Magnet Beam (マグネットビーム Magunetto Bīmu?) is an item that can create platforms temporarily. It is found in Elec Man's stage in the first Mega Man game, and can be obtained by using the Super Arm or the Thunder Beam to remove the rocks in the way. The longer the fire button is held down after using it, the longer the platform it creates becomes at no additional weapon energy cost. It makes navigating Ice Man and Guts Man's stages considerably easier. The item is also necessary to clear the first stage of Dr. Wily's factory.
Magnet Beam also appears in Mega Man Powered Up if the player is using Old Style mode. However, if the player falls off of a beam, they will fall extremely fast.
Item-1 (アイテム１号 Aitemu 1gou?, lit. Item #1) is a levitating platform from Mega Man 2 that is obtained when Heat Man is defeated. It's possible to have three platforms on screen at once. During the fight with Air Man, if Mega Man stands on an Item-1 platform, Air Man will not blow his tornadoes.
|Mega Man using Item-2.|
Item-2 (アイテム２号 Aitemu 2gou?, lit. Item #2) 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.
This item is the only one of the three from Mega Man 2 used 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, which he intended to use to enter the Battle & Chase competition, before it was taken by Mega Man to stop Roll from entering.
Item-3 (アイテム３号 Aitemu 3gou?, lit. Item #3) 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.
Wire (ワイヤー Waiyā?) 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. 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 reqired to beat any certain stage. It can also damage any enemy that may be in the path of the wire. Each shot uses 1 unit 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 2 hits per pass) with a full bar of energy.
Balloon (バルーン Barūn?) 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 8 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 1 unit of energy.
|Mega Man using Super Arrow.|
Super Arrow (スーパーアロー Sūpā Arō?) 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 in Mega Man 5. It is the weakness of Wily Machine 5, making Super Arrow the only transport item to also be a bosses' weakness.
The Super Arrow also appears in the Rockman 4Koma Great March manga.
Damage Data ChartEdit
Damage values in units in Mega Man 5.
|Dark Man 1||1|
|Dark Man 2||2|
|Dark Man 3||2|
|Dark Man 4||1|
|Wily Machine 5||4|
|Wily Capsule II||1|
Carry (キャリー Kyarī?) 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 JetEdit
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.
- Except for Magnet Beam and Super Arrow, Mega Man becomes red and white when using a transport item.
- Humorously, due to Mega Man's tendency to reset all items in a room after leaving it, one can obtain the Magnet Beam multiple times to recharge the Magnet Beam's weapon energy.