Pseudonym presents... 01001101 01100101 01100111 01100001 01001101 01100001 01101110 00110010 0011001 ::: ::: ::::::::: :::::::: ::: :+:+: :+:+: :+: :+: :+: :+: :+: +:+ +:+:+ +:+ +:+ +:+ +:+ +:+ +#+ +:+ +#+ +#++:++# :#: +#++:++#++: +#+ +#+ +#+ +#+ +#+# +#+ +#+ #+# #+# #+# #+# #+# #+# #+# ### ### ########## ######## ### ### ::: ::: ::: :::: ::: :::::::: :+:+: :+:+: :+: :+: :+:+: :+: :+: :+: +:+ +:+:+ +:+ +:+ +:+ :+:+:+ +:+ +:+ +#+ +:+ +#+ +#++:++#+: +#+ +:+ +#+ +#+ +#+ +#+ +#+ +#+ +#+ +#+#+# +#+ #+# #+# #+# #+# #+# #+#+# #+# ### ### ### ### ### #### ########## P A S S W O R D G E N E R A T O R G U I D E 01001101 01100101 01100111 01100001 01001101 01100001 01101110 00110010 0011001 _______________________________________________________________________________ Table of Contents _______________________________________________________________________________ Revision History Copyright Introduction Password Generator FAQ Closing _______________________________________________________________________________ Although this guide isn't that big, you can still use CTRL + F to find something specific. In the window where it says find what, type in what your looking for and it will take you to all the places where that word appears. =============================================================================== Revision History =============================================================================== January 20th, 2003 Version 1.00 Initial release. Added everything pertinent to this bastard already so I don't think I'll have to do anymore updates. =============================================================================== Copyright =============================================================================== This document is licensed for public use according to the GNU Free Documentation License. If you'll read the license, you'll see that it allows for inclusion within another work, provided that the other work in turn maintains the license. Some key parts of the license: This license applies to any manual or other work, in any medium, that contains a notice placed by the copyright holder saying it can be distributed under the terms of this license. Such a notice grants a world-wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The "document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". You accept the license if you copy, modify or distribute the work in a way requiring permission under copyright law. A "modified version" of the document means any work containing the document or a portion of it, either copied verbatim, or with modifications and/or translated into another language. You may copy and distribute a modified version of the document under the conditions of sections 2 and 3 above, provided that you release the modified version under precisely this License, with the modified version filling the role of the document, thus licensing distribution and modification of the modified version to whoever possesses a copy of it. To summarize, you may use my guide in part or whole, without any additional permission from myself, provided that the resulting guide is similarly released under the GNU FDL. If this is a major problem for you, I would be happy to give you separate permission to use parts of the guide, provided that I am given credit and a link to my guide is provided. (c) Copyright 2003 Tim Courchene aka Pseudonym. ======================================================================= Introduction ======================================================================= Does this game even need an introduction? It is, quite simply, one of the greatest and most beloved Megaman games out there. The original Megaman game was released without much fanfare and did fairly well. When the second game came out, it was really a breakthrough that launched both the company and the series itself into the spotlight. This game is much easier than the first game with the introduction of the password system and the E-Tanks to the Megaman series. It also had much better label art than the first game but that's beside the point... (by the way, if you want to see the laughably bad label art from the first game, check out this picture and laugh your ass off: www.atarihq.com/tsr/nes/megaman.jpg.) Haha. This document was created to help you pick and create passwords at will, so you don't have to start at the beginning and such. The password system is simple so I don't think there'll be any trouble in that department. If you have any questions, comments, suggestions or constructive criticism, sent them to . All other email related to this game is welcome but please, no flames. All flames and related junk like that will be filtered along with your email address. =============================================================================== Password Generator =============================================================================== -------------------------------------------------------------------------------- Basics -------------------------------------------------------------------------------- Yup. You heard right, this will enable you to generate useable passwords that you can use to jump to almost any point in the game - except Dr. Wily's stages. Why? Because as far as I know, there's no way to access Dr. Wily's stages with any of the attempted passwords I tried. Megaman 3, 4, and 6 use similar systems, and even the SNES-based Megaman X games are similar, although they are more complex. Anyway, back to the topic at hand. It's really easy to use this too but first I'd like to explain how it works. There are five rows and five columns used to make up the password screen. The columns are lettered from A to E, the row are numbered from 1 to 5 making the password screen a 5x5 grid totaling 25 empty spaces. The passwords themselves are inputted like a coordinates on a map via dots. There are only nine dots used to make up a password - eight for the eight Robot Masters and one for the number of E-tanks you have/want. The eight dots that determine whether or not you defeated a Robot Master are easy to find as they can be in any position except the top row. The top row determines the number of E-tanks you start the game with, and starting with A1 it goes like this: A1: no E-tanks A2: one E-tank A3: two E-tanks A4: three E-tanks A5: four E-tanks While you can input any dot into any of those spots on the A row, the positions of the other eight dots that determine the alive/dead state of a Robot Master will change - not randomly but in a ordered set depending on how many E-tanks you have. I'm finished but I'd better get to the point. Figure out how many E- tanks you want then use the corresponding list below to fill in a password. If you still don't get it, I'll give you a few examples. Say you want to have four E-tanks, but you don't feel like fighting the Robot Masters and want to start at the Skull Fortress stages right away, this is the password you would use. 1 2 3 4 5 -------------- A| X | | | B| X X | | | C|X X X | | | D| X X | | | E| X | -------------- Easy right? Now on to the charts. -------------------------------------------------------------------------------- A1 group: Alive/Dead -------------------------------------------------------------------------------- Bubbleman C3/D1 Airman D2/E3 Quickman C4/B4 Woodman B5/D3 Crashman E2/C5 Flashman E4/C1 Metalman E1/E5 Heatman D5/B2 -------------------------------------------------------------------------------- A2 group: Alive/Dead -------------------------------------------------------------------------------- Bubbleman C4/D2 Airman D3/E4 Quickman C5/B5 Woodman C1/D4 Crashman E3/D1 Flashman E5/C2 Metalman E2/D1 Heatman E1/B3 -------------------------------------------------------------------------------- A3 group: Alive/Dead -------------------------------------------------------------------------------- Bubbleman C5/D3 Airman D4/E5 Quickman D1/C1 Woodman C2/D5 Crashman E4/D2 Flashman B1/C3 Metalman E3/B2 Heatman E2/B4 -------------------------------------------------------------------------------- A4 group: Alive/Dead -------------------------------------------------------------------------------- Bubbleman D1/D4 Airman D5/B1 Quickman D2/C2 Woodman C3/E1 Crashman E5/D3 Flashman B2/C4 Metalman E4/B3 Heatman E3/B5 -------------------------------------------------------------------------------- A5 group: Alive/Dead -------------------------------------------------------------------------------- Bubbleman D2/D5 Airman E1/B2 Quickman D3/C3 Woodman C4/E2 Crashman B1/D4 Flashman B3/C5 Metalman E5/B4 Heatman E4/C1 =============================================================================== FAQ =============================================================================== Nothing here yet... =============================================================================== Closing =============================================================================== -------------------------------------------------------------------------------- Final Words -------------------------------------------------------------------------------- There's nothing much for me to say here, except that I hope that you find this useful for something. Any complaints, comments, suggestions, etc. should be sent to . That's about it. Thanks for reading! -------------------------------------------------------------------------------- Credits -------------------------------------------------------------------------------- OSG, who cooked up the original site that had this information, and also the inspiration for me finding the password systems for the other Megaman games. My ol' NES and it's companion, the Megaman 2 cart, for the extensive testing and confirming all of the stuff is correct. No emulators for me! (except for the ultra-rare, I'm-never-going-to-possibly-get-my-hands-on-that type games). Ah! The wonders of our day in age. And thank you for reading... End of Document_______________________________________________________________