemonade/megaman6-disassemblyHow we know
LDA $064B CMP #$09 BNE loc_700E5 LDA #$FB STA $05C8
bank38_3F.asm#L106-L111 · upstream ↗ LDA $8009,y STA $ED LDA $800C,y STA $EB
bank38_3F.asm#L367-L372 · upstream ↗ db $80, $00, $01, $FE, $00, $80, $80, $00 db $01, $FF, $00, $00, $00, $00, $00, $FF
bank38_3F.asm#L7-L8 · upstream ↗ LDA $064B CMP #$09 BNE loc_70BA0 LDY $99 LDA $8BF6,y STA $ED LDA $8BF9,y STA $EB
bank38_3F.asm#L1498-L1506 · upstream ↗ db $FE, $00, $00, $00, $00, $00, $FF, $00 db $80, $80, $00, $06, $FA, $00, $00, $FF
bank38_3F.asm#L1551-L1552 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^On surface types
$05and$15his walking speed is a carried momentum ($A1.$A0). A held direction sets it to full speed at once, 1.30 px/frame on$05and 2 px/frame on$15; with nothing held it slows by 6/256 px/frame each frame, and holding the other way slows it by 12/256 (computed), until its sign flips and it stops.Coderefreshing-lemonade/megaman6-disassemblyHow we know
1436loc_70B19:bank38_3F.asm lines 1431–1472 at f0763c4 · upstream ↗ 1487loc_70B77:bank38_3F.asm lines 1486–1494 at f0763c4 · upstream ↗ db $00, $01, $FE, $00, $4C, $B4, $00, $02 db $FE, $00, $00, $00, $00, $00, $FF, $00 db $80, $80, $00, $06, $FA, $00, $00, $FF db $00, $FA, $06, $00, $FF, $00, $00
bank38_3F.asm#L1550-L1553 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^ abMega Man 6 keeps Mega Man 5's slide speed and length, 2.5 px/frame for 26 frames (
$1A), set from the table at$8003, outside tile type$09, where the table at$8009gives 1.5 px/frame (slow-surface). Measured in Mesen from power-on, at the start of Tomahawk Man's stage, a slide from Down and A moved him 2.5 px on each of 26 frames, 65 px in all.Verifiedrefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65revisedHow we know
LDA #$00 STA $98 LDA #$1A STA $95
bank38_3F.asm#L334-L340 · upstream ↗ 368loc_702C8:bank38_3F.asm lines 359–372 at f0763c4 · upstream ↗ db $00, $40, $00, $00, $02, $FD, $00, $80 db $80, $00, $01, $FE, $00, $80, $80, $00
bank38_3F.asm#L6-L7 · upstream ↗ lda #$1A sta $35 lda #$02 sta $30 lda #$80 sta $03A8 lda #$02 sta $03C0
src/bank1B.asm#L161-L168 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^ abA press of A without Down ends Mega Man 6's slide but doesn't jump: the slide hands over to the standing loop, which looks for a jump only in a later frame's fresh press (
$9A). In Mega Man 5 the same press jumps out of the slide when there is headroom. Measured in Mesen from power-on, at the start of Tomahawk Man's stage, an A press on a slide's 8th frame with Down let go ended the slide that frame, and A held for the next 6 frames left him on the floor.Verifiedrefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65revisedHow we know
382loc_702E3:bank38_3F.asm lines 382–395 at f0763c4 · upstream ↗ 423loc_70332: ⋮ 435loc_7034B:
bank38_3F.asm lines 423–436 at f0763c4 · upstream ↗ 30loc_7004F:bank38_3F.asm lines 27–33 at f0763c4 · upstream ↗ 20043code_3FE41C:bank38_3F.asm lines 20043–20051 at f0763c4 · upstream ↗ lda $14 and #$80 beq L82C8 lda $16 and #$04 bne L82C8 … jmp L80A4
src/bank1B.asm#L377-L393 · upstream ↗ Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.
The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^Down and A start the slide only with no Rush adaptor on (
$9B0); with one, the press jumps. A turn (a held direction against his facing) ends the slide early, and at its end two tile probes above him keep it going 4 frames at a time while the ceiling is low.Coderefreshing-lemonade/megaman6-disassemblyHow we know
LDA $9B BNE loc_700D7 … LDA $40 AND #$04 BEQ loc_700D7 JMP code_38828A
bank38_3F.asm#L95-L103 · upstream ↗ 388loc_702ED: ⋮ 393loc_702F6: ⋮ 396loc_702FA: 397code_3882FA:
bank38_3F.asm lines 388–416 at f0763c4 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
Checked by a second AI model, 2026-10-26.
- ^ abMega Man 6's buster fires a normal shot on the press of B, which sets the charge counter
$9Eto 0; each later frame with B held adds 1, and on release the counter fires a half-charged shot from 36 ($24) and a full one from 90 ($5A, kept in$06AB), and nothing under 36. Between games these are counts, not frames: Mega Man 5's counter, whose start isn't traced, fires its half charge from 40 and its full one from 80, and Mega Man 4's, which starts at 1 on the press, from 32 and 92.Coderefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65 · plasticsmoke/megaman4-disassembly-ca65revisedHow we know
843loc_7065B: ⋮ 847loc_70660:
bank38_3F.asm lines 818–852 at f0763c4 · upstream ↗ 881loc_7069B:bank38_3F.asm lines 876–889 at f0763c4 · upstream ↗ 805code_388615:bank38_3F.asm lines 805–814 at f0763c4 · upstream ↗ db $09, $0A, $0B, $09, $09, $09, $09, $09
bank38_3F.asm#L703 · upstream ↗ LDA #$5A STA $06AB
bank38_3F.asm#L17084-L17085 · upstream ↗ buster_tier_threshold:.byte $28,$50,$FF
src/bank1B.asm#L2891 · upstream ↗ 1710 CMP #$20 ; level 1 threshold ($20) 1711 BCC L_8D59 ; tap shot: normal spawn 1712 INC $36 ; flash phase 8 1713 CMP #$40 ; level 2 threshold ($40) 1714 BCC L_8D0C ; small charge 1715 INC $36 ; flash phase 9 1716 CMP #$5C ; full charge threshold ($5C)
src/bank3C.asm lines 1710–1716 at a63bb6e · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Revised after a check by a second AI model, 2026-10-25.
- ^ abMega Man 6 keeps Mega Man 5's knockback: 0.5 px/frame against his facing, or 0.25 px/frame (
$40) with the direction he faces held, here for 30 frames ($1E), with Up, Down, Start, and Select masked out of the held buttons.Coderefreshing-lemonade/megaman6-disassembly · plasticsmoke/megaman5-disassembly-ca65How we know
660loc_704FA:bank38_3F.asm lines 640–674 at f0763c4 · upstream ↗ db $00, $60, $A0, $00, $80, $80, $00, $00 db $C0, $40, $00, $FF, $00, $00, $00, $FF db $00, $00, $FF, $24, $31
bank38_3F.asm#L9-L11 · upstream ↗ 615player_st_hurt:src/bank1B.asm lines 615–637 at 7fd6512 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^A hit sets Mega Man 6's invincibility timer
$A2to 60 frames ($3C), but the 30-frame knockback runs through the frame routine's entry past the countdown (code_388EB9), so the timer starts to count, and he starts to blink, only once the knockback ends: he can't be hurt for 90 frames in all (computed). The damage routine skips a hit while$A2isn't 0.Coderefreshing-lemonade/megaman6-disassemblyHow we know
LDA #$1E STA $95 LDA #$3C STA $A2
bank38_3F.asm#L640-L643 · upstream ↗ JSR code_3886D5 JSR code_388EB9
bank38_3F.asm#L671-L672 · upstream ↗ 1899loc_70EB9: 1900code_388EB9:
bank38_3F.asm lines 1883–1900 at f0763c4 · upstream ↗ LDA $A2 BNE locret_70F95 … LDA $03E5 SEC SBC $04 STA $03E5
bank38_3F.asm#L1991-L2001 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^With the Power adaptor (
$9B2) the charge counter gains 2 a frame and caps at 60 ($3C), so a half-strength punch comes from 18 frames held and a full one from 30 (computed). Each punch (shot types$0C,$0E,$0Fby tier) holds him in a 12-frame pose that keeps the charge off ($9E=$FF).Coderefreshing-lemonade/megaman6-disassemblyHow we know
871loc_7068C: ⋮ 881loc_7069B:
bank38_3F.asm lines 870–887 at f0763c4 · upstream ↗ db $5A, $3C, $3C
bank38_3F.asm#L2842 · upstream ↗ db $09, $0A, $0B, $09, $09, $09, $09, $09 db $0C, $0E, $0F, $09, $2C, $82, $82, $D9
bank38_3F.asm#L703-L704 · upstream ↗ JSR code_388615 LDA $9B CMP #$02 BNE loc_70678 JSR code_3FE522 JMP code_388417
bank38_3F.asm#L852-L858 · upstream ↗ 546code_388417:bank38_3F.asm lines 546–559 at f0763c4 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^The manual's hints say the Power armor breaks through cracked stone walls.ManualMega Man 6 NES manual
How we know
The Power Mega Man armor can be used to break through cracked stone
hints · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^With the Jet adaptor (
$9B1), holding A in the air while not rising and with jet energy left starts the jet. It slows his fall by 1/8 px/frame each frame until he would rise, holds him still for 10 frames, then lifts him from 2 px/frame, faster each frame, and holds him at 84 px ($54) above where he stopped; the d-pad steers him at 1 px/frame. Letting go of A, or running out of energy, drops him back into the fall.Coderefreshing-lemonade/megaman6-disassemblyHow we know
LDA $05C8 BMI loc_7011F LDA $9C BMI loc_7011F LDA $40 AND #$80 BNE loc_70180
bank38_3F.asm#L138-L144 · upstream ↗ LDA $05B1 CLC ADC #$E0 STA $05B1 STA $EC LDA $05C8 ADC #$FF BMI loc_701C7
bank38_3F.asm#L208-L215 · upstream ↗ 239loc_701D1: ⋮ 257loc_701F7:
bank38_3F.asm lines 234–293 at f0763c4 · upstream ↗ JSR code_388531 LDY $99 LDA $800F,y STA $ED LDA $8012,y STA $EB
bank38_3F.asm#L324-L329 · upstream ↗ db $80, $00, $01, $FE, $00, $80, $80, $00 db $01, $FF, $00, $00, $00, $00, $00, $FF
bank38_3F.asm#L7-L8 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^The jet's energy
$9Cdrains by 1 every 4 frames the jet runs, and the jet stops when it goes below 0, so a full meter of 20 steps (0 to 19) lasts 80 frames (computed). It refills by 1 every other frame up to 19, from empty in 40 frames (computed), while the jet's frame counter$9Dis 0, which landing sets, and the buster is the weapon in hand.Coderefreshing-lemonade/megaman6-disassemblyHow we know
310loc_7025D:bank38_3F.asm lines 310–321 at f0763c4 · upstream ↗ JSR code_388531 LDA $05B1 BNE loc_700F9 LDA #$00 STA $9D
bank38_3F.asm#L164-L168 · upstream ↗ 17263loc_7CF92:bank38_3F.asm lines 17263–17282 at f0763c4 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^ abCollecting four circuit plates, B, E, A, and T, lets Dr. Light finish Beat, a robot bird Mega Man can call to attack.ManualMega Man 6 NES manual
How we know
If Mega Man is able to find and collect the B, E, A, and T circuit plates, he'll will automatically teleport them back to Dr, Light for final assembly. … BEAT will automatically attack any enemy on screen
A Little Cybernetic Support · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^An Energy Balancer, hidden in a stage, makes each weapon capsule refill the weapon with the least energy.ManualMega Man 6 NES manual
How we know
the Energy Balancer will automatically recharge Mega Man’s lowest weapon energy level each time he picks up a weapon capsule.
hints · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^A password grid resumes the game from the stage where the password was given.ManualMega Man 6 NES manual
How we know
and if the password is correct, the game will return you to the stage you
Using Your Password · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
- ^Mega Man 6 runs its objects, Mega Man included, as coroutines. Each frame code_3FE41C counts the slots from 22 down to 0 and calls each live one at its resume address (
$0413/$042A); a script yields by calling code_3FE468, which pops its own return address into that pointer and moves to the next slot, so the script resumes after the call the next frame. Mega Man's movement (slot 0) is written as loops around that call, each loop ending the frame through code_388E95.Coderefreshing-lemonade/megaman6-disassemblyHow we know
20058loc_7E438:bank38_3F.asm lines 20056–20070 at f0763c4 · upstream ↗ 20081code_3FE468: ⋮ 20090code_3FE477: ⋮ 20093loc_7E47A:
bank38_3F.asm lines 20081–20095 at f0763c4 · upstream ↗ JMP code_3FE468
bank38_3F.asm#L1976 · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-25.
Checked by a second AI model, 2026-10-25.
- ^Mega Man's dog Rush becomes a springboard (Rush Coil) from the start, and a jet sled (Rush Jet) once Mega Man finds its adaptor.ManualMega Man 5 NES manual
How we know
(RC) Rush Coil: Rush tums into a springboard to send Mega Man flying over obstacles. … Rush can only transform into the Rush Coil at the beginning of the game. Mega Man must find the Rush Jet adaptor before Rush can become the Rush Jet.
p. 10, Robot Reinforcements · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Collecting the letters M-E-G-A-M-A-N-V, hidden in the stages, lets Mega Man call Beat, a robot bird that fights for him; Beat is new in this game.ManualMega Man 5 NES manual · GameSpot, History of Mega Man
How we know
If Mega Man can collect the letters to spell out M EG A M AN V, Mega Man can call and activate BEAT,
p. 12, Just Beat It! · archived copy ↗ There were letters hidden in the stages that spelled out "MEGA MAN V."
1992, Mega Man V, Gameplay · archived copy ↗ Still, this game saw the introduction of Rock's friend and helper, Beat, a small mechanical bird.
1992, Mega Man V, The Basics · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Nintendo of America's list of NES games dates the North American release March 1994.PublisherNintendo, NES Games
How we know
March 1994
PDF p. 8 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-25.
Sources
Code
- Raidenthequick. 2020. “Mega Man 6 (NES) disassembly (refreshing-lemonade/megaman6-disassembly).” Commit f0763c4. refreshing-lemonade/megaman6-disassembly @ f0763c4 · licence, all uses
- plasticsmoke. 2026. “Mega Man 5 (U), annotated ca65 disassembly (plasticsmoke).” Commit 7fd6512. plasticsmoke/megaman5-disassembly-ca65 @ 7fd6512 · licence, all uses
- plasticsmoke. 2026. “Mega Man 4 (U), annotated ca65 disassembly (plasticsmoke).” Commit a63bb6e. plasticsmoke/megaman4-disassembly-ca65 @ a63bb6e · licence, all uses
Primary
- Capcom and UDON Entertainment. 2013. “MM25: Mega Man & Mega Man X Official Complete Works.” UDON Entertainment. original · archived · licence, all uses
- America, Nintendo of. 1993. “Mega Man 6 Instruction Booklet (NES, North America).” Nintendo of America. original · archived · licence, all uses
- America, Nintendo of. n.d. “NES Games (Nintendo of America release list).” Nintendo of America. original · archived · licence, all uses
- U.S.A., Capcom. 1992. “Mega Man 5 Instruction Booklet (NES, North America).” Capcom U.S.A. original · archived · licence, all uses
Secondary
- ASCII editors. 1993. “Weekly Famicom Tsushin (Famitsu) no. 256-257, 12 and 19 November 1993 (combined issue).” Weekly Famicom Tsushin, no. 256-257, p. 38. ASCII. original · archived · licence, all uses
- Christian, Nutt, and Speer, Justin. 2003. “The History of Mega Man.” original · archived · licence, all uses
- Nintendo Power editors. 1993. “Nintendo Power, issue 55 (1993-12).” Nintendo Power, vol. 55. Nintendo of America. original · archived · licence, all uses
- Nintendo Power editors. 1994. “Nintendo Power, issue 56 (1994-01).” Nintendo Power, vol. 56. Nintendo of America. original · archived · licence, all uses