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MM&B BossRush Preview

Boss rush preview in Mega Man & Bass.

Boss Rush (ボスラッシュ) is a term referring to a segment in a game where the player must fight a series of bosses, usually ones that they have already defeated previously. Boss Rushes are a traditional part of most games in the Mega Man franchise.

A Boss Rush is traditionally comprised of the bosses from the game's Stage Select Screen or Missions, and takes place in one of the final stages. It is most often a room of teleporters that each lead to a boss, or it may be a sequential gauntlet of one boss after another throughout the stage. A Boss Rush may also be an extra mode, unlocked after completing the game.

Mega Man series[]

Mega Man[]

MM1 BossRush CutMan

The first rematch (Cut Man) in Mega Man, in Wily Stage 2.

In the first Mega Man, Mega Man has sequential rematches with the six Robot Masters in the final Wily Stages at Dr. Wily's Robot Manufacturing Plant. In Wily Stage 2, Mega Man faces Cut Man and Elec Man. In Wily Stage 4, Bomb Man, Fire Man, Ice Man, and Guts Man appear before the Wily Machine. It is implied by the Guts Man copies contained in Wily Stage 4 that Dr. Wily had mass-produced the Robot Masters and deployed replacements.

In the game's remake, Mega Man Powered Up, the Boss Rush was updated to the teleporter format seen in later Mega Man titles. It is implied by their new colors and voices that these Robot Masters are actually Copy Robots.

Mega Man 2 - 11[]

Mega Man 2 was the first game to feature the teleporter-style Boss Rush, containing Mega Man to a single room until he enters all eight teleporters and defeats the eight Robot Masters waiting within. Text in the background reads "Dr. Wily's Teleport System". Each boss drops a large Life Energy as a reward upon defeat. After defeating all eight, a ninth teleporter appears that sends Mega Man directly into the battle with Wily Machine 2.

Since then, all main games have followed this format. In most games, the Boss Rush is in the final or penultimate stage, and the stage boss (usually a Wily Machine) appears after the Boss Rush. In Mega Man 3, 6, and 11, there is no other boss in the Boss Rush stage. In Mega Man 7, the teleporter room is divided into multiple floors with a lift in the center. Additionally, in Mega Man 3, the Boss Rush is in the antepenultimate stage instead of the last two.

Mega Man & Bass[]

MM&B BossRush ColdMan

The first rematch (Cold Man) in Mega Man & Bass, in King Stage 3.

In Mega Man & Bass, the boss rush returns to the sequential format from the first Mega Man (since the teleporter room concept is used for the Crystal Gate instead) . King Stage 3 contains rematches with Cold Man, Astro Man, Dynamo Man, Pirate Man, Burner Man, Magic Man, Ground Man, and finally Tengu Man. This leads the player to the battle with the Wily Machine. The Robot Masters do not drop Life Energy after their defeats.

Mega Man World series[]

The Mega Man IV and Mega Man V are the only GB games with Boss Rush, it is also a standard teleporter layout. In Mega Man V, before rematch with the eight Stardroids in Wily Star Stage 2, Mega Man has to fight with the Mega Man Killers and Quint one after another.

Although there is no rematch with bosses in the first three games, the Wily Castle stage in Mega Man: Dr. Wily's Revenge and Mega Man II is similar to a Boss Rush. It is a teleporters room that leads to the second set of four Robot Masters without the Stage Select Screen.

Challenge[]

The Challenge Modes for Mega Man Legacy Collection, Mega Man Legacy Collection 2, and Mega Man 11 would also introduce several different similarly named Boss Rush-themed challenges from each of the games' Challenge Modes, for time-based trials only. For both of the Legacy Collection games each game in their respective collections has their own individual set of facing the Robot Masters from that game. However, only Mega Man Legacy Collection has an additional set of an "All Robot Rush" of going instead all 46 Robot Masters from Mega Man 1-6 due to this collection having the ability for the challenges to go between multiple Mega Man games if needed. Also each game has a harder variant challenges for each of the Boss Rush battle, which is a Buster-only challenge in the Legacy Collection releases, or a Mega Boss Rush in Mega Man 11, of fighting the bosses in the difficulty level of Superhero Mode.

While Mega Man Legacy Collection had their Boss Rush done in a predetermined order, this was fixed with the latter two games to the Fortress level where the original boss rushes occurred instead, to allow players to choose freely and follow the original Boss Rush formula (though the energy capsule was removed with the exception of the regular Boss Rush Challenge in Mega Man 11). Both of the Legacy Collection games would also have several similar challenges of fighting non-Robot Masters in similar Boss Rush battles.

Mega Man X series[]

Mega Man X[]

MMX1 BossRush BoomerKuwanger

The first rematch (Boomer Kuwanger) in Mega Man X, in Sigma Stage 1.

Like the first Mega Man, Mega Man X has the eight Maverick bosses of its Boss Rush spread across Sigma's Hideout in sequential order. In Sigma Stage 1, X faces Boomer Kuwanger. In Sigma Stage 2, he faces Chill Penguin and Storm Eagle. In Sigma Stage 3, he faces Armored Armadillo, Sting Chameleon, Spark Mandrill, Launch Octopus, and finally Flame Mammoth.

In the remake, Mega Man Maverick Hunter X, the Boss Rush is redistributed across the Sigma Palace in a new order. In Sigma Palace 1, X faces Launch Octopus and Boomerang Kuwanger. In Sigma Palace 2, he faces Armored Armadillo, Storm Eagle, and Spark Mandrill. In Sigma Palace 3, he faces Chill Penguin, Sting Chameleon, and finally Flame Mammoth. The game also offers a story explanation for the Boss Rush: X is met with a soulless shell of Launch Octopus, and deduces that Sigma has revived their bodies with rudimentary AI in place of their original Reploid minds.

Mega Man X2 - X8[]

Since Mega Man X2, all games in the X series use the teleporter Boss Rush layout, featuring a single room with transmitters leading to the eight bosses. The main room normally offers a large Life Energy and Weapon Energy after every battle.

In Mega Man X2, upon defeating all eight, X returns to find the room full of explosions as Sigma's voice challenges him to a battle in the Central Computer Stage.[1] X then teleports away. It is the only X series game without a boss after the Boss Rush.

In Mega Man X3, the Boss Rush is in Doppler Stage C. Uniquely, there is a capsule-like structure in the center that can be attacked for Life Energy and Weapon Energy. If X hits the pod with the Z-Saber, it explodes to grant a 1UP, which is restored after every battle. Upon completing all eight rematches, X can enter the shutter on the right to continue to the fight with Dr. Doppler.

Mega Man X4, X5, and X6 all feature teleporter Boss Rushes in their final stages. Upon completing all eight, a teleporter in the center of the chamber activates and allows the player to continue to the final boss, Sigma.

Mega Man X7 includes a teleporter Boss Rush in the Crimson Palace, after Red. It is a wide chamber with tombstone-shaped teleporters to each boss. Upon completing all eight, a portal appears in the center, allowing the player to continue to Sigma.

Mega Man X8 has its teleporter Boss Rush in Gateway. Each teleporter is color-coded to the boss it leads to. Upon defeating all eight, the room begins to explode, forcing the Hunters to escape to the stage entrance where they are cornered by Copy Sigma.

Mega Man Xtreme and Xtreme 2[]

In these two games, the Boss Rush is the similar to the main series. However, the complete Boss Rush is only in their Extreme Modes. The Boss Rush is only four bosses in Normal and Hard mode of Xtreme, while there is no Boss Rush in X Mission and Zero Mission in Xtreme 2.

Boss Attack on Menu

The Boss Attack option on the Main Menu.

Boss Attack (ボスアタック) is a new game mode in Mega Man Xtreme 2. This mode is unlocked after completing Extreme Mode, or by buying it for 2000 DNA Souls. It allows the player to play as X and Zero to fight against the game's eight Mavericks (or the eight Mavericks from Mega Man Xtreme) in a Boss Rush at any time. The player has all Special Weapons/Techniques unlocked, but no Sub Tanks or Armor Parts. They can also equip any Parts unlocked in the main game.

For the eight returning Mavericks from Mega Man Xtreme, their weaknesses have been adjusted to match the Special Weapons/Techniques in Mega Man Xtreme 2.

Mega Man X: Command Mission[]

MMXCM BossRush

The boss rush hall in Mega Man X: Command Mission, in Far East HQ.

Despite being a turn-based RPG, Mega Man X: Command Mission has its own spin on the Boss Rush formula. Upon entering the Far East HQ, X's party is attacked by a copy of Wild Jango somehow produced by Colonel Redips' shapeshifting technology. Afterwards, the party enters a hallway with four teleporters to Silver Horn, Mad Nautilus, Mach Jentra, and Incentas. Each boss has significantly boosted stats. After their defeats, a barrier opens to allow the player to continue to the next boss, Depth Dragoon.

Mega Man Legends series[]

Mega Man Legends lacks the traditional boss format of the original and X series; as such, only Mega Man Legends 2 has a Boss Rush. The sequence uses the guardians of the Four Keys to the Mother Load. Similar to the first Mega Man game, the bosses are fought one after another in Elysium.

  1. Gargarfummi
  2. Rimblemenji
  3. Midosu
  4. Wojigairon

Mega Man Zero series[]

Boss Rushes return with small differences in the Mega Man Zero series. They are often divided among two rooms with doors or teleporters that require the player to press "Up" to confirm entry.

In the Neo Arcadia Core in the first Mega Man Zero, the first room has four Mutos Reploids (lacking Aztec Falcon and Hanumachine), and the second room has the Four Guardians.

In Mega Man Zero 2, the Boss Rush has two rooms with three Mutos Reploids each in Yggdrasil, only amounting to six bosses total. The Kuwagust Anchus rematch is unique, as he joins forces with Herculious Anchus to fight, which is the only appearance of Herculious in the game.

Mega Man Zero 3 has the eight Weil Numbers divided across two rooms in Weil's Research Laboratory. The three returning Mutos Reploids from Mega Man Zero do not appear.

Mega Man Zero 4 returns to the single-room layout but with a lift, very reminiscent of Mega Man 7. All eight Einherjar are divided in pairs in one room of Ragnarok Core, each accessible via the lift.

Mega Man ZX series[]

Both games in the Mega Man ZX series feature Boss Rushes in their final stages. Additionally, the Pseudoroids can be fought again in their home stages by accepting missions to rematch them for E-Crystal bounties.

Mega Man ZX has a unique Boss Rush approach. The Slither Inc. Office features an automatic elevator under attack by enemies, which stops at four different levels; each level has battles with two Pseudoroids of the same elemental alignment. There are Cyber-elves contained under each pedestal which disappear when the boss is defeated, implying that was their posthumous Cyber-elf form kept alive by Model W.

Mega Man ZX Advent uses the two-room layout but with lifts similar to Mega Man Zero 4. Albert reveals that he revived the eight Pseudoroids using the "real A-Trans" with Ouroboros. Upon defeating all four bosses in a room, the stained glass in the background shatters to reveal the pulsating, mechanical gore of Ouroboros. Additionally, there are two minigames similar to Boss Rushes: Boss Battle, which lets the player select any boss in the game for a rematch, and Survival Road, which puts the player into an uninterrupted gauntlet of every boss in the game.

Mega Man Battle Network series[]

In the Mega Man Battle Network series, the Boss Rush is a term used for "Survival Battles". This battles are consecutive NetBattles between MegaMan.EXE and two or more NetNavis. However, in several moments exist exceptions to this rule.

Mega Man Battle Network 2: In the Gospel Main Computer, the Security system in the first server and second server have copies of all his members.

Also, in the game, in the test for the SSS License, the Navi Master challenges Lan in a Boss Rush with Navi of their friends.

Mega Man Battle Network 3: This game has the characteristic that all NetNavis reunited during the invasion at the WWW base.

Also, each NetNavi is protecting the entrance to the Wily Room. There are four Tanks Server, in which exist all hazards that occurred in the different events in the game.

This is the order with which the Navis appear:

Mega Man Battle Network 4: There is no boss rush in the main game, but if the player comes to Black Earth 2, in the middle on the spiral walkway exist 6 mirrors, in which resides six NetNavis. They are the six Navis with which you sync your Souls. The bosses depend on the Version you play.

However, they aren't the original NetNavis; they are their Dark Soul forms. As such, they can use any chip or Program Advance the player has had in the past. Winning these fights grants the Navi's DS chip upon defeat.

Mega Man Battle Network 5: The game only repeats the hazards of the Liberation Mission, and its respective bosses in this order, but interestingly, the famous Boss Rush happens twice in the Storyline: once in the SciLab and the other in Nebula Base. This is the order with they appears:

Also, in Nebula 6 exist the first Teleport System with a Boss Rush in the Battle Network Series. This time is a test for fight against the Undernet Dark King.

                                    |DL|


                                    |----|


   -----                             ||                               -----
   | A | -------------------------------------------------------------| B |
   -----                                                              -----


   -----                             ||                               -----
   | C | -------------------------------------------------------------| D |
   -----                                                              -----

   
   -----                             ||                               -----
   | E | -------------------------------------------------------------| F |
   -----                                                              -----
 
                                   |EXE |

(The letters represent to the NetNavis)
(The DL means Dark Lord)
(The EXE means the MegaMan position)


Mega Man Battle Network 6: This game breaks the rules set by its predecessors; the bosses in this case are divided in two groups, which are fought on different days:

In the Graveyard, the player can fight against all bosses in the game, include the Cross Navis and Bass.EXE, in his final versions.


Mega Man Star Force series[]

This games follows the same concept as the Mega Man Battle Network series, but the concept of survival battles does not apply here.

Mega Man Star Force: In this case, the Boss Rush is played in the final day. However, all FM-ians are not included in the rematch, because a few FM-ians are "pacifist". Interestingly, Harp Note is not involved in the rematch, thought she is a boss in the storyline.

Mega Man Star Force 2: The formula is repeated in this game. However, this Boss Rush has fewer enemies compared with other Star Force games. Again, Harp Note is not involved in the rematch, but she still is a boss in the storyline, with a similar case for Hollow and Rogue.

Also, if the player heads to Alternate Dimension, they can fight against all the bosses in their IF versions. In this case, all bosses are involved except Rogue.

Mega Man Star Force 3: Like the other games, the rematch is only against the official enemies; in this case, the organization Dealer, during the events in the final day in the Meteor G Server. However, the Mutated Wizard bosses are animated by the Dealer Cards instead of being their original selves.

If the player comes to Noise Wave 4, they can fight against all the bosses in their R forms. Also, Rogue is upgraded to Z form and optionally ZZ during this.

Other media[]

  • In the Archie Comics Mega Man series, Dr. Wily retrieved the defeated Robot Masters and repaired them to battle Mega Man again. However, when Mega Man tries to reason with them, the Robot Masters end up fighting against themselves and Mega Man takes the opportunity to avoid them. The six later end up reappearing and destroying Copy Robot, with it being implied afterwards that they deliberately targeted Copy Robot instead of Mega Man as a way to have them technically fulfill Wily's command.
  • In Rockman: Dr. Wily no Inbou, Metal Man informs Mega Man that Dr. Wily made a backup of his eight robots, and Mega Man must face them again.
  • In the Rockman 6 manga, the eight bosses are Copy Robots.

Gallery[]

Mega Man series[]

Mega Man X series[]

Mega Man Zero series[]

Mega Man ZX series[]

Other media[]

  1. In the Japanese version, he specifically gives the name of the location when communicating with X before signing out, while the English version simply baits X into pursuing him.
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