Also, the game is played sort of like a tournament fighter. When you've selected your PC, you will then choose a course that determines which robot masters you fight, along with the sub-boss in Wily's fortress. By the way, you don't play through any stages either; that's why it's more like a fighting game than a platformer.
It's difficult to lay out a specific loop, since the stage select in this game acts like a roulette wheel. It cycles through the six "stages" and automatically picks one if you don't stop it soon enough beforehand. This makes it harder to choose your order, but it's not impossible. In addition, the bosses gradually get harder, no matter what order you choose.
Park
Course 1: Woodman
Course 2: Plantman
Course 3: Slashman
Frozen Lake
Course 1: Iceman
Course 2: Geminiman
Course 3: Freezeman
City Streets
Course 1: Gutsman
Course 2: Napalmman
Course 3: Turboman
Recycling Plant
Course 1: Crashman
Course 2: Dustman
Course 3: Junkman
Sky Base
Course 1: Heatman
Course 2: Gyroman
Course 3: Cloudman
Iceman: Iceman's attacks consist of his Ice Slasher, which he firest at low, medium, high intervals, like in MM1. He can also casue snowflakes to fall that freeze you if they hit you. If you simply beat him down with the Super Arm, though, he won't have much of a chance to do anything.
Heatman: His moves can be rather sudden, both his flaming tackle and trio of exploding fireballs (large and small). Try to stay a safe distance and constantly shoot him with Ice Slashers.
Woodman: Woodman has a very distinguishable pattern, but his attacks are strong. He alternates between his Leaf Shield and a formidable rolling attack. Atomic Fire works best, but the way it works in this game makes it tough to hit him with it. Stick with charged shots or the Super Arm.
Cutman: He shouldn't be a tough fight. Cutman simply jumps around, flinging Rolling Cutters every once in a while. Leaf Shield does plenty of damage to him. If you run out, switch to your buster.
Crashman: Crashman is a bit easier this time around. He launches plenty of Crash Bombs, but they only damage you if you're near them when they explode. Chop him up with the Rolling Cutter, and remember to use the chutes on the sides of the room if there are too many bombs around.
Wily Guard - Yellow Devil: The Yellow Devil is back, and he has all of the moves you've grown to love. As always, the eye is the weak spot. Put it out with the Super Arm.
Plantman: The Plant Barrier is back, and is used just like before. Plantman also fires plasma shots ala Flashman, and calls on flower creatures to fight with him. He still shouldn't be too hard; rip him up with the Gyro Attack when he isn't protected by the Barrier.
Dustman: Dusty fights more or less the same as in MM4. Use the Plant Barrier, but be careful, since ammo is very limited. You can try getting in some extra hits with the Barrier by standing near Dustman to do same damage before actually throwing it.
Magnetman: He's weak against Dust Crusher, but it's sometimes tricky to get a bead on him since he bounces around so much. He uses his Magnet Missiles in conjuntion with his magnetic barrier, like before. Although he has tweaked them both up since your MM3 encounter.
Geminiman: Again, Geminiman also fights a lot like before, although he spends more time fighting with his copy. Magnet Missiles and charged shots work just fine.
Napalmman: Fully loaded, as always, Napalmman assaults you with salvos of missiles, heat seekers, and his trademark Napalm Bombs. He also likes to ram you, so you'll have your hands full in this fight. The Gemini Laser should more than even the score, though.
Wily Guard - Yellow Devil MKII: This version of the Yellow Devil fights much differently from the one in Course 1. It starts out as the regular Devil, which just bounces around. After doing enough damage to it, it will split into three mini-Devils. One will stay on the ground and fight while the other two crawl along the ceiling, usually waiting to jump on top of you. Use the Gyro Attack, but be weary of what's around you. After taking enough damage, the mini-Devils will fuse back into one, which still just hops around until you destroy it.
Slashman: This guy is such a pain in the ass, I try to fight him early. He hops around, often lashing at you with his claws in mid-jump. He'll also gouge you with the Slash Claw if you get close. Keep as far away as possible and use the Freeze Cracker; just be sure you make every shot count.
Shademan: Vampy is the same as in MM7, only his dive-bombing doesn't give him health, and his eye beams don't petrify you. Equip the Slash Claw and just tear him to pieces. You can hit him with it while he's airborne.
Turboman: Turboman follows an easy pattern; Scorch Wheel, tries to ram you, then sucks you toward him. Rinse and repeat. Charged Noise Crushes don't cancel the Scorch Wheel this time, but they still do plenty of damage.
Cloudman: Cloudman is also a pain, but he follows a pattern. He fires a Thunder Bolt at you from above, then flies down, calls his rain shower, fires a couple more Thunder Bolts, then drifts around before flying up and repeating. The Scorch Wheel works alright, but its a tad awkward to use. Buster shots will also suffice, though.
Junkman: Depending on when you fight him, Junkman can be irritating, since he can sometimes be invincible even when you don't see the Junk Shield up on him. Just try to fry him with the Thunder Bolt before he gets the chance.
Wily Guard - Pumpkin: The pumpkin mini-boss from Shademan's stage returns. You can't damage it by shooting it in the eyes like before; you must wait until the core is exposed. Then blast it with the Thunder Bolt.
Dr. Wily: Doc fights the same way, no matter what course you select. He starts off in a large machine, with two big metallic hands floating in front of it. The hands are use to attack, as well as guard the Wily's machine. After damaging themachine enough, one part of it will be blown off. Which part depends on what you attacked the most. The piece of the machine that's left will now attack you directly; the hands will disppear as well.What that part's destroyed, Wily will float around in his saucer while a timer counts down from 10. You must destroy the saucer before the timer reaches 0 to catch Wily, although there seems to be no apparent penalty if you miss him. Each part of Wily's machine isweak against the same weapon; it is either Rolling Cutter, Dust Crusher, or Slash Claw, depending on what course you're on.
Protoman's Ending: Not much really happens. We just see Protoman looking out over the city, as we are given a brief history of how he was Light's first creation and how he left long ago.
Bass's Ending: Dr. Wily asks Bass why he fought against him, and Bass relpies by declaring that he has proven he is Wily's strongest robot and that he's all Wily needs to destroy Megaman. Wily seems unimpressed, however, and announces that he building a new robot that is way out of Bass's league. Bass just scoffs and then leaves.