Mega Man 10
When a robotic illness causes robots to either malfunction or go berserk, it's up to Mega Man to help cure the disease in the deliberately-retro Mega Man 10.
Overview

The story involves a robotic illness called Roboenza, causing robots to either malfunction or go berserk. The series's antagonist, Dr. Wily, comes to Dr. Light and Mega Man with the claims that he was building a machine that develops an antidote to the disease, only for the machine to be stolen by the infected robots. With Roll succumbing to the outbreak, Mega Man reluctantly helps Dr. Wily retrieve parts to his machine, which are guarded by several Robot Masters.
Gameplay
Instead of Mega Man, players can also choose to control Proto Man (who was previously a DLC character in Mega Man 9) or Bass (via DLC). Proto Man has the ability to slide (previously used by Mega Man between Mega Man 3 and Mega Man 8: Anniversary Edition), charge his arm cannon (previously used by Mega Man between Mega Man 4 and Mega Man 8: Anniversary Edition), and use his shield while jumping (to absorb enemy projectiles). However, he takes twice as much damage from attacks and cannot fire more than two shots on the screen at one time. Bass has the ability to dash (similar to slide, only trading the decrease in height for a farther jump), fire his default blaster in any one of eight directions (at the cost of not being able to move while firing), and the ability to fly around the screen (in an ability that replaces Mega Man and Proto Man's "Rush Coil" ability).
Items and Pickups
Introduced in Mega Man 7, players can pick up scrap bolts either randomly throughout the stage or by random enemy drops, which serve as the game's currency. Players can buy extra lives, refill tanks, and special items. Special items include the "Shock Guard" (a one-use item which protects the player from one hit against objects that cause instant death (except pitfalls)), the "Energy Balancer" (in which players who pick up a Weapon Pellet, while equipping either the default cannon or a weapon that has full energy, has it's effect go into the weapon with the lowest amount of energy), the " Beat Call" (a one-use item that protects the player from one fall in pitfalls, known as " Treble Rescue" for Bass), the " Eddie Call" (Mega Man only, a one-use item that summons Eddie to give a random helpful item), the "Guard Power Up" (a one-use item that causes the player to receive only half the damage from enemy attacks for the remainder of the level). Mega Man can also buy an item that removes his helmet, which introduces the challenge of Mega Man taking twice as much damage from enemy attacks.
Game Modes
The standard release of the game includes multiple difficulty settings, previously as downloadable content on Mega Man 9. Along with a harder difficulty, the game also introduces a new easier difficulty, which aids players over most of the game's deadly jumps, replaces certain enemies with weaker variations, restricts certain enemy and Robot Master abilities, and restricts the amount of damage the player can receive. The new easier difficulty also adds new save points towards the end of the game (in which players in other difficulty modes must progress through a long set of levels without entering shops or saving). However, playing the game on this difficulty setting does not earn players ranking on the online leaderboards.Robot Masters
Like traditional Mega Man games, eight Robot Masters must be defeated before the player can progress to the main boss levels. Defeating each Robot Master gains the player a special ability that consumes its own ammo counter. Mega Man 10 includes three extra Robot Masters (the "Mega Man Killers") from previous Game Boy games for it's Special Stages. Defeating them grants only Mega Man access to their weapons in all game modes.
Blade Man (DWN-073)Weakness: Commando Bomb (shockwave only) Weapon: Triple Blade With the Triple Blade, the player fires three blades at an upward angle (while standing) or a downward angle (while jumping). |
Pump Man (DWN-074)Weakness: Thunder Wool (thunder only) Weapon: Water Shield Activating the Water Shield, droplets of water begin to surround the player. Droplets that collide with the enemy damage them (protecting the player). Pressing the fire button a second time sends all remaining droplets out in different directions. |
Commando Man (DWN-075)Weakness: Wheel Cutter Weapon: Commando Bomb With the Commando Bomb, the player fires a fast-moving missile forward, which can make up to two 90-degree turns (by pressing the D-pad) before hitting an object. Hitting a wall, ceiling, or floor causes a powerful short-range shockwave. |
Chill Man (DWN-076)Weakness: Solar Blaze (direct impact only) Weapon: Chill Spike With the Chill Spike, the player fires a snowball forward (that can freeze most enemies upon impact), which turns into a bed of spikes when hitting the floor or a wall of spikes when hitting a wall. |
Sheep Man (DWN-077)Weakness: Rebound Striker Weapon: Thunder Wool Equipping the Thunder Wool, the player fires a weak puffy white cloud that, if it manages to reach its apex without hitting anything, shoots a powerful bolt of lightning down. |
Strike Man (DWN-078)Weakness: Triple Blade Weapon: Rebound Striker With the Rebound Striker, the player fires a bouncing ball in one of three forward directions, which ricochets off of walls, floors, ceilings, and shielded objects. |
Nitro Man (DWN-079)Weakness: Chill Spike (spikes only) Weapon: Wheel Cutter Shooting a Wheel Cutter will cause a bladed wheel to fall from the player's hand, which rushes forward while climbing up walls. Holding down the fire button causes the player to hold the wheel in front of him (which serves as both a frontal shield and a close-range attack), which can allow the player to climb up walls by running into them. |
Solar Man (DWN-080)Weakness: Water Shield Weapon: Solar Blaze With the Solar Blaze, the player fires a flaming orb. After about a second (or when it hits an obstacle), the orb explodes, and powerful flame crescents fire in both horizontal directions. |
Enker(only fightable on Special Stage 1) Weapon: Mirror Buster With the Mirror Buster, Mega Man holds his arm cannon out, producing a shield that absorbs projectiles (retaliating with a powerful blast). |
Punk(only fightable on Special Stage 2)Weapon: Screw Crusher Equipping the Screw Crusher allows Mega Man to fire large bullets in an arc. The bullets are not very powerful, but they are efficient on ammo and can go through walls and floors. |
Ballade(only fightable on Special Stage 3)Weapon: Ballade Cracker With the Ballade Cracker, Mega Man throws a powerful floating bomb in any direction (except down). |
Downloadable Content
Like Mega Man 9, Mega Man 10 includes paid on-disc downloadable content in the form of bonus playable characters, special stages, and endless attack. However, there are no difficulty DLC.Bass Mode
Released during the week of April 5, 2010 for $2 (200 Wii Points, 160 msp), Bass Mode allows you to playthrough the main campaign as Mega Man's former nemesis, Bass. Like Proto Man, Bass cannot be used in Time Attack, Endless Attack, and Challenge modes and does not count towards the leaderboards. Bass' arm canon shoots very rapidly, but he cannot run while shooting it. He can also fire it in multiple directions, including diagonally. He can also dash forward by pressing down and jump simaltaneously.
While Mega Man and Protoman both have a coil for jumping and a jet, Bass has different abilities. He calls his robotic dog friend Treble to aid him. He uses "Treble Boost" which makes him stronger, and able to fly. Treble also replaces Beat and Eddie as items. In the store, Bass can purchase fewer items. Roll is replaced by Reggae.
Bass mode also features a slightly different storyline, which revolves around Bass trying to prove he is the strongest robot in the world.
Special Stage 1
Released during the week of April 5, 2010 for $1 (100 Wii Points, 80 msp), this stage is only accessible through Time Attack. The boss of this stage is Enker from Mega Man: Dr. Wily's Revenge, and beating him allows Mega Man to use the Mirror Buster in all modes.Special Stage 2
Released during the week of April 26, 2010 for $1 (100 Wii Points, 80 msp), this stage is only accessible through Time Attack. The boss of this stage is Punk from Mega Man III, and beating him allows Mega Man to use the Screw Crusher in all modes.Special Stage 3
Released during the week of April 26, 2010 for $1 (100 Wii Points, 80 msp), this stage is only accessible through Time Attack. The boss of this stage is Ballade from Mega Man IV, and beating him allows Mega Man to use the Ballade Cracker in all modes.Endless Attack
Released during the week of April 26, 2010 for $3 (300 Wii Points, 240 msp), this game mode gives allows players to play a randomized "endless" stage designed to give players a score-building challenge. Endless Attack Mode includes a separate leaderboard, which tracks how many "screens" were progressed without dying. Every 30 screens, the player faces a Robot Master.Soundtrack
Soundtrack
A special bonus CD was given to those who preordered the album through Capcom's e-store. This CD contains exclusive remixed music from past Mega Man games and Mega Man 10, arranged by the series' composers. It will remain an exclusive through Capcom's e-store preorders.
| Track | Title | Length |
|---|---|---|
| 1. | "Usual Day" | 0:53 |
| 2. | "Future World" | 1:02 |
| 3. | "Suspicion" | 1:36 |
| 4. | "Go Together" | 1:04 |
| 5. | "Title" | 0:20 |
| 6. | "Menu" | 1:18 |
| 7. | "Stage Select" | 0:37 |
| 8. | "Game Start" | 0:08 |
| 9. | "King of Blades (Blade Man Stage)" | 2:24 |
| 10. | "Polluted Pump (Pump Man Stage)" | 2:03 |
| 11. | "Desert Commando (Commando Man Stage)" | 2:23 |
| 12. | "Absolute Chill (Chill Man Stage)" | 2:52 |
| 13. | "Cybersheep's Dream (Sheep Man Stage)" | 2:21 |
| 14. | "Fireball Strike (Strike Man Stage)" | 2:02 |
| 15. | "Nitro Rider (Nitro Man Stage)" | 2:25 |
| 16. | "Solar Inferno (Solar Man Stage)" | 2:43 |
| 17. | "Boss" | 1:33 |
| 18. | "Stage Clear" | 0:07 |
| 19. | "Get a Weapon" | 0:37 |
| 20. | "Shop -Rock-" | 1:08 |
| 21. | "Shop -Blues-" | 0:58 |
| 22. | "Shop -Forte-" | 1:23 |
| 23. | "Crisis" | 0:25 |
| 24. | "Evil Wily" | 1:13 |
| 25. | "For You -Roll's Theme-" | 1:55 |
| 26. | "Dr. Wily Castle" | 0:09 |
| 27. | "Silent Rain (Dr. Wily Stage 1)" | 1:04 |
| 28. | "Dr. Wily Stage Boss" | 1:15 |
| 29. | "Abandoned Memory (Dr. Wily Stage 1)" | 1:56 |
| 30. | "Against the Pressure (Dr. Wily Stage 2)" | 2:22 |
| 31. | "No Turning Back (Dr. Wily Stage 3)" | 1:58 |
| 32. | "Stairway to Darkness (Dr. Wily Stage 4)" | 1:37 |
| 33. | "Dr. Wily Machine" | 1:25 |
| 34. | "Dr. Wily Castle -Final-" | 0:21 |
| 35. | "Deep in Space (Dr. Wily Stage 5)" | 1:49 |
| 36. | "Dr. Wily Capsule" | 1:15 |
| 37. | "All Stage Clear" | 0:09 |
| 38. | "After All" | 0:18 |
| 39. | "Staff Roll" | 5:02 |
| 40. | "Challenges" | 0:54 |
| 41. | "Endless Struggle (Endless Stage)" | 4:02 |
| 42. | "Heart of Enker (Special Stage 1)" | 1:40 |
| 43. | "Get the Punk Out (Special Stage 2)" | 2:03 |
| 44. | "Farewell to Ballade (Special Stage 3)" | 2:52 |
| 45. | "Game Over" | 0:09 |
| 46. | "Sound Effects" | 3:41 |





