Transport items

Transport items are acquired weapons that are used as transport for the player. With the exception of the Magnet Beam and Super Arrow, Mega Man becomes red and white when using a transport item.

Item-1
Item-1 (アイテム１号) is a levitating platform from Mega Man 2 that Dr. Light gives to Mega Man when Heat Man is defeated. It's possible to have three platforms on screen at once. This item is required to reach a ladder in the first Wily Castle stage. During the fight with Air Man, if Mega Man stands on an Item-1 platform, Air Man will not blow his tornadoes. Each platform consumes 2 units of energy.

In the Mega Man Archie Comics series, Dr. Light supplied Mega Man, via Cut Man, with program data that allowed Mega Man to utilize Item-1s, alongside Item-2s and Item-3s, after Mega Man had been restored to his regular state of mind.

Item-2
Item-2 (アイテム２号) is a jet sled from Mega Man 2 that is obtained when Air Man is defeated. It can be used to pass by long gaps, like the area with Appearing Blocks in Heat Man's stage, and is required to pass the spiked area in the beginning of the second Wily Castle stage.

Item-2 has a fatal weakness however: once summoned, it will fly forward and can not be stopped except by hitting a wall or changing weapons in the subscreen. Should Mega Man fail to jump on it in time, it will still fly away, wasting weapon energy. Once ridden, it cannot change direction either, and will still fly forward even if Mega Man falls off. Its function in the games was later replaced by Rush Jet, which eliminates all of these weakness.

Other media
This item is the only one of the three from Mega Man 2 to appear in the manga Mega Man Megamix, which is used by Mega Man in the stories based on the events of Mega Man 2 and 4. It is eventually cannibalized by Auto into the Rush Roadster in Mega Man Gigamix, which he intended to use to enter the Battle &amp; Chase competition, before it was taken by Mega Man to stop Roll from entering. Later, a repaired or new Item-2 is used by Mega Man when he, Cut Man, and Elec Man attempt to attack Terra. After the short battle, only the Item-2 is found by Dr. Light's other robots, their whereabouts and safety being unknown until their return.

Item-2 also appeared in the Mega Man comic by Archie Comics and the manga Rockman: Dr. Wily no Inbou. In the former, Dr. Light supplied Mega Man, via Cut Man, with program data that allowed Mega Man to utilize Item-2s, alongside Item-1s and Item-3s, after Mega Man had been restored to his regular state of mind. Mega Man later utilized an Item-2 to fly over to Copy Robot and finish him off with Tail Wind, before engaging Hyper Storm H. Item-2s were also utilized by the original Light Robot Masters to enter the Skull Egg Zone, where they arrived in as the heroes' cavalry. Two of them were loaned to Proto Man and Knuckles the Echidna to infiltrate the Wily Egg, while Dr. Light used Rush's jet mode while accompanying them.

Item-3
Item-3 (アイテム３号) is a crawling platform that can be used as an elevator once it is latched onto a wall. It will change its direction once it reaches the top or bottom of a wall, or when Mega Man jumps off of it. It is obtained when Flash Man is defeated in Mega Man 2.

In the Mega Man Archie Comics series, Dr. Light supplied Mega Man, via Cut Man, with program data that allowed Mega Man to utilize Item-3s, alongside Item-1s and Item-2s, after Mega Man had been restored to his regular state of mind.

Wire
Wire (ワイヤー) is an item that Mega Man can use to attach himself to a ceiling. It's unique in that Mega Man has to look upward first before firing the weapon by holding Up on the D-pad. It is located inside a spike infested pit in Dive Man's stage in Mega Man 4 immediately after the second Moby mini-boss. Unlike many transport items, it is not required to beat any certain stage. Mega Man can use his normal buster when he reaches the end of the wire. The wire can hold Mega Man indefinitely unless the player presses Down or the Jump buttom, or when getting hit by enemies. It can also damage any enemy that may be in the path of the wire. Each shot uses 2 units of energy. If the wire adaptor is shot but Mega Man does not climb the wire, energy is still used. Interestingly, Wire is the first transport item that can deal damage, specifically to Wily Machine 4 phase 2. It can be used to drain about 3/4 of Wily Machine 4's health bar if aimed correctly (making two hits per pass) with a full bar of energy.

Balloon
Balloon (バルーン) is an item that works in the same way as Item-1. It appears in Mega Man 4, in Pharaoh Man's stage. The item can be found by traveling towards the right, across the extra desert, and is located amidst three rock platforms over the sand. Up to eight balloons can be on the screen at any one time, however such a number is likely to never occur and results in severe lag and sprite flicker. Each balloon uses 2 units of energy.

Super Arrow
Super Arrow (スーパーアロー) is an item from Mega Man 5 that can be used to attack and create platforms, as it sticks to walls for a short time. It can also be ridden and used to cover distances, much like Item-2. While the energy drain is very rapid while the arrow is being ridden, it will not disappear if the energy meter runs out mid-flight (unlike Rush Jet); it will only disappear if it hits an enemy or a wall. It is obtained when Star Man is defeated. Super Arrow is the weakness of Wily Machine 5, making it the only transport item to also be a boss's weakness.

The Super Arrow also appears in the Rockman 4Koma Dai Koushin manga.

Damage Data Chart
Damage values in units in Mega Man 5.

Carry
Carry (キャリー) is a single stationary platform that appears under Mega Man if he is in mid-air, or slightly ahead of him if he is standing on the ground at the time of use. It only appears in Mega Man: Dr. Wily's Revenge after Mega Man has defeated the initial four Robot Masters.

Proto Coil and Proto Jet
The Proto Coil and Proto Jet, known as Blues Coil (ブルースコイル) and Blues Jet (ブルースジェット) in Japan, are items that replace the Rush Coil and Rush Jet when playing as Proto Man in Mega Man 9 and 10. While they function equally to their Rush counterparts, Proto Man begins with both items at the start of the game.