Mega Man 6
ロックマン6 史上最強の敵!!
- Year
- 1993
- Developer
- Capcom
- Publisher
- Nintendo (NA) / Capcom (JP)
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Action Platformer
- Players
- 1 player
- Controls
- D-pad + A (jump) / B (shoot, hold to charge)
- Series
- Mega Man series

Gameplay Screenshots


About This Game
Mega Man 6 is the last classic NES entry, and the only one released in North America by Nintendo rather than Capcom. A self-styled world conqueror called Mr. X announces himself, and the eight Robot Masters have been recruited from different nations - which gives the game its memorable globe-trotting stage themes.
Its two additions are the adaptor armours: beating specific Robot Masters unlocks the Jet Adaptor, which lets Mega Man fly, and the Power Adaptor, which replaces the Mega Buster with a short-range punch that shatters blocks. It also brought back Beat and the Charge Shot, and pushed the NES hardware with layered backgrounds and parallax. Because the cartridge shipped so late in the console's life, it was produced in relatively small numbers and has been the hardest classic Mega Man cartridge to find ever since.
- Jet Adaptor (flight) and Power Adaptor (block-breaking punch)
- Eight internationally themed Robot Masters: Blizzard, Centaur, Flame, Knight, Plant, Tomahawk, Wind and Yamato Man
- Beat returns as an unlockable companion
- Late-era NES production with parallax and layered stage art
Version History
- Famicom Japanese version1993-11-05
Original release, subtitled The Strongest Enemy in History!!
- NES US version1994-03
Published by Nintendo of America - the version on this page, and one of the last NES cartridges made.
- Mega Man Legacy Collection2015
Official Capcom collection including this entry.
Tips & Strategy
Plant Man first
Plant Barrier is a strong defensive weapon and his stage is the gentlest of the eight. Beating him first opens a comfortable chain.
Learn the adaptor routes
The Jet Adaptor opens sky paths and the Power Adaptor breaks rock walls. Re-visiting earlier stages with them leads to extra lives and weapon capsules.
Charge Shot beats armour
Centre-stage enemies and mini-bosses fall faster to a full charge than to most special weapons. Save the adaptors for terrain, not damage.
Watch the Wily fortress checkpoint
The final stages have long gaps between checkpoints. Clearing enemies before advancing is safer than rushing a jump you have not seen yet.
Download Resources
Resource packs for this game are provided through the button below.
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