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[[caption-width-right:350:Title Screen, what's that capsule for?]]

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[[caption-width-right:350:Title Screen, what's that capsule for?]]
[[caption-width-right:350:Megaman: Revenge of the Broken Capsule]]
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Adding new title screen.


[[quoteright:306:http://static.tvtropes.org/pmwiki/pub/images/rm10tvtropes_585.jpg]]
[[caption-width-right:306:Mega Man: The Usual Suspects]]

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[[quoteright:306:http://static.[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/rm10tvtropes_585.org/pmwiki/pub/images/rotf_title_326.jpg]]
[[caption-width-right:306:Mega Man: The Usual Suspects]]
[[caption-width-right:350:Title Screen, what's that capsule for?]]
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'''''Mega Man: Revenge of the Fallen''''' is a fan-made sequel to the ''VideoGame/MegaMan'' franchise. It was built utilizing the Game Maker Pro ver. 8.1 engine from the ground up from the shell framework of ''Videogame/MegamanRocks''; another fan-made sequel by Eric Ruth.

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'''''Mega Man: Revenge of the Fallen''''' is a fan-made sequel to the ''VideoGame/MegaMan'' franchise.franchise created by Creator/DarkFlameWolf. It was built utilizing the Game Maker Pro ver. 8.1 engine from the ground up from the shell framework of ''Videogame/MegamanRocks''; another fan-made sequel by Eric Ruth.

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That information can go somewhere other than in the description — like on an advertisement, or a walkthrough, or a positive review. No need for such gushing here.


'''Mega Man: Revenge of the Fallen''' is a fan-made sequel to the ever-popular ''VideoGame/MegaMan'' franchise. It was built utilizing the '''Game Maker Pro ver. 8.1''' engine from the ground up from the shell framework of ''Videogame/MegamanRocks''; another fan-made sequel by Eric Ruth. Starting in July of 2009, this game was being worked on by one person, Darkflamewolf, for almost a year before a programmer was hired: Jman2050. Working together, they re-built the engine shell into something more robust that can handle dynamic platforms and complex events such as in-game cutscenes that have, thus far, not been seen in any fan game to date.

The game starts off with '''Mega Man''' being summoned after several Robot Masters from the past are laying siege to the city and are stealing robot schematics and plans from the central Robot Museum. '''Mega Man''' warps there only to find that he is too late and that '''Knight Man''' (apparently '''Dr. Wily’s''' new right-hand man) succeeded in stealing robot data to be cloned and used. We then get to the stage selection screen proper where there is an unusual number of 10 Robot Masters to tackle compared to the traditional 8.

What makes this game unique from most classic Mega Man games or its fan made sequels is that there are multiple paths throughout every level of the game. There are around 10 upgrades scattered throughout these alternate paths which are optional for players to acquire. There is also a new tank system where you must collect E-tank parts (as well as for W-tanks and M-tanks) to form one full energy tank which gets restored after every game over or stage selection. Also worth noting is that it brings back '''Enker''', '''Punk''' and '''Ballade''' as MM Hunters that dog your footsteps akin to how '''Bit''' and '''Byte''' did to '''Mega Man X''' in ''VideoGame/MegaManX3''; where a midpoint boss room would present itself in all the primary Robot Master levels.

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'''Mega
'''''Mega
Man: Revenge of the Fallen''' Fallen''''' is a fan-made sequel to the ever-popular ''VideoGame/MegaMan'' franchise. It was built utilizing the '''Game Game Maker Pro ver. 8.1''' 1 engine from the ground up from the shell framework of ''Videogame/MegamanRocks''; another fan-made sequel by Eric Ruth. Starting in July of 2009, this game was being worked on by one person, Darkflamewolf, for almost a year before a programmer was hired: Jman2050. Working together, they re-built the engine shell into something more robust that can handle dynamic platforms and complex events such as in-game cutscenes that have, thus far, not been seen in any fan game to date.

Ruth.

The game starts off with '''Mega Man''' Mega Man being summoned after several Robot Masters from the past are laying siege to the city and are stealing robot schematics and plans from the central Robot Museum. '''Mega Man''' Mega Man warps there only to find that he is too late and that '''Knight Man''' Knight Man (apparently '''Dr. Wily’s''' Dr. Wily’s new right-hand man) succeeded in stealing robot data to be cloned and used. We then get to the stage selection screen proper where there is an unusual number of 10 Robot Masters to tackle compared to the traditional 8. \n\nWhat makes this game unique from most classic Mega Man games or its fan made sequels is that there are multiple paths throughout every level of the game. There are around 10 upgrades scattered throughout these alternate paths which are optional for players to acquire. There is also a new tank system where you must collect E-tank parts (as well as for W-tanks and M-tanks) to form one full energy tank which gets restored after every game over or stage selection. Also worth noting is that it brings back '''Enker''', '''Punk''' and '''Ballade''' as MM Hunters that dog your footsteps akin to how '''Bit''' and '''Byte''' did to '''Mega Man X''' in ''VideoGame/MegaManX3''; where a midpoint boss room would present itself in all the primary Robot Master levels.\n





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\n----



* [[AIBreaker A.I.Breaker]]: Averted; Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.

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* [[AIBreaker A.I. Breaker]]: Averted; Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.

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* GravityScrew: Star Man's stage definitely does this. The first half plays the low gravity straight, but the second half flips back and forth between normal gravity and space gravity like no one's business!



* TheCameo: [[spoiler: Proto Man and Bass.]]
* ThrowingYourShieldAlwaysWorks: You can do this with the Star Crash.



* ThrowingYourShieldAlwaysWorks: You can do this with the Star Crash.


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* TrailersAlwaysSpoil: The latest demo video on Darkflamewolf's Youtube channel entitled: '''Promo Robot Master Video!''' displays all the robot masters and a brief snippet of the attacks they can do. [[spoiler: It also reveals the order in which you can fight them via their weaknesses by the order of the splice cuts; with the exception of Knight Man. Talk about revealing the proper order early to keen, observant eyes!]]


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** SpaceLevel: Star Man's stage.
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* [[AIBreaker A.I.Breaker]]: Averted, Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.

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* [[AIBreaker A.I.Breaker]]: Averted, Averted; Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.



* [[TookaLevelinBadass Took a Level in Badass]]: Every single Robot Master and previous Wily stage boss in this game has a completely different set of attacks an AI patterns. They are harder than their original game counterparts.

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* [[TookaLevelinBadass Took a Level in Badass]]: Every single Robot Master and previous Wily stage boss in this game has a completely different set of attacks an AI and A.I. patterns. They are harder than their original game counterparts.
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* MarathonBoss: [[spoiler: The final battle with Dr. Wily in Skull Castle stage 8 is a 4-part Wily Machine showdown where you must whittle down four bars of boss health to survive. And the two middle bosses have an insta-death attack to boot!]]


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* [[TookaLevelinBadass Took a Level in Badass]]: Every single Robot Master and previous Wily stage boss in this game has a completely different set of attacks an AI patterns. They are harder than their original game counterparts.
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* TeleportSpam: With a [[spoiler:Wily Capsule]] as a boss, would you expect any different?

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* TeleportSpam: With a [[spoiler:Wily Capsule]] as a boss, would you expect any different?different? Star Man has shades of this; if fired upon by a charged Mega Buster blast when he is not actively attacking or behind his Star Crash barrier, he will teleport away from your shot and call upon a ColonyDrop.
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* WeWillMeetAgain: [[spoiler: Bass says this to Mega Man after their Bonus Boss battle in Knight Man’s stage.]]

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* WeWillMeetAgain: [[spoiler: Bass says this to Mega Man after their [[BonusBoss Bonus Boss Boss]] battle in Knight Man’s stage.]]
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** DowntheDrain: Wily Skull Castle Stage 1 and Stage 2.

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** DowntheDrain: [[DowntheDrain Down the Drain]]: Wily Skull Castle Stage 1 and Stage 2.



* VilliansWantMercy: Played with; [[spoiler: Wily tricks you the first time around in Skull Castle stage 7]], but plays it straight in Skull Castle stage 8.

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* VilliansWantMercy: VillainsWantMercy: Played with; [[spoiler: Wily tricks you the first time around in Skull Castle stage 7]], but plays it straight in Skull Castle stage 8.
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* SpikesofDoom: This game just LOVES to use them. Dare you to find a single level that DOESN’T have spikes of doom in this game.
* SpintoDeflectStuff: The spear-spinning Ben K enemies appearing in Yamato Man’s stage, Knight Man’s stage and Skull Castle stage 3; also Yamato Man himself.

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* SpikesofDoom: [[SpikesofDoom Spikes of Doom]]: This game just LOVES to use them. Dare you to find a single level that DOESN’T have spikes of doom in this game.
* SpintoDeflectStuff: [[SpintoDeflectStuff Spin to Deflect Stuff]]: The spear-spinning Ben K enemies appearing in Yamato Man’s stage, Knight Man’s stage and Skull Castle stage 3; also Yamato Man himself.



* SuperVillianLair: Skull Castle.

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* SuperVillianLair: SuperVillainLair: Skull Castle.



* TemporaryPlatforms: A few of them exist in this game:

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* TemporaryPlatforms: TemporaryPlatform: A few of them exist in this game:
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* SmashingHallwayTrapsofDoom: The guillotine corridor at the bottom of Knight Man’s stage, and parts of Skull Castle 8.

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* SmashingHallwayTrapsofDoom: [[SmashingHallwayTrapsofDoom Smashing Hallway Traps of Doom]]: The guillotine corridor at the bottom of Knight Man’s stage, and parts of Skull Castle 8.



* SupervillianLair: Skull Castle.

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* SupervillianLair: SuperVillianLair: Skull Castle.



* Trial-and-ErrorGameplay: Sections of Magma Man’s stage as well as a plethora of situations throughout the rest of the game can devolve into this.

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* Trial-and-ErrorGameplay: [[TrialandErrorGameplay Trial-and-Error Gameplay]]: Sections of Magma Man’s stage as well as a plethora of situations throughout the rest of the game can devolve into this.
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* RevivingEnemy: The Skeleton Joes in the Skull Castle stages. The Mummira enemies in Pharaoh Man's stage always come back regardless if you defeating them just seconds prior.

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* RevivingEnemy: The Skeleton Joes in the Skull Castle stages. The Mummira enemies in Pharaoh Man's stage always come back regardless if you defeating defeated them just seconds prior.
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* [[PrecisionGuidedBoomerange Precision-Guided Boomerang]]: Inverted, it is actually the Knight Crush that acts like a boomerang. You even get back the weapon energy you used to fire it unless it hits an enemy or destructible object!

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* [[PrecisionGuidedBoomerange [[PrecisionGuidedBoomerang Precision-Guided Boomerang]]: Inverted, it is actually the Knight Crush that acts like a boomerang. You even get back the weapon energy you used to fire it unless it hits an enemy or destructible object!



* Self-ImposedChallenge: There is an optional 100-room Challenge that can only be accessed by getting 100% item collection and Robot Master destruction, including the MM Hunters. Slogging through the 100 rooms without getting a Game Over is a lesson in pain and agony.

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* Self-ImposedChallenge: [[SelfImposedChallenge Self-Imposed Challenge]]: There is an optional 100-room Challenge that can only be accessed by getting 100% item collection and Robot Master destruction, including the MM Hunters. Slogging through the 100 rooms without getting a Game Over is a lesson in pain and agony.
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* NoPlot?NoProblem!: No need to watch the cutscenes, just keep pressing buttons and move onward!

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* NoPlot?NoProblem!: [[NoPlotNoProblem No Plot? No Problem!]]: No need to watch the cutscenes, just keep pressing buttons and move onward!



* Power-UpLetdown: Averted; Just about every single weapon and/or upgrade has a use somewhere in the game.
* Precision-GuidedBoomerang: Inverted, it is actually the Knight Crush that acts like a boomerang. You even get back the weapon energy you used to fire it unless it hits an enemy or destructible object!

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* Power-UpLetdown: [[PowerUpLetdown Power-Up Letdown]]: Averted; Just about every single weapon and/or upgrade has a use somewhere in the game.
* Precision-GuidedBoomerang: [[PrecisionGuidedBoomerange Precision-Guided Boomerang]]: Inverted, it is actually the Knight Crush that acts like a boomerang. You even get back the weapon energy you used to fire it unless it hits an enemy or destructible object!
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* JustinTime: [[spoiler: Proto Man shows up after beating Wily in Skull Castle stage 8 to save Mega Man from the falling debris of the castle. Due to Wily disabling his teleport capability prior to the fight.]]

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* JustinTime: [[JustinTime Just in Time]]: [[spoiler: Proto Man shows up after beating Wily in Skull Castle stage 8 to save Mega Man from the falling debris of the castle. Due to Wily disabling his teleport capability prior to the fight.]]



* KillItwithFire: [[spoiler: Toad Man]] falls easily to the [[spoiler: Magma Bazooka.]]
* KillItwithWater: You can obliterate [[spoiler: Centaur Man]] with [[spoiler: Rain Flush.]] Wait, what?

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* KillItwithFire: [[KillItwithFire Kill It with Fire]]: [[spoiler: Toad Man]] falls easily to the [[spoiler: Magma Bazooka.]]
* KillItwithWater: [[KillItwithWater Kill It with Water]]: You can obliterate [[spoiler: Centaur Man]] with [[spoiler: Rain Flush.]] Wait, what?
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* FanFare: The popular Mega Man 3 ‘Weapon Get’ music makes a triumphant return here after each Robot Master's defeat.

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* FanFare: The popular Mega Man 3 ''VideoGame/MegaMan3'' ‘Weapon Get’ music makes a triumphant return here after each Robot Master's defeat.



* FrogsandToads: Toad Man, obviously. Also Gamarn, the robot frog mount for Gamadayu, together they are a Mini-Boss for both Yamato Man’s stage and Skull Castle stage 3.
* GottaCatch‘EmAll: Beyond the standard weapons, there’s also the Rush Coil, Rush Marine, Rush Jet, 7 unique upgrades included Spike Guard, Energy Balancer, Exit Unit, 12 E-tank pieces, 6 W-tank pieces, 3 M-tank pieces, and a secret bonus level of Knight Man’s stage. (Plus an extra life on every stage and multitude of point score pick-ups scattered throughout every level!)

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* FrogsandToads: [[FrogsandToads Frogs and Toads]]: Toad Man, obviously. Also Gamarn, the robot frog mount for Gamadayu, together they are a Mini-Boss for both Yamato Man’s stage and Skull Castle stage 3.
* GottaCatch‘EmAll: [[GottaCatchEmAll Gotta Catch ‘Em All]]: Beyond the standard weapons, there’s also the Rush Coil, Rush Marine, Rush Jet, 7 unique upgrades included Spike Guard, Energy Balancer, Exit Unit, 12 E-tank pieces, 6 W-tank pieces, 3 M-tank pieces, and a secret bonus level of Knight Man’s stage. (Plus an extra life on every stage and multitude of point score pick-ups scattered throughout every level!)
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* DemotedtoExtra: [[spoiler: Proto Man gets a bit part in the ending, but makes no other appearance in this game. Bass is also qualified since you only fight him as a Bonus Boss in a bonus level.]]
* DenialofDiagonalAttack: Played with; Centaur Flash, Rain Flush and Tornado Blow are mainly full screen attacks. Magma Bazooka can fire in three directions, Magnet Missile can home in on enemies either above or below your position, Pharaoh Shot can be angled as its fired, Power Stone has a circular arc as it spreads outward, Spark Shock has a slight homing capability, Star Crash can be fired at almost any angle, the only weapons that play this straight are the Yamato Spear and Knight Crush.

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* DemotedtoExtra: [[DemotedtoExtra Demoted to Extra]]: [[spoiler: Proto Man gets a bit part in the ending, but makes no other appearance in this game. Bass is also qualified since you only fight him as a Bonus Boss in a bonus level.]]
* DenialofDiagonalAttack: [[DenialofDiagonalAttack Denial of Diagonal Attack]]: Played with; Centaur Flash, Rain Flush and Tornado Blow are mainly full screen attacks. Magma Bazooka can fire in three directions, Magnet Missile can home in on enemies either above or below your position, Pharaoh Shot can be angled as its fired, Power Stone has a circular arc as it spreads outward, Spark Shock has a slight homing capability, Star Crash can be fired at almost any angle, the only weapons that play this straight are the Yamato Spear and Knight Crush.
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* ChickenWalker: The Dachone, a Walking Tank that fires [[Frickin'LaserBeams Frickin’ Laser Beams]] that appears in Star Man’s stage, Knight Man’s stage and Skull Castle stage 6.

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* ChickenWalker: The Dachone, a Walking Tank that fires [[Frickin'LaserBeams [[FrickinLaserBeams Frickin’ Laser Beams]] that appears in Star Man’s stage, Knight Man’s stage and Skull Castle stage 6.



* Frickin’LaserBeams: Two sections in Magma Man’s stage play out like a variant of the Quick Man shafts of doom.

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* Frickin’LaserBeams: [[FrickinLaserBeams Frickin’ Laser Beams]]: Two sections in Magma Man’s stage play out like a variant of the Quick Man shafts of doom.
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* [[AdvancingWallofDoom Advancing Wall of Doom]]: The Rolling Drill enemies found in Stone Man’s stage and Skull Castle stage 8 are definitely this. These move towards you from the edge of the screen and they are a One-Hit Kill if the drills touch you. Thankfully, you can destroy them before they do so.

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* [[AdvancingWallofDoom Advancing Wall of Doom]]: The Rolling Drill enemies found in Stone Man’s stage and Skull Castle stage 8 are definitely this. These move towards you from the edge of the screen and they are a [[OneHitKill One-Hit Kill Kill]] if the drills touch you. Thankfully, you can destroy them before they do so.



* One-HitKill: The spikes as usual. The magma beams in Magma Man’s stage also do this to you. Also the Rolling Drills found in both Stone Man’s stage and Wily Skull Castle stage 8.
* One-WingedAngel: Wily pulls this on you [[spoiler: 4 times spread out across 2 levels!]]

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* One-HitKill: [[OneHitKill One-Hit Kill]]: The spikes as usual. The magma beams in Magma Man’s stage also do this to you. Also the Rolling Drills found in both Stone Man’s stage and Wily Skull Castle stage 8.
* One-WingedAngel: [[OneWingedAngel One-Winged Angel]]: Wily pulls this on you [[spoiler: 4 times spread out across 2 levels!]]
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* AdvancingWallofDoom: The Rolling Drill enemies found in Stone Man’s stage and Skull Castle stage 8 are definitely this. These move towards you from the edge of the screen and they are a One-Hit Kill if the drills touch you. Thankfully, you can destroy them before they do so.

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* AdvancingWallofDoom: [[AdvancingWallofDoom Advancing Wall of Doom]]: The Rolling Drill enemies found in Stone Man’s stage and Skull Castle stage 8 are definitely this. These move towards you from the edge of the screen and they are a One-Hit Kill if the drills touch you. Thankfully, you can destroy them before they do so.
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* A.I.Breaker: Averted, Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.

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* [[AIBreaker A.I.Breaker: Breaker]]: Averted, Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.



* Anti-FrustrationFeatures: There is surprisingly quite a few given the nature of its difficulty:

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* Anti-FrustrationFeatures: [[AntiFrustrationFeatures Anti-Frustration Features]]: There is surprisingly quite a few given the nature of its difficulty:
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* SupervillianLair: Skull Castle.

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* SupervillianLair: Skull Castle.Castle.
* TankGoodness: [[spoiler: The first form of the final 4-part battle in Skull Castle stage 8.]]
* TeleportSpam: With a [[spoiler:Wily Capsule]] as a boss, would you expect any different?
* TemporaryPlatforms: A few of them exist in this game:
** The flipping platforms in the Robot Museum stage as well as Stone Man’s stage and the first two Skull Castle stages.
** The infamous disappearing block (Yoku Blocks) that show up in a handful of the game’s stages.
** The flashing yellow platforms in Centaur Man’s stage disappear after touching them.
** The drop out platforms in Magma Man’s stage that are reminiscent of those found in Shadow Man’s stage in ''VideoGame/MegaMan3''.
** The pink and green arrow blocks in Spark Man’s stage, stay on too long and something bad will happen to you.
** The Yamato Spear can be considered as such since they stick into solid walls and/or objects for a brief time.
* TimeStandsStill: Centaur Man’s Centaur Flash freezes time. Strangely, Centaur Flash does not work the same way when Mega Man uses it, attacking all targets on the screen instead. However, it is useful in slowing down the insta-death magma beams in Magma Man’s stage and Skull Castle stage 8.
* ThrowingYourShieldAlwaysWorks: You can do this with the Star Crash.
* TornadoMove: When utilizing the Tornado Blow, certain platforms can levitate and your jumping height increases.
* Trial-and-ErrorGameplay: Sections of Magma Man’s stage as well as a plethora of situations throughout the rest of the game can devolve into this.
* TwistEnding: Only if you receive the [[spoiler: good]] ending.
* UnblockableAttack: Centaur Flash, Rain Flush and Tornado Blow are all this, unless the enemy is of course immune to said weapons. The Knight Crush could also be considered this since it blows through all enemy shields as if they weren’t there!
* UnderwaterBossBattle: The first Skull Castle boss.
* UnfinishedUntestedUsedAnyway: [[spoiler: The Robot Master Replication Laser]] is not fully developed by the time Mega Man faces off Wily for the final time in this game. Despite this he uses it anyway to [[spoiler: summon shadows of former Robot Masters to attack Mega Man briefly and then disappear.]]
* UnusableEnemyEquipment: When Yamato Man throws his spearhead, it falls to the ground, but Mega Man cannot pick it up. In fact, it acts as a hazard until either Yamato Man runs to pick it back up again or it fades away.
* UtilityWeapon: The Centaur Flash can slow down the insta-death magma beams in Magma Man’s stage. The Magma Bazooka can melt ice blockades. The Power Stone can destroy crates and other destructible materials. The Rain Flush can temporarily freeze the insta-death magma beams in Magma Man’s stage as well as standing lava. Spark Shock can reactivate dead machinery, moving it out of the way. Tornado Blow can levitate certain platforms to reach higher places. The Yamato Spear can be utilized as a temporary platform to reach higher areas the Rush Coil is too useless to use for. The Knight Crush can destroy barriers that the Power Stone cannot. So yeah, most weapons get a lot of mileage.
* WarmupBoss: The Mechazaurus of the Introductory Robot Museum stage is probably the easiest boss you will encounter.
* WeWillMeetAgain: [[spoiler: Bass says this to Mega Man after their Bonus Boss battle in Knight Man’s stage.]]
* VideoGameSettings:
** AbsurdlySpaciousSewer: Toad Man’s stage.
** LevelsTakeFlight: Tornado Man’s stage.
** DowntheDrain: Wily Skull Castle Stage 1 and Stage 2.
** EternalEngine: Spark Man’s stage.
** LethalLavaLand: Magma Man’s stage.
** ShiftingSandLand: Pharaoh Man’s stage.
** SlippySlideyIceWorld: The upper portions of Tornado Man’s stage can be this.
** UndergroundLevel: Half of Stone Man’s stage.
** TheVeryDefinitelyFinalDungeon: Wily Skull Castle Stage 8.
* VilliansWantMercy: Played with; [[spoiler: Wily tricks you the first time around in Skull Castle stage 7]], but plays it straight in Skull Castle stage 8.
* WhamShot: During the [[spoiler: good ending, where we see a familiar Zero-like helmet and a pair of eyes open up maliciously.]]
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* SequelHook/TheStinger: This definitely occurs if you get the [[spoiler: normal]] ending.

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* SequelHook/TheStinger: [[SequelHook Sequel Hook]]/[[TheStinger The Stinger]]: This definitely occurs if you get the [[spoiler: normal]] ending.
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** No continue points except at the boss door for Dr. Wily stages. You must get through to the boss in one life or start from the beginning of the current castle stage. Ouch.

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** No continue points except at the boss door for Dr. Wily stages. You must get through to the boss in one life or start from the beginning of the current castle stage. Ouch.Ouch.
* NoPlot?NoProblem!: No need to watch the cutscenes, just keep pressing buttons and move onward!
* NostalgiaLevel: Every level can be this for the player if they had fond memories of each individual level.
* One-HitKill: The spikes as usual. The magma beams in Magma Man’s stage also do this to you. Also the Rolling Drills found in both Stone Man’s stage and Wily Skull Castle stage 8.
* One-WingedAngel: Wily pulls this on you [[spoiler: 4 times spread out across 2 levels!]]
* PlatformBattle: Tornado Man’s battle can turn into this real quick!
* PlayingwithFire: Magma Man.
* Power-UpLetdown: Averted; Just about every single weapon and/or upgrade has a use somewhere in the game.
* Precision-GuidedBoomerang: Inverted, it is actually the Knight Crush that acts like a boomerang. You even get back the weapon energy you used to fire it unless it hits an enemy or destructible object!
* ProperlyParanoid: [[spoiler: Dr. Wily was counting on his defeat and had Knight Man as a back-up plan to bail him out should he fail. If Mega Man destroys his back-up plan, a secondary one was put into place, that of the activation of Zero.]]
* PullingThemselvesTogether: Stone Man will smash himself to pieces from the impact of a high jump or when diving into the ground to attack you, but simply reassembles himself to continue the fight afterwards.
* QuicksandSucks: Played with; Most instances in Pharaoh Man’s stage, when you reach the bottom of the screen in quicksand, you die instantly. However there is two instances where sinking in quicksand can be beneficial, even opening up a new alternate route!
* RainDance: How Toad Man summons his acidic Rain Flush. You can’t really negate this easily unless you hit him with his weakness or a fully powered up Mega Buster shot.
* RecycledSoundtrack: All of it.
* RegeneratingHealth: An upgrade found in [[spoiler: Pharaoh Man’s stage]] is called the Recover Chip. Stand still for 5 seconds and you will earn a single point of health back for every 2 seconds you stand thereafter. Hope you are patient!
* RemixedLevel: Every level in this game is a remix of previous levels in the series.
* RevivingEnemy: The Skeleton Joes in the Skull Castle stages. The Mummira enemies in Pharaoh Man's stage always come back regardless if you defeating them just seconds prior.
* RollingAttack: The small turtles released from the boss of Skull Castle stage 2 tend to ram around the room at random.
* ScaryScorpions: The Sasoreenu are scorpion robots found throughout Pharaoh Man’s stage, emerging suddenly out of the quicksand to attack. In an odd case, they also appear briefly in Skull Castle stage 6.
* Self-ImposedChallenge: There is an optional 100-room Challenge that can only be accessed by getting 100% item collection and Robot Master destruction, including the MM Hunters. Slogging through the 100 rooms without getting a Game Over is a lesson in pain and agony.
* SeriesFauxnale: [[spoiler: The game ends with Wily supposedly dying and two things could happen: In the normal ending, Knight Man busts him out and they live to terrorize another day. The good ending, if you defeated Knight Man, will have Dr. Wily gone for good, but a secret experiment is revealed with a shadowy head that looks remarkably like Zero.]]
* SequelHook/TheStinger: This definitely occurs if you get the [[spoiler: normal]] ending.
* ShoutOut:
** Bringing Rush back with much love, including the near-forgotten Rush Marine!
** [[spoiler: The Wily fake-out at the end of Skull Castle stage 7]] is a nice reference to Mega Man 3.
** Each of the 10 upgrades is a reference to its original appearance in their respective games.
* SmashingHallwayTrapsofDoom: The guillotine corridor at the bottom of Knight Man’s stage, and parts of Skull Castle 8.
* SpikesofDoom: This game just LOVES to use them. Dare you to find a single level that DOESN’T have spikes of doom in this game.
* SpintoDeflectStuff: The spear-spinning Ben K enemies appearing in Yamato Man’s stage, Knight Man’s stage and Skull Castle stage 3; also Yamato Man himself.
* SpreadShot: The Magma Bazooka spreads out in a 3-way blast. The Spark Shock explodes in a series of small sparks that spread.
* SpringsSpringsEverywhere: The latter portions of Knight Man’s stage, as well as a few instances in the Wily Skull Castle stages.
* SupervillianLair: Skull Castle.
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* DungeonBypass: You can utilize upgrades such as Rush Coil, Jet or Marine to bypass rough sections of the Skull Castle stages, even to the point of finding easier alternate routes!

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* DungeonBypass: You can utilize upgrades such as Rush Coil, Jet or Marine to bypass rough sections of the Skull Castle stages, even to the point of finding easier alternate routes!routes!
* EarlyInstallmentWeirdness: Played with; reintroducing the point system from ''VideoGame/MegaMan1'' but was absent for the rest of the series. Inverted; it actually gives a practical use to the point system by providing rewards for better scores such as extra lives and free E-tanks.
* EasterEgg: Complete the entire game 100%, receive the [[spoiler: good]] ending and you’ll be treated to a special password that opens up The 100-room Challenge.
* ElementalBarrier: Averted with Star Crash which isn’t really an element and played straight with Power Stone which functions as a temporary shield before arcing outwards.
* ElementalPowers: Magma Bazooka for fire, Power Stone for earth, Rain Flush for water, Spark Shock for electricity, Tornado Blow for wind.
* EmergencyEnergyTank: Played with; picking up a E-tank part does not give you an instant energy tank. You actually have to collect 4 pieces spread across 4 levels before you can earn said E-tank. Once used, it is gone until you either select a new stage or get a game over.
* ExcusePlot: Dr. Wily is stealing Robot Master data so he can re-clone every foe you’ve fought in the past! Stop him before it is too late!
* FanFare: The popular Mega Man 3 ‘Weapon Get’ music makes a triumphant return here after each Robot Master's defeat.
* FlashStep: Centaur Man can do this by distorting spacetime.
* Frickin’LaserBeams: Two sections in Magma Man’s stage play out like a variant of the Quick Man shafts of doom.
* FrogsandToads: Toad Man, obviously. Also Gamarn, the robot frog mount for Gamadayu, together they are a Mini-Boss for both Yamato Man’s stage and Skull Castle stage 3.
* GottaCatch‘EmAll: Beyond the standard weapons, there’s also the Rush Coil, Rush Marine, Rush Jet, 7 unique upgrades included Spike Guard, Energy Balancer, Exit Unit, 12 E-tank pieces, 6 W-tank pieces, 3 M-tank pieces, and a secret bonus level of Knight Man’s stage. (Plus an extra life on every stage and multitude of point score pick-ups scattered throughout every level!)
* HeroicMime: Averted; Mega Man actually speaks in this one in dialogue cutscenes.
* HollywoodMagnetism: Magnet Man is able to pull Mega Man in towards himself whenever he activates his magnetic field. It’ll pull Mega Man in at the same speed regardless of your location on the screen.
* HomingProjectile: The Magnet Missiles are a variation. Spark Shock also has a slight homing feature when fired straight forward.
* HoppingMachine: Toad Man, most of the Robot Masters jump, but Toad Man’s only mode of movement is to hop around like a toad. A second example would be [[spoiler: the final stages of the Wily Machine prior to the Wily Capsule fight, where it typically hops around to crush you for insta-death.]]
* HumongousMecha: The later Skull Castle boss fights fall under this category.
* ImprovisedPlatform: The Yamato Spear can act as an extra, temporary foothold.
* InconvenientlyPlacedConveyorBelt: Seriously, who puts these things over bottomless pits?!
* InvincibleMinorMinion: Mets and Gabyoalls come to mind.
* InvulnerableAttack: Magnet Man cannot be harmed when he is utilizing his magnetic field. Stone Man is impenetrable when landing from a jump and reforming; counts double when he dives into the ground only to come up later to throw rocks at you in his rubble form. Star Man, whenever he has his shield active, natch.
* JokeWeapon: Averted; Power Stone was effectively useless in ''VideoGame/MegaMan5'', but it is fairly effective here by not only provided a temporary shield but also being one of two weapons that can destroy heavy crates, thus opening up lucrative alternate routes.
* JustinTime: [[spoiler: Proto Man shows up after beating Wily in Skull Castle stage 8 to save Mega Man from the falling debris of the castle. Due to Wily disabling his teleport capability prior to the fight.]]
* KaizoTrap: In the Introduction Robot Museum stage, there is an Extra Life in plain view and easily attainable; But by claiming it, you will have no choice but to die since there is no way out of the ledge you just hopped onto. Only by coming back later with an upgrade such as Rush Coil could you claim it and escape unscathed.
* KillItwithFire: [[spoiler: Toad Man]] falls easily to the [[spoiler: Magma Bazooka.]]
* KillItwithWater: You can obliterate [[spoiler: Centaur Man]] with [[spoiler: Rain Flush.]] Wait, what?
* LaserHallway: You could arguably say that Magma Man’s stage is 90% made of up this.
* LedgeBats: See that innocent looking pit? Most likely there is an enemy waiting to surge upwards from it as you’re jumping over said pit.
* LogicalWeakness: Toads don’t usually like being [[spoiler: burned.]] Spears don’t stand up very well when confronted with [[spoiler: stone.]] You can always [[spoiler: blow out]] the flames.
* LuckilyMyShieldWillProtectMe: The Star Crash. It is unique in this game for the fact that you can shoot it out if you are tired of having it protect you. Defied; when it seems to have a damage threshold that when met, disables the Star Crash.
* MalevolentArchitecture: The majority of the Skull Castles stages. It is like they were made to kill you or something.
* MarathonLevel: Almost every Skull Castle stage can qualify. There are no midpoints until you reach the boss. You literally have to make it to the end of the level on one life or be sent back to the beginning of the current castle stage. Talk about harsh.
* MascotMook: Mets. Always Mets.
* MilestoneCelebration: This game will be released during the 25th year anniversary of Mega Man.
* MissionPackSequel: Could almost be considered a DLC if you think about it.
* MookMaker: In the Skull Castle stages, you have chutes that deposit Docron’s whenever you are nearby. Also chutes found in Spark Man’s stage produce Elec’ns.
* NintendoHard: This game is HARD! There are a myriad of reasons why that is:
** Mercy Invincibility does not protect you when you fall onto spikes. Exception to the rule: When you have acquired the Spike Guard upgrade, but that is only one time use per life.
** Tricky platforming segments; most notably the initial spike-hell underwater area of Centaur Man’s stage, the insta-death magma beams combined with drop-out platforms in Magma Man’s stage, harrowing jumps across chasms or spikes in the rain while avoiding flying enemies in Toad Man’s stage, conveyors and enemies over bottomless pits in Spark Man’s stage, anywhere with low gravity and spikes on the ceiling in Star Man’s stage, just about all of Tornado Man’s stage, anytime disappearing blocks show up over spikes or bottomless chasms, and just about all of Dr. Wily’s fortress. Yeah, you could say this game has it in for you.
** Bosses have erratic patterns, not all follow a pattern but rather randomly pick from a small selection of attacks; each boss battle will play out differently every time.
** No continue points except at the boss door for Dr. Wily stages. You must get through to the boss in one life or start from the beginning of the current castle stage. Ouch.
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* AwesomeYetPractical: Tornado Man’s full screen attack is not only game breaking in certain areas, its ability to elevate your jumping height as well as slow your fall if used continuously helps to cross insanely toughs jumps or gaps. Long stretches of spikes are no longer an issue if you got the weapon energy to cover it!
* BarrierWarrior: Star Man. You too, once you receive his Star Crash. To a lesser extent, the Power Stone.
* BigDamnHeroes: [[spoiler: Proto Man zips in to save the day since Mega Man’s teleport function has been disabled by Wily.]]
* BittersweetEnding: Since there are two endings to this game, you could very well get this. The standard ending is [[spoiler: where Dr. Wily escapes because you didn’t catch Knight Man, who goes to free him from prison.]]
* BlackKnight: Knight Man, full stop.
* BlobMonster: The Yellow Devil, and he is back with an even meaner assortment of attacks and patterns!
* BlowYouAway: More like blow you upwards into spikes; Tornado Man loves to do this with the two center platforms that rush upwards to meet the [[SpikesofDoom Spikes of Doom]] on the ceiling.
* BonusBoss: After beating Knight Man, just try and go back to his level and explore that alternate route right before his arena, opened only by the Knight Crush. [[spoiler: You find Bass on this alternate route, ready to give you the beating of your life!]]
* BookcasePassage: How the Mummiras’ in Pharaoh Man’s stage appear, part of the wall flipping around to reveal them. Pharaoh Man himself does one of these numbers.
* BootstrappedTheme: The game utilizes a lot of classic, popular songs from across the classic series, of special note is the Dr. Wily Stage 1 music from ''VideoGame/MegaMan2''; utilizing it for the final stage of this game.
* BoringYetPractical: The Yamato Spear is pretty unimpressive, but can be utilized as a temporary platform when shot into walls or even spikes! Some parts of the Wily Castle even require this tactic.
* BossRush: This is Mega Man, even a fan game has to follow traditions.
* BottomlessPits: Um…can you say, everywhere?
* CallBack: The entire friggin’ game.
* ChargedAttack: The Pharaoh Shot can be charged and shot in almost any direction. Likewise the Magma Bazooka can be charged for a much larger and more powerful 3-way blast. Of course there is always the traditional Mega Buster.
* ChickenWalker: The Dachone, a Walking Tank that fires [[Frickin'LaserBeams Frickin’ Laser Beams]] that appears in Star Man’s stage, Knight Man’s stage and Skull Castle stage 6.
* CollectionSidequest: Only by collecting all E-tank, W-tank, M-tank pieces, all 10 upgrades, defeat bonus boss Knight Man AND permanently kill all three MM Hunters can you get access to the game’s super-secret challenge: The 100-room Challenge.
* ColonyDrop: Star Man can drop waves of meteors onto your head during his battle.
* ContinuingIsPainful: Unless you make it to the boss room of each Skull Castle stage, dying anywhere along the way will force you to restart the current castle stage. Averted; In the main 10 Robot Master stages, there are actually two checkpoints, one at the midboss hunter rooms, and at the boss door itself. You can even continue at these checkpoints even after a game over!
* ContinuityNod: Pretty much the entire game is one big nod to classic Mega Man games of the past.
* CraniumRide: Yamato Man’s stage has you ride on a Battan (robotic grasshopper) over spikes on more than a few occasions. Pharaoh Man’s stage as well as Skull Castle stage 7 have Hover, an odd robot you can stand on as a moving platform.
* DeathCourse: The entire final level seems to force the player into constantly being on the move or dying a horrible death.
* DemotedtoExtra: [[spoiler: Proto Man gets a bit part in the ending, but makes no other appearance in this game. Bass is also qualified since you only fight him as a Bonus Boss in a bonus level.]]
* DenialofDiagonalAttack: Played with; Centaur Flash, Rain Flush and Tornado Blow are mainly full screen attacks. Magma Bazooka can fire in three directions, Magnet Missile can home in on enemies either above or below your position, Pharaoh Shot can be angled as its fired, Power Stone has a circular arc as it spreads outward, Spark Shock has a slight homing capability, Star Crash can be fired at almost any angle, the only weapons that play this straight are the Yamato Spear and Knight Crush.
* DesperationAttack: Most Robot Masters tend to have one attack that they don’t bring out until they are at least half health or less.
* DiscOneFinalBoss: [[spoiler: The Wily Machine in stage 7. Only to find out there is yet another level that culminates in a 4-part Wily Machine showdown!]]
* DishingOutDirt: Stone Man, literally. He dives into the ground and comes up to throw rocks at you.
* DramaticThunder: In the Skull Castle map screen.
* DualBoss: Inverted; [[spoiler: The final boss spawns two Robot Masters from the past as ‘shadows,’ they will spawn two at a time and will attack you in tandem before disappearing.]]
* DungeonBypass: You can utilize upgrades such as Rush Coil, Jet or Marine to bypass rough sections of the Skull Castle stages, even to the point of finding easier alternate routes!
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'''Centaur Man''', gives you '''Centaur Flash'''.
'''Magma Man''', gives you '''Magma Bazooka'''.
'''Magnet Man''', gives you '''Magnet Missile'''.
'''Pharaoh Man''', gives you '''Pharaoh Shot'''.
'''Stone Man''', gives you '''Power Stone'''.
'''Toad Man''', gives you '''Rain Flush'''.
'''Spark Man''', gives you '''Spark Shock'''.
'''Star Man''', gives you '''Star Crash'''.
'''Tornado Man''', gives you '''Tornado Blow'''.
'''Yamato Man''', gives you '''Yamato Spear'''.
'''Knight Man''' (as a hidden boss), gives you '''Knight Crush'''.


to:

* '''Centaur Man''', gives you '''Centaur Flash'''.
* '''Magma Man''', gives you '''Magma Bazooka'''.
* '''Magnet Man''', gives you '''Magnet Missile'''.
* '''Pharaoh Man''', gives you '''Pharaoh Shot'''.
* '''Stone Man''', gives you '''Power Stone'''.
* '''Toad Man''', gives you '''Rain Flush'''.
* '''Spark Man''', gives you '''Spark Shock'''.
* '''Star Man''', gives you '''Star Crash'''.
* '''Tornado Man''', gives you '''Tornado Blow'''.
* '''Yamato Man''', gives you '''Yamato Spear'''.
* '''Knight Man''' (as a hidden boss), gives you '''Knight Crush'''.

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[[quoteright:306:http://static.tvtropes.org/pmwiki/pub/images/rm10tvtropes_585.jpg]]
[[caption-width-right:306:Mega Man: The Usual Suspects]]
'''Mega Man: Revenge of the Fallen''' is a fan-made sequel to the ever-popular ''VideoGame/MegaMan'' franchise. It was built utilizing the '''Game Maker Pro ver. 8.1''' engine from the ground up from the shell framework of ''Videogame/MegamanRocks''; another fan-made sequel by Eric Ruth. Starting in July of 2009, this game was being worked on by one person, Darkflamewolf, for almost a year before a programmer was hired: Jman2050. Working together, they re-built the engine shell into something more robust that can handle dynamic platforms and complex events such as in-game cutscenes that have, thus far, not been seen in any fan game to date.

The game starts off with '''Mega Man''' being summoned after several Robot Masters from the past are laying siege to the city and are stealing robot schematics and plans from the central Robot Museum. '''Mega Man''' warps there only to find that he is too late and that '''Knight Man''' (apparently '''Dr. Wily’s''' new right-hand man) succeeded in stealing robot data to be cloned and used. We then get to the stage selection screen proper where there is an unusual number of 10 Robot Masters to tackle compared to the traditional 8.

What makes this game unique from most classic Mega Man games or its fan made sequels is that there are multiple paths throughout every level of the game. There are around 10 upgrades scattered throughout these alternate paths which are optional for players to acquire. There is also a new tank system where you must collect E-tank parts (as well as for W-tanks and M-tanks) to form one full energy tank which gets restored after every game over or stage selection. Also worth noting is that it brings back '''Enker''', '''Punk''' and '''Ballade''' as MM Hunters that dog your footsteps akin to how '''Bit''' and '''Byte''' did to '''Mega Man X''' in ''VideoGame/MegaManX3''; where a midpoint boss room would present itself in all the primary Robot Master levels.

The current beta is being run through by testers and the estimated release date is slated to be in the winter timeframe 2013, most likely before the 25th anniversary of ''VideoGame/MegaMan'' ends.

Robot Masters:
'''Centaur Man''', gives you '''Centaur Flash'''.
'''Magma Man''', gives you '''Magma Bazooka'''.
'''Magnet Man''', gives you '''Magnet Missile'''.
'''Pharaoh Man''', gives you '''Pharaoh Shot'''.
'''Stone Man''', gives you '''Power Stone'''.
'''Toad Man''', gives you '''Rain Flush'''.
'''Spark Man''', gives you '''Spark Shock'''.
'''Star Man''', gives you '''Star Crash'''.
'''Tornado Man''', gives you '''Tornado Blow'''.
'''Yamato Man''', gives you '''Yamato Spear'''.
'''Knight Man''' (as a hidden boss), gives you '''Knight Crush'''.


!!''Megaman: Revenge of the Fallen'' provides examples of:

* A.I.Breaker: Averted, Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won’t stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.
* AbilityRequiredToProceed: Averted; in that every single level in the game can be completed without finding or utilizing a single upgrade or power-up. Although you may have to use some Robot Master weapons in Dr. Wily’s castle though!
* AbnormalAmmo: It is a Mega Man game, what did you expect?
* AdvancingWallofDoom: The Rolling Drill enemies found in Stone Man’s stage and Skull Castle stage 8 are definitely this. These move towards you from the edge of the screen and they are a One-Hit Kill if the drills touch you. Thankfully, you can destroy them before they do so.
* AirborneMook: These are scattered throughout the stages, but of particular note are the Swallown in Toad Man’s stage and the Kouker Q in Tornado Man’s stage as well as Dr. Wily stage 5.
* AlwaysAccurateAttack: Centaur Flash, Rain Flush and Tornado Blow acts as thus.
* Anti-FrustrationFeatures: There is surprisingly quite a few given the nature of its difficulty:
** The Rush Upgrades, when found actually give you alternate pathways through levels that may end up being both easier and shorter than the main path!
** Each of the 7 remaining upgrades fulfills some useful role such as increasing health or weapon pick-ups values, decreasing damage, one-shot save from spikes, slow health recovery, less weapon energy usage and leaving a level early after a boss has already been defeated.
** The addition of having permanent E/W/M-tanks in your possession; also to have them restored after every game over (provided you find all the necessary tank pieces to form one).
** The score system which gives you Extra Lives and full Tanks at point intervals.
** Having the midpoints stay permanent after a game over, so that when continuing a stage you start at the last midpoint reached rather than the beginning of the level. This is reset, however if you choose to opt out to the stage select screen.
* ArmorPiercing: The Knight Crush blows through all shielded enemies. Awesome.

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