User:RingManX/Mega Man 10 concept

This is RingManX's concept design for an 8-bit Mega Man 10.

Introduction
I started working on my 8-bit Mega Man 10 back in early 2005. I had no clue that Capcom was actually releasing an 8-bit Mega Man 9 in 2008. Now that there is an 8-bit Mega Man 9, it's time to get back to work on my 8-bit Mega Man 10. I now decided to focus on both Mega Man 3 and 4 since Mega Man 9 focuses on Mega Man 1 and 2.

I planned to make this Mega Man game push the 8-bit world past its limits. I also planned for this game to possibly be the final classic Mega Man game. One of the main purposes behind this game is for it to better unite the classic Mega Man series, the Mega Man X series, the Mega Man Battle Network series and the Mega Man Legends series. In this game, I wanted several Robot Masters (more than 8). I ended up picking eight: Gate Man, Cosmo Man, Thunder Man, Lark Man, Shark Man, Number Man, Video Man and Color Man. To keep things simple, I had to drop other Robot Masters. (Bowl Man, Desert Man, Planet Man, Laser Man, Mist Man, Kendo Man, Beast Man, Killer Man, Judge Man, Foot Man, Blast Man, and Circus Man.) It was hard to narrow it down to 8. I felt that Planet Man and Beast Man were especially important. They appear in earlier Battle Network games, but Cosmo Man and Lark Man are much more popular. Plus, I couldn't have both Cosmo Man and Planet Man in the same game. Could I? Also, Beast Man is pretty much another Slash Man.

I planned to have Dr. Wily go all-out in this game. The final Wily boss is Dr. Wily in a robotic suit similar to his robotic suit in Mega Man Soccer. I also based the suit on both Doc Robot and Dark Man and gave him the powers and fighting styles of the 8 Robot Masters. I also planned for this game to have the first appearance of Zero in the classic series. Zero would become the final boss after Dr. Wily. However, this battle does not have an end. Mega Man cannot defeat Zero, but Zero does not destroy Mega Man.

I also planned for this game to have multiple playable characters. At first I wanted to add just Bass, Proto Man and Roll. I later added Duo, Quint and a new character, Serenade, as well as Ring Man and Zero. Serenade is named after Serenade.EXE and based heavily on Sera from Mega Man Legends 2. I wanted another female character that would be much tougher than Roll. I also wanted each character to have a rival boss in Wily's fortress. Mega Man's would be Serenade, Roll's would be Proto Man, Proto Man's would be Quint, Duo's would be the Evil Energy (based on the robot which Duo fights in the beginning of Mega Man 8), Bass' would be Mega Man, Serenade's would be Bass, Quint's would be Roll, and Ring Man's would be Duo. These rival fights were to show that our heroes would cross paths at some point while trying to stop Dr. Wily and his creation.



Originally I wanted there to be a hidden boss in every stage of the game, including the Wily stages. These hidden bosses would be Robot Masters from the past 8 Mega Man games. When Time Man and Oil Man came out in Mega Man Powered Up, I wanted them to appear as hidden 8-bit bosses. I then went on to remove almost all of the other hidden bosses. The game was getting too complicated.

The opening of the game starts with Dr. Wily spying on Dr. Light's research and designs. Dr. Wily then activates his latest creation, Zero, for the first time. Dr. Wily then orders Zero to destroy Dr. Light's lab and all of his latest work. Zero attacks the lab, leaving Dr. Light's lab and all of his newest robots in ruins. This attack sets back Dr. Light's research that would later lead to the creation of Mega Man X. This attack is also what caused Dr. Light to push forward and create Mega Man X in secrecy. Now that Dr. Light is behind in his research, Dr. Wily figures he can come out ahead and prove that he is the better scientist by unleashing his eight newest robot models. When Dr. Light and Mega Man find the lab in ruins, they see a shadowy Zero leaving the scene. Mega Man then decides to go after the mysterious robot responsible, but Dr. Wily's robots stand in his way.

Zero's attack causes many other robots to get involved and find this mysterious robot's identity. This is ultimately how Roll, Proto Man, Bass, Duo, Serenade, Quint and Ring Man all come into play. Roll wants to find out who would do this to Dr. Light. Proto Man finds this to be suspicious and feels that Dr. Wily is behind this. Bass wants to meet Dr. Wily's new robot and figures he may put up a good fight. Bass figures he will then prove that he is Dr. Wily's ultimate creation. Duo realizes that Dr. Wily's evil intentions could feed more Evil Energy on Earth. Deep within the temple ruins, the remains of Ra Moon are activated when Zero is activated. Ra Moon then releases Serenade from her slumber to investigate. Quint comes into play when Dr. Wily contacts him and tells Quint that "it's time." Quint knows what Dr. Wily means and heads out to complete his destiny. Ring Man goes after Zero when Dr. Cossack gets the news about Dr. Light's lab. Dr. Cossack is worried that Zero may do the same to his lab.

Stage Select
Here is the stage select. You can probably tell who the mugshots were before I altered them. Gate Man was both Ring Man and Pharaoh Man. Cosmo Man was Yamato Man. Thunder Man was Spark Man. Lark Man was Quick Man. Shark Man was Snake Man. Number Man was Stone Man (altered that one A LOT). Video Man was Flash Man. Color Man was Bright Man (originally I used Bomb Man). In this game, I wanted to bring back a variation of the jingle from Mega Man 3 when a Robot Master is selected. The jingle from Mega Man 1 was used in Mega Man 2, 4, 7, 8, Mega Man X, and so on. It's a good jingle, but it is way overused. The game will also feature the Item Shop. The Item Shop will be run by your supporting character. Items will include 1-UP, E Tank, M Tank, Energy Balancer, Stage Exit, Shock Absorber, Robot Analyzer, and Sub-Tank. Robot Analyzer will call your supporting character. Your supporting character will tell you the boss's weakness and what to look out for. The Sub-Tank will be exactly like the Sub-Tank from the Mega Man X series. It will store excess energy collected. However, you will only have one Sub-Tank in this game. Eddie will appear in various stages just like how he appeared in Mega Man 4, 5 and 6. Eddie will randomly toss a new item: the large Screw. Eddie will visit Video Man's stage, Shark Man's stage, Color Man's stage and the Doc Robot version of Cosmo Man's stage.

Color Man
Color Man No. DWN-075 Polychromatic Show Robot Good point: Sense of humor Bad point: Goofing off Like: Red light/Green light Dislike: Black-and-white TV

Color Man's stage would be very similar to ColorMan.EXE's stage in Mega Man Network Transmission. This stage would specifically have only the Ballet Mets from Mega Man 4. Oil Man is the hidden boss in this stage. Oil Man is weakened by the Shark Torpedo. If Oil Man is defeated, he will drop the T piece for Beat. Oil Man deserves to appear in 8-bit like his brothers from the first Mega Man. Color Man would probably be the best to go up against first since he is weak to the Mega Buster (especially charged shots) or Ring Man's Ring Boomerang. He is also weak against the Bird Boomerang. Color Man attacks by bouncing on his ball, kicking his ball, summoning Tackle Fires that are Red, Orange, Yellow, Green, Blue and Violet, and stopping Mega Man with a red light.

Bounce Ball
Bounce Ball is a unique weapon that is basically the 8-bit version of the Mega Ball from Mega Man 8. After it is shot, Mega Man will then kick instead of shoot.

Video Man
Video Man No. DWN-078 Visual Capture Robot Good point: Well organized Bad point: Too serious Like: Movie rentals Dislike: Magnet Man

Video Man's stage would be a factory-style stage, similar to Bright Man's stage or Spark Man's stage. I really want this stage to have the Plug Robots from Spark Man's stage. This stage will also have the Mega Man copies from Plug Man's stage. Another idea that I had was to bring back the Sniper Joe's armor from Mega Man 2. However, this time the armor will be empty and Mega Man can hop in to use it, similar to Ride Armor from the Mega Man X series. The Sniper Joe armor will jump and shoot like in Mega Man 2. It will also be able to walk like the Scout Walkers from Mega Man 5 and it will be able to walk on spikes like the Robot Grasshoppers from Bright Man's stage in Mega Man 4. Video Man is weakened by the Bounce Ball. Video Man attacks by shooting his Pixel Shot at Mega Man and by projecting Mets and bunny robots to join the fight. Video Man is more likely to project enemies into the room if Mega Man is frozen by the Pixel Shot. Video Man can also control the enemies that he projects. He can control them by rewinding the enemies' actions and replaying them. This is why it is a good idea to destroy the enemies. After his defeat, the Power Adapter/Tango/Sakugarne becomes available. The Power Adapter may be required to reach hidden bosses such as Fire Man and Time Man.

Pixel Shot
Pixel Shot is a simple shot weapon that freezes enemies on impact by scrambling them. It can also freeze invincible traps such as the Lightning Blocks in Thunder Man's stage or the Sea Mines in Shark Man's stage.

Gate Man
Gate Man No. DWN-077 Portal Containment Robot Good point: Very aware Bad point: Quiet Like: Surprises Dislike: Locks

Gate Man's stage would be a night stage and underground stage, similar to Pharaoh Man's stage or Gemini Man's stage. The stage will be primarily the color purple. I also picture a shallow water area, similar to the water area in Toad Man's stage. There will also be piles of robot skeletons underwater in that area. I really want this stage to have both the Bubble Bat and Vampire Bubble Bat. Fire Man is the hidden boss in this stage. Fire Man is weakened by the Cosmic Expanse. If Fire Man is defeated, he will drop the B piece for Beat. Fire Man rarely reappears in the classic series. Cut Man and Guts Man appear way too much and even Ice Man and Bomb Man appear quite a bit. Now it's Fire Man's turn to return. Gate Man is weakened by the Pixel Shot. Gate Man mainly attacks by opening his chest gate. A hand with a long arm will extend from the gate toward Mega Man. Gate Man can also shield himself by spinning his staff.

Gateway Grab
Gateway Grab shoots a gate that opens and has a hand come out. The hand grabs the targeted enemy and then the gate, the hand and the enemy all vanish. This also works on Number Man's Number Bombs. Bosses and large enemies that cannot vanish with the gate will only take collisional damage with the hand. Gateway Grab can also be used to recover items that are out of Mega Man's reach. When firing, the first shot releases a gateway traveling in a horizontal path. The secondary shot stops the gateway along its path and opens it where it stopped. This is very similar to the Black Hole Bomb. However, it will travel along its path much faster and you will not be able to control were it will go.

Number Man
Number Man No. DWN-073 Probability Calculation Robot Good point: Analytical Bad point: Math nerd Like: Abacus Dislike:  Words

Number Man's stage would be a completely indoor stage and would be somewhat friendlier than the other stages. I can't really think of any existing Mega Man stage to compare this to. Maybe Cut Man's stage from Mega Man: Dr. Wily's Revenge. The unfriendly part of this stage would puzzles combining Yoku Blocks and Count Bombs. Time Man is the hidden boss in this stage. Time Man is weakened by the Thunder Strike. If Time Man is defeated, he will drop the A piece for Beat. Time Man, like Oil Man, also deserves to appear in 8-bit. Number Man and his Number Bombs are weak against the Gateway Grab. Number Man attacks by rolling a dice that will decide how many Number Bombs will appear. Number Bombs can range from 1 to 6. Number Man can also cause it to rain numerals.

Number Bomb
Number Bomb is a simple time bomb, similar to the Hyper Bomb.

Cosmo Man
Cosmo Man No. DWN-080 Star Surveying Robot Good point: Vast knowledge Bad point: Too much pride Like: Stargazing Dislike:  Quantum mechanics

Cosmo Man's stage would have the appearance of Star Man's stage, but the weird gravity like in Gravity Man's stage. There will be parts where Mega Man will be swarmed by Jetpack Mets and Saturn Seekers. I really want this stage to have the hologram machines from Shadow Man's stage. Crazy Cannon, Squirm, and the Grasshopper robots from Astro Man's stage will feel the effects of the gravity as well. Cosmo Man is weakened by the Number Bomb. This is especially useful when Cosmo Man uses his gravitational pull and pulls bombs toward himself. Cosmo Man attacks by summoning 2 diagonal shooting stars/meteors that originate from the top corners. He also attacks with a gravitational pull that pulls Mega Man toward him, along with Mets and Saturn Seekers. Cosmo Man also uses the Cosmic Expanse which causes the screen to turn starry and Cosmo Man will vanish. Cosmo Man will then reappear in another spot after the attack.

Cosmic Expanse
Cosmic Expanse creates a starry screen similar to the hologram machines. All on-screen enemies will vanish when they are all pulled away from Mega Man.

Thunder Man
Thunder Man No. DWN-076 Lightning Harnessing Robot Good point: Good speaker Bad point: Noisy Like: Kite flying Dislike: Sunny weather

Thunder Man's stage would be both a sky stage and a tower stage. It may be similar to Elec Man's stage from Mega Man: Dr. Wily's Revenge. The stage will also have parts that are stormy, like the beginning Toad Man's stage. The stage will be primarily the color green. I also like the look of the turbines from Dive Man's stage and think they would work well for a sky stage. I changed it from three blades to four blades. Elec Man is the hidden boss in this stage. Elec Man is weakened by the Bird Boomerang. If Elec Man is defeated, he will drop the E piece for Beat. Elec Man also rarely reappears in the classic series. It's now his turn to make a comeback. Thunder Man is weakened by the Cosmic Expanse. Thunder Man attacks mainly with the Thunder Strike. Thunder Man stays airborne most of the time by flying back and forth in a U-shaped path. He can only use the Thunder Strike when he stands on the ground. There will be a grey colored Lightning Lord's cloud in the boss room so Mega Man can attack Thunder Man in the air. Thunder Man will also attack by flying in one direction along a straight, level path. This attack starts when Thunder Man's lightning rod is struck by lightning and ends with Thunder Man sweeping across the room with a lightning bolt shooting down from his hand. Thunder Man's third attack will use his five lightning discs. His lightning discs will rain down similar to Wood Man's leaves. Jet Rush/Jet Treble/Geetz becomes available after his defeat. Jet Rush will function more like Jet Rush in Mega Man 3 rather than the Jet Rush from Mega Man 4 and 5. Jet Rush will be able to have an immediate vertical takeoff when the player holds the up button and will not teleport away when he collides with walls. Unlike Jet Rush from Mega Man 3, Jet Rush will stay moving in a horizontal path once the player pushes left or right. This is similar to the Jet Rush from Mega Man 4 and 5, but the horizontal trajectory is not initiated when Mega Man jumps on Rush. It is initiated when you press left or right. Once initiated, vertical control will still be like Jet Rush from Mega Man 3 if the left or right button was held down.

Thunder Strike
Thunder Strike is a unique weapon where Mega Man fires a lightning bolt upward. After he does that, lightning bolts will rain down and target on-screen enemies. This is very similar to Dynamo Man's Lightning Bolt.

Shark Man
Shark Man No. DWN-074 Open-ocean Investigation Robot Good point: Good swimmer Bad point: Bad temper Like: Sushi Dislike: Electric pulses

Shark Man's stage should be heavily influenced by Dive Man's stage. I also want to bring back a little of Bubble Man's stage, but adding the Bubbles from Wave Man's stage. I also like the aerators from Bubble Man's stage. Shark Man's boss room will be interesting, in that it will have both land and water. This would be similar to Mega Water S's boss room, but it will not have spikes. Shark Man is weakened by the Thunder Strike. Shark Man attacks on land and in water. When on land, Shark Man stands still while firing the Shark Torpedo. While underwater, Shark Man fires the Shark Torpedo while swimming. Shark Man also attacks with water waves when he leaps out of the water onto land. The waves sweep across the land's surface in both directions.

Shark Torpedo
Shark Torpedo is a homing missile attack that only travels in a horizontal trajectory, veering diagonally upward or downward when homing. It is not as good at homing as Dive Missile, but it does explode and can be manually detonated like Drill Bomb. The Shark Torpedo also accelerates as it travels. This is similar to the Hard Knuckle, only faster acceleration, or similar to the Rain Flush, only horizontal and slower acceleration. Actually, the Shark Torpedo is almost identical to the Dive Missile is Mega Man 2: The Power Fighters.

Lark Man
Lark Man No. DWN-079 Bird Keeping Robot Good point: Graceful Bad point: Birdbrain Like: Leading the flock Dislike: Tango

Lark Man's stage is both a sky stage and forest stage. The stage may be seen as a combination of Wood Man's stage and Air Man's stage. It may also be similar to Gyro Man's stage or Top Man's stage. The stage will also have the fans from Wind Man's stage. Lark Man's stage will feature a variety of robotic birds. The Rocket Birds from Toad Man's stage are especially important. Lark Man is weakened by the Shark Torpedo. Lark Man attacks by shooting his Bird Boomerangs at Mega Man while standing on the ground. Lark Man also attacks by dive-bombing in diagonals, similar to how Storm Eagle attacks in Mega Man X. Lark Man also flaps his wings to hover on the left or right sides of the boss room. After his defeat, the Jet Adapter/Proto Shield becomes available. The Jet Adapter can be used to reach places that are higher than Rush Coil can reach. The Jet Adapter may be required to reach hidden bosses such as Elec Man and Oil Man.

Bird Boomerang
Bird Boomerang is similar to the Quick-Boomerang, however it has a much greater range and does not refill energy on return. The Bird Boomerang also flies in an upward direction (similar to the Silver Tomahawk) before returning to Mega Man. The path it travels almost mimics the Knight Crush's default path.

Doc Robot
I decided to bring back Doc Robot from Mega Man 3. This time Doc Robot will use the Robot Masters from Mega Man 9. I also decided to hide Beat in 4 pieces (like in Mega Man 6) in the stages that are not taken over by Doc Robot. This way the player can return to those stages just in case they missed a piece.

Doc Robot at Cosmo Man's stage
Cosmo Man's stage will have Doc Robot using Galaxy Man and Magma Man. It was really hard for me to find a stage for Magma Man since I do not have a fire stage in this game. This time around there will be Homing Satellites swarming Mega Man instead of Saturn Seekers. Dr. Wily's space fortress will also be visible in the background this time. Galaxy Doc Robot will be weakened by the Gateway Grab and Magma Doc Robot will be weakened by the Shark Torpedo.

Doc Robot at Shark Man's stage
Shark Man's stage will have Doc Robot using Splash Woman and Concrete Man. Concrete Man was another hard one to assign to a stage. This time around there will be the manta enemy from Mega Man Battle Network 4 in place of the stingray robots from Dive Man's stage. This time the sky will be sunset colors and the sun will be seen setting in the background. Splash Doc Robot will be weakened by the Thunder Strike and Concrete Doc Robot will be weakened by the Number Bomb.

Doc Robot at Lark Man's stage
Lark Man's stage will have Doc Robot using Tornado Man and Hornet Man. The clouds in the background will be grey and stormy this time around. Tornado Doc Robot will be weakened by the Cosmic Expanse and Hornet Doc Robot will be weakened by the Bird Boomerang.

Doc Robot at Video Man's stage
Video Man's stage will have Doc Robot using Plug Man and Jewel Man. This time around there will be Ladder Presses and no bunny robots. Some of the screens that produce the Mega Man copies from Plug Man's stage will be broken. There will also be some other visible damage to the stage. Plug Doc Robot will be weakened by the Bounce Ball and Jewel Doc Robot will be weakened by the Pixel Shot.

Zero's Fortress
After defeating Doc Robot 8 times, a shadowy Zero will appear in the center. This will take the player to Zero's fortress (for some reason Zero has a fortress). I picture Zero's fortress having a large Zero helmet, similar the Proto Castle in Mega Man 5, but having a building style similar to Mr. X's mansion. After making it through Zero's fortress, you find out that Zero's not even in his fortress. You won't face Zero until after you go to Dr. Wily's fortress and defeat Dr. Wily. I would like Dr. Wily's fortress to be a space fortress like those seen in the Game Boy games (specifically like the one in Mega Man II on Game Boy). Since the game is long, with the Doc Robots and 2 fortresses, Dr. Wily's fortress will be short. Dr. Wily's fortress will only have 3 stages. The third stage will consist of the Teleporting Hatches to the eight Robot Masters, a battle against Dr. Wily and his vanishing escape capsule, and finally the battle against Dr. Wily in his robot battle suit. After defeating Dr. Wily, Dr. Wily will escape to go activate Zero. A fourth stage will appear on the map, but it will not be a stage. It will only be Zero's activation and the final battle against Zero.

Stage 1
Zero's fortress will have four stages and four bosses. The first stage's boss will be the Green Devil. The Green Devil is the Yellow Devil from the first Mega Man game, only he is recolored to be green. The Thunder Strike will be the Green Devil's weakness.

Stage 2
The second stage will have the Ballet Met and the Jumping Met. The Ballet Met will be colored blue and the Jumping Met will be colored red. This stage's boss will be very difficult. You will face Buster Rod G, Mega Water S and Hyper Storm H all at the same time. There will be three health bars. Luckily they will be one target. Hyper Storm H will use his breath to pull Mega Man closer. While Mega Man is being pulled closer, Buster Rod G will be extending his power pole at Mega Man and Mega Water S will be shooting water shots at Mega Man. Their weakness will be the Number Bomb.

Stage 3
The third stage will have the Sword enemy from the Mega Man Battle Network series. It will also have an underwater part for the Crabbots and the return of the empty Sniper Joe armor. However, this time you will have to combat at least two Sniper Joes in their own armors while operating your armor. This stage's boss will be your rival battle. Mega Man will fight Serenade. Roll will fight Proto Man. Proto Man will fight Quint. Duo will fight the Evil Energy. Bass will fight Mega Man. Serenade will fight Bass. Quint will fight Roll. Ring Man will fight Duo. Each character will blame their rival for the events in the game. Many of the characters will be meeting for the first time. Duo's battle will be unique. The Evil Energy robot is not a playable character, but functions identical to fighting Duo. Battling Quint will also be unique since Quint will use Sakugarne (what a surprise).

Stage 4
The fourth stage's boss will be the Skullker which is the Wily Machine from Mega Man 4. However, this Wily machine will be recolored and will not have its second form. The Shark Torpedo will be its weakness. After it is destroyed, Dr. Wily's saucer ship will emerge instead. Dr. Wily will challenge Mega Man to come to his space fortress from his saucer.

Wily Stage 1
Both stages in Dr. Wily's space fortress will have the weird gravity that is found in Cosmo Man's stage. The Squirm and the Grasshopper robots will be the only enemies in the first stage that will be affected by this gravity. The Mecha Dragon will return as the first stage's boss. However, this time his entry and chase will be different. The Mecha Dragon will have a vertical entry while chasing Mega Man in an upward direction. You will have to climb to survive until you reach the top. The Bird Boomerang will be the Mecha Dragon's weakness.

Wily Stage 2
In the second stage, the Crystal Joe and the Bunny robot will be the only enemies that will be affected by this gravity. This stage will be decorated with capsules that contain the Alien final boss from Mega Man 2. The second stage's boss will be Planet Man. I decided that I did want him in the game after all and Dr. Wily's space fortress is a fitting location for him. Planet Man's name will not be mentioned. Planet Man attacks with the planet blast and with a gravitational pull exactly like the one Cosmo Man has. He will also be able to disassemble himself into five parts that will form a mini-solar system attack. The Pixel Shot will be Planet Man's weakness.

Planet Man
Planet Man No. SRN-010 Exoplanet Detection Robot Good point: Cleared the neighborhood Bad point: Geocentric minded Like: Star Man Dislike: Pluto

Audio
Other than bringing back the jingle from Mega Man 3 when a Robot Master is selected. There were a few other songs that I want to return. I would also like to hear the boss music from Mega Man 1 played when Mega Man fights Fire Man, Elec Man, Time Man and Oil Man. For one of the fortresses, I thought it would be great if the music from Wily Tower stage 4 in Mega Man: The Wily Wars could be played (An 8-bit version of that song titled rMW_wily4.mp3 can be found here). I would also like to hear the music from Dr. Wily's fortress stages 1 and 2 in Mega Man 4 played as well. I also think it would be appropriate if an 8-bit version of Zero's theme from the first Mega Man X would be used for the final boss music. This song should be an extended version like the one used in the first Mega Man Zero and the song should sound darker with some intensity. I would like the normal boss music for the game to be something new. However, the first 5 to 6 seconds of the boss music should have a twisted sounding beginning like the boss music from Mega Man 3. The rest of the boss music should sound intense like the boss music from Mega Man 4. As for sound effects, I always loved the sound that plays when you press start to pause and open the menu in Mega Man 4.

Roll
After beating the game as Mega Man, you will be able to play as Roll. Roll will have the Roll Buster, but it will not charge like the Mega Buster. Roll cannot Power Slide either. Her jump height is also slightly limited. She may have to use Rush Coil much more than Mega Man. Rush will not be able to give Roll the Power and Jet Adapters. Instead, Roll will have Tango. Tango will be able to break blocks like the Power Adapter. Auto will be Roll's supporting character.

Proto Man
After beating the game as Roll, you will be able to play as Proto Man. Proto Man will be just like Mega Man, with the addition of the Proto Shield. The Proto Shield will protect Proto Man from blaster shots, just like Sniper Joe's shield. Proto Man will not have Rush or Treble. The Proto Shield will take the place of the Jet Adapter. Since Proto Man does not have the Power Adapter and Jet Adapter, I had a crazy thought where Proto Man could summon Guts Man. Guts Man could pick up and throw blocks that would otherwise require the Power Adapter to break. As for taking the place of the Jet Adapter, Guts Man could pick up and throw Proto Man. I think it might be safer to give Proto Man the Magnet Beam and just not have the blocks exist for Proto Man. Kalinka will be Proto Man's supporting character.

Bass
After beating the game as Proto Man, you will be able to play as Bass. Bass will be a lot like Mega Man, but will have rapid fire compared to Mega Man and his charged shots will only be at half power compared to Mega Man's. Bass' jump height will also be slightly higher than Mega Man's. Bass will have Treble instead of Rush. Treble will have the Power and Jet Adapters for Bass. Reggae will be Bass' supporting character.

Duo
After beating the game as Bass, you will be able to play as Duo. Duo is a larger character and his charged blast will also be larger. This will inflict more damage and cover a greater area. Duo will be able to jump faster than Mega Man, meaning that it will take Duo slightly less time to reach his maximum jump height and slightly less time for him to return to the ground. Duo's jump height will still be the same as Mega Man's. Duo will be too large to use the Power Slide. However, Duo will still have a dash that will work the same as the Power Slide. The only difference is that Duo won't be able to slide through narrow areas. Duo's dash will also break blocks that would otherwise require the Power Adapter. Duo will not have Rush or Treble. Dr. Light will be Duo's supporting character (same as Mega Man).

Serenade
After beating the game as Bass, you will be able to play as Serenade. Serenade is named after Serenade.EXE and based heavily on Sera from Mega Man Legends 2. I wanted another female character that would be much tougher than Roll. I am still not certain if I want her to wear armor or not. Her armor would be based on Sera from her first fight on Elysium in Mega Man Legends 2. If she does not have armor, she will be more like Roll. Serenade will be able to jump normal like Mega Man. However, Serenade's rate of fire will be slightly less than Mega Man's. To make up for this, her charged shots will do slighty more damage than Mega Man's. Serenade will not have Rush or Treble, however she will have Geetz. Geetz will be a golden dragon-like robot that will function like Jet Rush. Ra Moon may be Serenade's supporting character.

Quint
After beating the game as Serenade, you will be able to play as Quint. Quint will be just like Mega Man, since he is Mega Man. The main difference is that Quint will not be able to charge his blaster like Mega Man, but Quint can run slightly faster than Mega Man and his defense is slightly greater that Mega Man's. Quint will not have Rush or Treble, however Quint will have Sakugarne instead. Sakugarne will take the place of the Power Adapter. Sakugarne will be able to break blocks like the Power Adapter and can also help Quint reach high places similar to Rush Coil. Dr. Wily may be Quint's supporting character (the plot thickens).

Ring Man
After beating the game as Quint, you will be able to play as Ring Man. I didn't just pick Ring Man because he is my favorite Robot Master. I picked him since he is the best representative of Dr. Cossack's robots. It was hard to decide between Ring Man and Skull Man. Skull Man does have a blaster, but Skull Man seems to be more of a villian rather than a hero. Skull Man would probably represent Dr. Wily better than Dr. Cossack. Plus, Skull Man has already been a playable character in Mega Man Soccer. I also considered Bright Man since he also as a blaster and is the first in the Dr. Cossack series of robots. Ring Man would play just like Mega Man if Mega Man was stuck using an infinite supply of the Ring Boomerang. The other major differences are that Ring Man cannot gain the weapons from the eight Robot Masters and Ring Man can jump nearly twice the height that Mega Man can jump. All eight of the Doc Robots are weak to the Ring Boomerang. Ring Man will not have Rush or Treble. Ring Man's higher jumping ability will help him reach places that would normally require Rush Coil or maybe even the Jet Adapter. Dr. Cossack will be Ring Man's supporting character. During the game Ring Man is often called just "Ring" for short. This is similar to how Dr. Light might call Mega Man, "Rock."

Zero
After beating the game as Ring Man, you may be able to play as Zero. This is the last possible playable character. Zero will not have to face the eight Robot Masters. Instead, Zero will fight the eight playable heroes. Each hero will be at one of the stages of the eight Robot Masters. Serenade will be at Gate Man's stage. Duo will be at Cosmo Man's stage. Ring Man will be at Thunder Man's stage. Proto Man will be at Lark Man's stage. Bass will be at Shark Man's stage. Quint will be at Number Man's stage. Mega Man will be at Video Man's stage. Lastly, Roll will be at Color Man's stage. Zero will use the Z-Saber to fight. Zero will not have access to the item shop. Nice going Zero. You broke it.

Questions, comments, suggestions?
If you have any questions, comments or suggestions, please feel free to post them on this article's discussion page. I would like to see this game created one day. The concept has been in the works for almost three and a half years, although I worked on it on and off and did not have much of a reason to pursue the concept. I never thought Capcom would ever make an 8-bit Mega Man again. I now find it ironic that I decided to call it Mega Man 10. When I create a concept for a sequel, I normally name it two numbers ahead in the series. When Star Wars Battlefront 2 came out, I wrote a game design document and titled it "Battlefront 4." I am experienced in almost every area when it comes to making games. However, I am not a programmer, animator, composer, etc. I can do all those things, but I would much rather have professionals work on the game in their areas of expertise. I am only a game designer, sprite maker and writer for games.

Dropped Content
Here is work that I decided to drop from the concept design. I ended up animating Bowl Man, Desert Man, Laser Man, Mist Man, Kendo Man and Beast Man before I decided to drop them from the game.