| COMMUNITY | GAMES | SEARCH | MISCELLANEOUS | OTHER GAME SITES |
| RoboDog — These robots just move back and forth. | |
| Robot — Robots turn and fire wavy shots at MicroMan when he is on the same level as they are. | |
| Wall Gun — These guns open and close, firing at MicroMan when they're open. They can only be destroyed when they're open. | |
| Floor Gun — Floor Guns rise out of the ground and fire in MicroMan's direction, before retracting back into the ground. | |
| Missile — Missiles fly in a straight line across the screen. | |
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Boss tank — This giant robot fires guided missiles in volleys and teleports between platforms. |
| Power Shot | |
| Fan Shot | |
| Guided Missiles | |
| Shield | |
| Super Jump |
| Room | Description |
| 1-1 | |
|---|---|
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1-1 is the starting point for the adventure. There is a RoboDog and a Wall Gun. There is also a Power Shot, which temporarily makes your shots more powerful. The platforms above can be used to go to 2-1, or exit to the right to go to 1-2. The floating platform to the left phases in and out. |
| 1-2 | |
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The four small platforms above the Robot phase in and out. There is a Fan Shot, which temporarily makes MicroMan's shots fan into three shots. |
| 1-3 | |
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The Floor Guns in this room move up and down, but can still be hit when they descend into the platform. The Super Jump gives MicroMan incredible jumping ability. It can only be reached by dropping from 2-2 onto the moving platform in 1-2, and jumping from the platform in the upper right corner onto the teleporter in 1-3. |
| 2-1 | |
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2-1 contains a Wall Gun. Both passages to the right lead to the mirror room in 2-2. The Shield makes MicroMan temporarily invincible. Missiles enter the room from all four openings. |
| 2-2 | |
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This is the mirror room. MicroMan is reflected both vertically and horizontally, creating four images of himself. Which one is real depends on where MicroMan entered the room from. Falling down either hole leads to 1-2. The left hole will drop MicroMan on the moving platform in 1-2. |
| 2-3 | |
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Many of the blocks in this room phase in and out. There are two Wall Guns, and Missiles enter from openings in each of the four corners of the room. The Guided Missile power-up causes MicroMan's shots to seek out the nearest enemy. |
| 3-1 | |
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There are two Floor Guns in 3-1. The small platform nears the ladder phases in and out. From here you can fall back to 2-1 or head right to 3-2. |
| 3-2 | |
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This room contains a Floor Gun and a Robot. The holes in the floor lead to 2-2. It's best to avoid the Guided Missiles until you're ready to fight the Boss tank in 3-3. |
| 3-3 | |
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This room contains the Boss tank, which fires guided missiles at MicroMan. When he is defeated, the wall above the top right platform disappears, leading to 3-4. It is impossible to jump onto the top platform without Super Jump. The Boss tank is easiest to defeat with Guided Missiles, so the best strategy is to drop from 2-2 to the moving platform in 1-2 to collect the Super Jump from 1-3, climb to 2-3 and collect the Guided Missiles, then climb to 3-3 and defeat the Boss tank, and jump to the top of the screen before the Super Jump wears off. If Super Jump hasn't yet been collected, you can go back and get it after the fight. |
| 3-4 | |
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The hole at the bottom of this room is a bottomless pit. MicroMan will fall for a very long time, and eventually die. |
| 3-5 | |
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Nothing to do in this room but climb. |
| 3-6 | |
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Another bottomless pit. |
| 3-7 | |
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Nothing to do in this room but jump. |
| 3-8 | |
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The game ends when MicroMan uses the second teleporter. |
Video of the Undead Boss tank glitch - AVI (7946k)
Video of the Upsidedown undead Boss tank glitch - AVI (7153k)
Speedrun of MicroMan in 2:57 - AVI (19459k)