I understand it's not all in one go, but a no-hit run runthrough should demonstrate that you could theoretically beat each level using your previous ammunition. You would actually have to lose all your lives and continue, which would definately make a no hit run through null and void.
I've been rendering a video for my megaman 1 no hit, buster only pre wily stage run through and found many codec issues. The videos he uploaded have poor framerate transfers, which is why you see robots dissapearing frequently, more often than just normal acceptable lag. The wall-shooter boss is just awful. I suspect it's because he does not have too much knowledge of video rendering. No doubt it's difficult to do, theres a lot of experimenting. I recommend using Radius codec with 300 kbps data rate and 30 fps. When you render the game using Nestopias AVI default is uses keyframes of 15 and renders at 60 fps. However, if you put it through an editor and re-render at 60-fps itll be all funked up. If you rendering it using NTSC or PAL quality it will also interrupt frames.
I would like to point out that a single crash bomb can be used on the upper left hand side to take out the wall and the orb-thing. This can leave you the one single crash bomb you need to defeat wily for a perfect no-hit run. I think this is important to address! If you couldn't conserve this one crash bomb, there would be absolutely no theoretical way to beat the game without getting hit! I think the programmer knew this. Mega man is deep.
Once I get these files are straightened out I would like to share a happy playthrough bonus surprise!