| Mega Man 2 came out in Japan, as Rockman 2, on 24 December 1988, and in North America in June 1989. | p. 34, release table | Publisher |
| Keiji Inafune says the three items were added to help players past Mega Man 2's many more traps, after players and Capcom's marketing department found parts of the first game too hard. | pp. 35-36, Inafunepp. 35-36, Inafune | Publisher |
| Mega Man can carry a full refill of energy to use when he chooses, which the manual calls an energy crystal and the developers an Energy Tank; the team's leader doubted it was needed. | pp. 35-36, Inafune | Manual |
| Keiji Inafune says the first two games let Mega Man jump but not crouch because the team's leader wanted simple controls, and on the NES a player couldn't tell a shot meant to be jumped from one meant to be ducked. | p. 33, Inafune on crouchingp. 33, Inafune on crouchingp. 33, Inafune on crouching | Publisher |
| Mega Man 2 was its team's own idea, not a company decision, and its leader asked for about three months, testing included. | pp. 35-36, Inafunepp. 35-36, Inafune | Publisher |
| Mega Man 2's eight Robot Masters were picked from designs sent in by players, 8,370 in all, which the team then reworked. | p. 34, beside the release tablep. 37, Inafune | Publisher |
| Asked where the name INAFKING came from, Keiji Inafune answers with Snufkin, the cool character of Moomin; on Mega Man 2 he aimed to make the art look more like anime. | pp. 35-36, Inafune | Interview |
| Mega Man 3 came out in Japan on 28 September 1990, as Rockman 3, and in North America in November 1990. | p. 40, release table | Publisher |
| Mega Man 3 adds a slide, which the manual gives as the control pad Down and Left or Right, then A, and which Keiji Inafune describes as both an attack and an escape. | p. 41, Inafune on slidingp. 41, Inafune on sliding | Manual |
| Mega Man 3 gives him a robot dog, Rush, who turns into a springboard, a submarine, or a jet. Inafune says Rush took Mega Man's helmet and the colors of Mega Man 2's Items 1, 2, and 3, which had no character of their own. | p. 41, Inafune on Rushp. 41, Inafune on Rush | Manual |
| Mega Man 3 introduces Proto Man, Mega Man's brother, whom Inafune wanted players to read as either a rival or a comrade. | p. 41, Inafune on Proto Man | Web |
| After Kitamura left, Capcom put Masahiko Kurokawa, a programmer credited as Patariro, in charge of Mega Man 3. | p. 40, Inafune on Mega Man 3 | Book |
| Kurokawa left halfway through development, and Keiji Inafune took over his work, with two months to finish the second half of the game. | p. 40, Inafune on Mega Man 3 | Book |
| Mega Man 4, the fourth game in the series on the NES, came out in Japan on 6 December 1991 and in North America in January 1992. | p. 46, release table | Publisher |
| Mega Man 4 adds the New Mega Buster, whose shot charges while B is held, and Capcom's developers say the charge shot became a staple of the series from this game on. | p. 47, New Mega Buster | Manual |
| Mega Man 4's Robot Masters were picked from about 70,000 boss designs that players sent in to Capcom's contest, and the team scrapped a stage in progress to rebuild it for the winning Skull Man. | p. 46, release tablep. 49 | Publisher |
| The manga artist Yusuke Murata sent in Dust Man to the Mega Man 4 contest. | Capcom Heroes calendar, Yusuke Murata's profile (between pp. 298 and 310; the copy's OCR has no page numbers there) | Publisher |
| Keiji Inafune designed Mega Man 4's two new story characters, Dr. Cossack and his daughter Kalinka; Hayato Kaji worked on the charge shot; and Yasuaki Fujita and Minae Fujii are among the game's composers. | p. 46p. 47, Kalinkap. 47, Kalinkap. 47, New Mega Buster | Publisher |
| Mega Man 4's apparent villain is Dr. Cossack, but Dr. Wily turns out to be behind him, having taken Cossack's daughter Kalinka hostage to force him into the fight. | p. 148, character profiles | Web |
| Mega Man 5 came out on the Famicom in Japan on 4 December 1992. Nintendo of America's list of NES games dates the North American release December 1992. | p. 52, release table | Publisher |
| In the story, Proto Man leads an army of robots against the city and kidnaps Dr. Light. | p. 52, storyp. 52, story | Publisher |
| Keiji Inafune designed Beat, approved on his first drawing. | pp. 52-53, Beatpp. 52-53, Beat | Publisher |
| Keiji Inafune says the team, feeling Mega Man 4 had already done everything, powered up the charge shot for Mega Man 5, which made it bigger and gave it more colors. | p. 53, Super Mega Busterp. 53, Super Mega Buster | Publisher |
| Some of Mega Man 5's bosses came from a design contest held in Japan, which drew 130,000 entries. | p. 52, release table | Publisher |
| Keiji Inafune assembled the team that made Mega Man 5; Hayato Kaji joined partway through and drew part of Stone Man's sprite. | p. 57, Kajip. 55, Kaji | Publisher |
| Mega Man 6 came out on the Famicom in Japan on 5 November 1993. | p. 58, release table | Publisher |
| Capcom's design contest for Mega Man 6's bosses drew 200,000 entries. | p. 58, release table | Publisher |
| 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. | p. 59, Inafune | Publisher |
| Mega Man came out in December 1987. | p. 30, release table | Publisher |
| The game's planner drew the original Mega Man, Roll, and Dr. Light as pixel graphics, and Keiji Inafune turned them into illustrations. | p. 30p. 30 | Publisher |
| Mega Man's planner, credited as A.K., is Akira Kitamura. | p. 6, contributors | Publisher |