Baronhaynes

Classic Mega Man Bingo FAQ and Rules

Sep 9th, 2021 (edited)
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  1. Welcome to Classic Mega Man Bingo!
  2. You can select which games you'd like to include in a card, as well as the difficulty and other features like balancing the goal list between games, and allowing for goals that span multiple games.
  3.  
  4. There are multiple variations of the game that can be played:
  5. - Single bingo requires one completed line along any row, column, or diagonal.
  6. - Double bingo requires two completed lines along the same, with any intersected goal allowed.
  7. - Triple bingo requires three completed lines with any number of intersections.
  8. - Blackout bingo requires the entire card to be completed.
  9. ...plus any other variation you can think of and want to try with a generated card.
  10.  
  11. Below are some rules and clarifications about how goals can sync up together, and what the language used in goals means more specifically if anything isn't clear.
  12.  
  13. |============ |
  14. | INFORMATION |
  15. |=============|
  16.  
  17. The [?] icon indicates more information about a goal. Hovering over the square with your mouse cursor will reveal a tooltip with caveats, reminders, hints, and sometimes images helping identify what a goal is asking you to do.
  18.  
  19. The blue O icon indicates a password is allowed for that goal, as well as any goal being completed on the same line as that goal.
  20.  
  21. Clicking a bingo square will change its color from black -> blue -> green -> red. These colors are to help you track your progress, what you're working on, what you've completed. Traditionally, green is for completed goals, but you can use any color to mean anything based on your own preferences.
  22.  
  23. Goals that can be fulfilled with the same action can be completed in tandem - e.g. "Defeat Gyro Man", "Defeat Gyro Man using Power Stone", and "Defeat a robot master that start with G" can be completed in one fight.
  24.  
  25. Goals that don't normally allow a password can be completed in tandem with goals that do, if they're on a line that gets finished - e.g. "Freeze an enemy with Spark Shock" can be completed in Wily Stage 1 without having to complete Spark Man's stage first.
  26. - Goals completed in tandem with a password entry must be possible from that password entry, or they're ineligible.
  27. - In Double Bingo, goals can be completed in tandem if they're on either finished line.
  28. - In Blackout Bingo, any number of relevant goals can be completed in tandem with password-allowed goals.
  29.  
  30. |================|
  31. | CLARIFICATIONS |
  32. |================|
  33.  
  34. "Password allowed" refers to the specific password displayed in the tooltip hover on that goal.
  35. - If the tooltip image isn't working, use the passwords link on the site itself.
  36. - Castle passwords cannot be used to re-enter robot master stages, unless stated otherwise by a goal.
  37. - Passwords/save files for MM7-10 aren't up yet. More information at the bottom of this document.
  38.  
  39. "Defeat a robot master" means only the boss fight, whether in their own stage or the boss rush.
  40. - If playing the stage is required, (stage and boss) will be specified in the goal.
  41. - Passwords to the castles are still only allowed if specified by the goal or a tandem goal.
  42.  
  43. "Reach a robot master's boss gate" means enter the boss gate. The boss does not have to be defeated.
  44.  
  45. "Defeat a boss using a specific weapon" means using only that weapon.
  46. - If you only need to get the last hit on a boss from a specific weapon, the goal will specify that.
  47. - Using Rush Coil/Jet bullets with a special weapon's properties in MM3 is not allowed for these goal types!
  48.  
  49. "Collect a special weapon/support item" means acquiring it through normal gameplay.
  50. - If you have access to the weapon/item from a tandem password goal, you must still collect it if the goal instructs you to.
  51. - If a goal only instructs you to USE a weapon/item and you have it through a password, this is allowed, however.
  52.  
  53. "Defeat all enemies" in a stage means eliminating each individual enemy once per entry into the stage.
  54. - If it explodes on its own, that counts as as defeated as well.
  55. - If it escapes, it must be respawned and defeated.
  56. - Infinitely respawning enemies like Killer Bombs in MM1 only need to be defeated once per screen transition.
  57. - This does not include the boss of that stage.
  58.  
  59. "Pacifist" means reaching a boss gate damaging or destroying no enemies/projectiles except those specified.
  60. - Weapons that freeze enemies (Ice, Flash, Spark, Bright) are allowed in pacifist goals unless stated otherwise.
  61. - Destructible walls and blocks can be broken unless stated otherwise.
  62. - Platforms that must be shot to be activated (e.g. Strike Man) are allowed to be.
  63. - Enemies that fall down pits on their own do not count as player kills.
  64. - If you destroy an enemy or a projectile, you are allowed to take a death and restart from the nearest checkpoint.
  65.  
  66. "Return to the start" in a stage means returning to the spot you would teleport in on that screen after a death.
  67. - "From the boss gate" means standing on the platform in front of the gate, roughly one slide length away.
  68. - If you die, you can continue from a checkpoint if you've already reached it while traveling backwards.
  69. - If returning "to the start of a screen", that means touching the screen's entry point unless stated otherwise.
  70.  
  71. "Without sliding" means any avoidable slide is disallowed.
  72. - Forced slide tunnels are allowed for the shortest available length of the tunnel only.
  73.  
  74. Either difficulty of Mega Man 2 is allowed on Easy and Normal cards. Some Tier 4 goals on Hard Mode cards require Difficult mode in Mega Man 2.
  75.  
  76. If you softlock a game, you can password back the items/weapons/e-tanks you had at the time.
  77.  
  78. |=============================================|
  79. | MEGA MAN 7-10 PASSWORD AND SAVE INFORMATION |
  80. |=============================================|
  81.  
  82. MM7-10 goals and resources are still in progress, but the cards are playable. Here are the rules for how they work:
  83.  
  84. Mega Man 7's goal list currently uses the 8 Robots password on the SNES version.
  85. - This password is 1755 8187 6486 2322. It skips intro/museum, unlocks all 8 robot masters and grants 999 bolts.
  86. - This password does not work on Legacy Collection 2. Eventually, a separate goal list will be available for that.
  87. - Goals that indicate password allowed can grant anything the player wants, but can only visit castle stages.
  88. - Sample Castle Password: 7855 5852 2245 3111 (all items, 999 bolts, no consumables)
  89. - MM7 Password Generator: http://www.mmhp.net/Passwords/MM7/
  90.  
  91. Mega Man 8 allows for the use of 3 save files, which will be provided for LC2 players.
  92. - Save File 1 has the Intro stage beaten and no bolts.
  93. - Save File 2 has the Midpoint stage beaten and 5 bolts (all from the intro/midpoint stages).
  94. - Save File 3 has Wily Stage 1 unlocked and 40 bolts.
  95. - The first two saves are available for all goals.
  96. - The third save file is only allowed for password-allowed goals and their tandem goals, and can only visit castles.
  97.  
  98. Mega Man 9 allows for the use of one save file for password allowed goals and their tandem goals.
  99. - This save file has 8 robot beaten and 250 bolts.
  100.  
  101. Mega Man 10 allows for the use of one save file for password allowed goals and their tandem goals.
  102. - This save file has 8 robots beaten and 120 bolts.
  103.  
  104. Proto Man is compatible with almost all MM9/10 goals and castle save files will be provided for him as well, for players who want to try Proto Man bingo.
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