Mega Man's only classic-series Super Nintendo game was released in September 1995 and takes place six months
after Mega Man 6. Dr. Wily has escaped from jail, and you must help the Blue Bomber bring
him to justice again. Mega Man 7 frustrated many long-time fans by blowing up the sprites to
ridiculous sizes and dishing out cheesy sound effects.
Note: This run is done on the Japanese version (RockMan 7). RockMan 7 is not a separate category from Mega Man 7.
Grab your buster...we've got some robots to take down!
Speed Run Rules:
- Single Session
- 100% Item Collection
- Takes Damage to Save Time
- Uses Deaths to Save Time
Rockman 7 is the Japanese version of Mega Man 7. I switched because subtitles
rule (and the game is slightly faster because of shorter dialogue boxes). In
the course of the game between versions, 3 weapons have different names
(Thunder Strike instead of Thunder Bolt, Burning Wheel instead of Scorch Wheel,
Crush Noise instead of Noise Crush), plus the Protoshield is the Blues Shield
here (because it's Blues, not Protoman).
The route is exactly the same as what I incorporated before. If going for 100%,
you need to do Freeze Man first, as you need his weapon to get the "S" Chip in
Junk Man's level. In the 2nd 4, you need to do Turbo Man first, which allows
you to get Beat in Slash Man, and gets the Blues order in sequence (Cloud,
Turbo, Shade).
Two deaths are used in the run (Junk Man, Shade Man). These are done due to
route forking in getting all the items (aka Death Abuse). No other deaths
occurred in the run.
100% Item Collection consists of beating the 8 bosses and getting the following
items: Rush Search, Rush Jet, Blues Shield, S.Adapter (formed from the R U S H
chips found in the first 4 bosses levels), S.Adapter Booster, Exit, Rightot's
Bolt, Weapon Balancer, and Beat. E-Tanks, W-Tanks, and S-Tanks do not count
towards this as they are expendable items. All of these items except the
S.Adapter, Blues Shield, and Beat (Beat "refills" are exempt from this rule)
can be purchased from Rightot's shop, but it's a big time waste. S.Adapter
Booster alone costs 800 bolts if you get Rightot's Bolt. So it's much faster to
use Rush Search to find the items. Also, the Blues Shield can only be found by
beating Blues, but you have to find him in two locations before you can battle
him.
For those needing translations of Roll's or Rightot's dialogue during Weapon
Get screens, check out:
http://www.rockmanpm.com/?p=game/original/rockman7/secrets
Now that explanations are out of the way, let's get into the thick of things.
- Intro Stage: After the 2 minute intro, I dive head first into battle. Bass
gets the crap kicked out of him quickly. Great start.
- Freeze Man: Stage flow went nicely. I pulled out Rush a little earlier to
improve the level. I keep Rush Coil on for much of the level to make it easier
to hit a few spots. My Freeze Man fights have improved greatly over the past
few months. H Chip, Rush Search, and Exit collected.
- Burst Man: I use the Rush Coil after the crab to really fly high instead of
just floating up (thanks to the TASers for this trick!). I pick up the R chip
for my collection, and played the later part of the level differently after
trying something on a whim. Boss fight got kinda goofy at the end.
- Cloud Man: I hit the first weather vane with my buster to get it to start
raining and I hit the 2nd with Freeze Cracker to get it to start snowing. This
snowfall makes the platforms around the U chip easy to see (otherwise you just
get spotlights). I also meet with Blues for the first time. Level was fairly
good. Boss right was boring as can be, but good.
- Junk Man: After getting the S chip, I take an intentional death to get back
on the main route and go after Rush Jet. Junk Man goes down nice and quickly.
- Robot Museum: After another boring meeting with Dr. Light, I slide past some
familiar faces and there's Dr. Wily stealing Guts Man...AGAIN! If only Dr.
Light made Rockman's buster fire any other direction other than straight ahead.
Oh well. Clown goes down nice and fast, because all know you can't sleep or
else they'll eat you.
- Turbo Man: I go out of order and take him out next. I get the S.Adapter
Booster and meet up with Blues again. As for Turbo Man himself, he goes down
nice and quickly despite not having the suggested weapon, Crush Noise.
- Slash Man: I take him out after Turbo Man because I need the Burning Wheel to
get Beat in this level. Slash Man started out well, but in the effort to avoid
taking damage, the fight got a bit bizarre. I laughed while playing this.
- Spring Man: I equip S.Adapter to allow me to better manipulate the level,
plus it allows easier access to Rightot's Bolt and the E-Tank in the level. I
had a couple minor flubs in level, but nothing too serious. I manage to beat
Spring Man in good time. I missed a couple shots, but nothing major.
- Shade Man: Recognize the special music? B+Start (or technically X+Start,
since I'm using a PSX controller) for the win! I take the lower split route
first to go fight Blues for the Blues Shield. I didn't take as much damage as
I could, so it takes a couple hits at the Sniper Joe to die. After getting back
on the main route, I use Thunder Strike against the pumpkin for an easier
battle, but I hit the eyes, which beats him differently, allowing access to an
easier upper route, plus I need to go this way to get the Weapon Balancer.
This is, to date, the only time I've been able to beat the Pumpkin in 1 round!
As for Shade Man, he sucks. What was it with me and boss fights?
Well, Dr. Light got Forte' repairs done in record time, and then Forte destroys
everything. And Dr. Light said he wasn't a threat. Serves him right! So it's
off to Dr. Wily's fortress.
- Wily 1: I had a few flubs here, but overall a good level. Forte fight went
fantastic, thanks to the idea of using S.Adapter during the fight (idea
courtesy of YouTuber Iddjy). No E-Tank needed this time around at Guts Man part
17, since Forte was better.
- Wily 2: The suggested weapon for the Forte+Gospel fight is S.Adapter, but it
makes for a really hard fight. Freeze Cracker is a better weapon to use as you
can hit him more frequently, and you can stay mobile. I do still take quite a
bit of damage, but still come out of the battle fairly nicely. Didn't need an
E-Tank in this level like I usually do, which is rather surprising. Turtle
fight started out a bit wrong, but I pulled through (barely).
- Wily 3: I take the upper route as it's faster, easier, and that 3 tank combo
is nice. The boss goes down fairly good.
- Wily 4: I tackle the 8 bosses again. Slash was still a pain, Freeze Man goes
down in a hurry, Junk Man goes down right to plan, Cloud Man is still a boring
boss, Turbo Man goes down in record time, Spring Man went down nearly perfect,
Burst Man bursts his bubble, and Shade Man falls from the belfry. After filling
up Wild Coil and Thunder Strike, it's off to face Dr. Wily!
- Wily Boss 1: Went really well. Not much else to say about this.
- Wily Boss 2: This boss idea must have been Capcom's favorite. They used it
way too much. It's also the most annoying! But I pull through quite nicely.
And with that...thus ends another chapter in Rockman's career. And with 2
E-Tanks to spare. Maybe I can save them for Rockman & Forte?
Special thanks to nate for all his help on prior runs, for Tinster whose
(now-obsolete) TAS helped on a few spots here and there, and to Iddjy for his
idea on using S.Adapter on Forte 1.
This run is Copyright (C) 2007 Nicholas "Sir VG" Hoppe and is allowed for
downloading and private viewing. Permissions for hosting this run have been
granted to Radix and Speed Demos Archive. Public viewing of this run is
prohibited without prior permission from the creator. The selling or
distribution of this run for profit in any way, shape, or form including (but
not limited to) selling on eBay and television for profit is prohibited without
prior permission from the author. Any violation of the above listed may result
in legal action. Rockan 7 is Copyright (C) 1995 Capcom.
Sir VG, signing out.
FIN