History Videogame / MegaManUnlimited

10th Jun '17 2:58:24 PM Zuxtron
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* SchmuckBait: That big ol' container of nitroglycerine on Trinitro Man's head seems to be a weakpoint you can hit ForMassiveDamage. [[spoiler:Hit it about four times and you both blow up]].

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* SchmuckBait: That big ol' container of nitroglycerine on Trinitro Man's head seems to be a weakpoint you can hit ForMassiveDamage.[[AttackItsWeakPoint weak point]]. [[spoiler:Hit it about four times and you both blow up]].
25th May '17 6:37:23 PM Shotoman
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* TheReveal: A huge one. One that the original series never got around to, but always hinted at, but never broke the status quo. [[spoiler:Zero appears for the first time as a prototype, setting the stage to start bringing things over into ''VideoGame/MegaManX''.

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* TheReveal: A huge one. One that the original series never got around to, but always hinted at, but never broke the status quo. [[spoiler:Zero appears for the first time as a prototype, setting the stage to start bringing things over into ''VideoGame/MegaManX''.]]
10th May '17 1:45:17 AM Maddoxsort
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* DemotedToExtra: Hammer Man was originally intended to be one of the main bosses, but his inclusion alongside Nail Man took away from the variety of the Robot Masters because their gimmicks were too closely patterned after one another, so the developers made him a mini-boss instead.


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* StealthPun:
10th May '17 1:29:14 AM Maddoxsort
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* TheReveal: A huge one. One that the original series never got around to, but always hinted at, but never broke the status quo. [[spoiler:Zero appears for the first time as a prototype, setting the stage to start bringing things over into ''VideoGame/MegaManX''.



* StealthPun:

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* StealthPun:StatusQuoIsGod: Gleefully averted. This fan game steps into forbidden territory and has several major events happen that take {{Foreshadowing}} between the classic ''Mega Man'' and ''Mega Man X'' and start weaving them together. [[spoiler:Zero makes his first true appearance as a prototype, Bass cuts ties with Dr. Wily, and both Dr. Light and Proto Man begin to ponder about the future when Mega Man will keep running into more powerful opponents and what will become of them all.]]
31st Mar '17 7:45:24 AM MarsJenkar
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* BrutalBonusLevel: Yoku Man's stage. It's easily the longest level in the game, and features the disappearing blocks, a weird looping maze, and is just generally hard. [[UpToEleven Even for this game]].

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* BrutalBonusLevel: Yoku Man's stage. It's easily the longest level in the game, and features the disappearing blocks, a weird looping maze, and is just generally hard. [[UpToEleven Even for this game]]. Indeed, the way the stage constantly tries to trick you, it qualifies as a full-blown PlatformHell level.
18th Mar '17 7:06:44 PM MugenKagemaru
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** [[spoiler:To say nothing of the remix of "X vs Zero" from ''Mega Man X5'' when Zero is promoted from ClimaxBoss to a combination of TrueFinalBoss and HopelessBossFight.]]
20th Feb '17 8:54:04 PM TheTropper
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[[quoteright:255:http://static.tvtropes.org/pmwiki/pub/images/mmu_879.JPG]][[caption-width-right:255:If you didn't know it was a [[FanSequel fan game]], you'd think it was Capcom's.]]

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[[quoteright:255:http://static.[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/mmu_879.JPG]][[caption-width-right:255:If org/pmwiki/pub/images/img_0954.JPG]] [[caption-width-right:350:If you didn't know it was a [[FanSequel fan game]], you'd think it was Capcom's.]]
30th Jan '17 2:01:07 PM MarsJenkar
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* BossRemix: The music for the battles against [[spoiler:Proto Man and Bass]] are heavily arranged versions of their normal character themes.
26th Nov '16 6:42:27 AM Luigifan
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* {{Antepiece}}: The game makes pretty good usage of this, actually, to the point where most of the professional reviews mention it--not by name, of course. Every one of the eight (okay, nine) levels has a gimmick unique to it (with some returning in the fortress levels), and the first instance of these gimmicks is always presented in a safe or near-safe manner, even the FrickinLaserBeams of Rainbow Man's stage, though some slight redesigning in version 1.10 was needed in a case or two.

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* {{Antepiece}}: The game makes pretty good usage of this, actually, to the point where most of the professional reviews mention it--not it -- not by name, of course. Every one of the eight (okay, nine) levels has a gimmick unique to it (with some returning in the fortress levels), and the first instance of these gimmicks is always presented in a safe or near-safe manner, even the FrickinLaserBeams of Rainbow Man's stage, though some slight redesigning in version 1.10 was needed in a case or two.



** There are, surprisingly, a few more in regards to [[spoiler: Prototype Zero.]] Since he operates on CastFromHitPoints, some of his attacks have an EnergyAbsorption to them so he doesn't get completely destroyed if you end up having horrible luck with energy drop rates. He can also get a few things like Yoku letters earlier than Mega Man since he doesn't require Robot Master weapons to get into those areas. He also gains a DoubleJump, which makes certain areas far easier.

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** There are, surprisingly, a few more in regards to [[spoiler: Prototype [[spoiler:Prototype Zero.]] Since he operates on CastFromHitPoints, some of his attacks have an EnergyAbsorption to them so he doesn't get completely destroyed if you end up having horrible luck with energy drop rates. He can also get a few things like Yoku letters earlier than Mega Man since he doesn't require Robot Master weapons to get into those areas. He also gains a DoubleJump, which makes certain areas far easier.



* ArcWelding: [[spoiler: The ending essentially sets up a bridge between the Classic and X series]].

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* ArcWelding: [[spoiler: The [[spoiler:The ending essentially sets up a bridge between the Classic and X series]].



* BeatTheCurseOutOfHim: [[spoiler: How the fights with both Proto Man and Bass turn out]].
* BittersweetEnding: [[spoiler: Mega Man survives his battle with Zero, but Dr. Wily escapes to improve his new creation. Bass has possibly pulled a HeelFaceTurn and the Robot Masters have been stopped, but the virus could come back and Proto Man is plagued with guilt and doubt over the fact that he wasn't strong enough to resist it. As the only one immune to Dr. Wily's virus, Mega Man may have to overcome this new challenge alone...]]

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* BeatTheCurseOutOfHim: [[spoiler: How [[spoiler:How the fights with both Proto Man and Bass turn out]].
* BittersweetEnding: [[spoiler: Mega [[spoiler:Mega Man survives his battle with Zero, but Dr. Wily escapes to improve his new creation. Bass has possibly pulled a HeelFaceTurn and the Robot Masters have been stopped, but the virus could come back and Proto Man is plagued with guilt and doubt over the fact that he wasn't strong enough to resist it. As the only one immune to Dr. Wily's virus, Mega Man may have to overcome this new challenge alone...]]



* CastFromHitPoints: [[spoiler: Prototype Zero's main gimmick in the 1.3.0 update. He is PurposelyOverpowered, with him being near invincible, blocking enemy shots, and possessing a wide variety of powers and techniques, but, being a FlawedPrototype, a vast majority of them require energy directly taken from Zero's health bar to use. This makes it a risk-reward situation, as spamming said arts recklessly will end up killing you quickly.]]
* CallForward: [[spoiler: Prototype Zero's moves and mechanics are near lifted straight out of the ''VideoGame/MegaManX'' series. He can DoubleJump, dash, dash jump, and has a wide variety of powers that come directly from the many X games he was playable in.]]

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* CastFromHitPoints: [[spoiler: Prototype [[spoiler:Prototype Zero's main gimmick in the 1.3.0 update. He is PurposelyOverpowered, with him being near invincible, blocking enemy shots, and possessing a wide variety of powers and techniques, but, being a FlawedPrototype, a vast majority of them require energy directly taken from Zero's health bar to use. This makes it a risk-reward situation, as spamming said arts recklessly will end up killing you quickly.]]
* CallForward: [[spoiler: Prototype [[spoiler:Prototype Zero's moves and mechanics are near lifted straight out of the ''VideoGame/MegaManX'' series. He can DoubleJump, dash, dash jump, and has a wide variety of powers that come directly from the many X ''X'' games he was playable in.]]



** [[spoiler:Zero also shows up in the game]].

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** [[spoiler:Zero also shows up in the game]].game.]]



** Those used to [[spoiler: Zero's controls in ''VideoGame/MegaManX'' and ''X'' controls in general]] may find the fact that [[spoiler: Prototype Zero]] doesn't have a DoubleJump by default rather annoying. [[EpicFail Especially when it accidentally causes you to jump into a pit thinking you can make it.]]
*** Conversely, those used to using the down+jump controls for slide as Mega Man may have difficulty adapting to only being able to use the slide button to activate [[spoiler: Prototype Zero's dash]].

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** Those used to [[spoiler: Zero's [[spoiler:Zero's controls in ''VideoGame/MegaManX'' and ''X'' controls in general]] may find the fact that [[spoiler: Prototype [[spoiler:Prototype Zero]] doesn't have a DoubleJump by default rather annoying. [[EpicFail Especially when it accidentally causes you to jump into a pit thinking you can make it.]]
*** Conversely, those used to using the down+jump controls for slide as Mega Man may have difficulty adapting to only being able to use the slide button to activate [[spoiler: Prototype [[spoiler:Prototype Zero's dash]].



* DenouementEpisode: [[spoiler: The escape sequence after the PostFinalBoss]].

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* DenouementEpisode: [[spoiler: The [[spoiler:The escape sequence after the PostFinalBoss]].



* DoubleJump: [[spoiler: Prototype Zero earns this ability by beating Glue Man.]]

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* DoubleJump: [[spoiler: Prototype [[spoiler:Prototype Zero earns this ability by beating Glue Man.]]



** The Omega Bosses. While they're ''supposed'' to be really, ''really'' hard, common consciences is they ended up being hard for all the wrong reasons. While doing more damage is understandable, their attack patterns being taken UpToEleven and much quicker movements makes them rack up the damage too quickly, and they often force you into situations where you just flat out ''cannot'' avoid taking damage. Quite a few of these come down to [[LuckBasedMission how generous the RNG feels like being]], especially in regards to Nail Man's nail rain attack, which was upgraded to [[BulletHell look like something out of]] VideoGame/{{Touhou}}. Granted, all of them being [[BonusBoss bonus bosses]] means they're, obviously, by no means required to beat the game, and since beating them only causes their respective weapons to use less energy, a lot of people feel [[PowerUpLetDown it's just not worth it to bother with them at all.]]

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** The Omega Bosses. While they're ''supposed'' to be really, ''really'' hard, common consciences consensus is they ended up being hard for all the wrong reasons. While doing more damage is understandable, their attack patterns being taken UpToEleven and much quicker movements makes them rack up the damage too quickly, and they often force you into situations where you just flat out ''cannot'' avoid taking damage. Quite a few of these come down to [[LuckBasedMission how generous the RNG feels like being]], especially in regards to Nail Man's nail rain attack, which was upgraded to [[BulletHell look like something out of]] VideoGame/{{Touhou}}. Granted, all of them being [[BonusBoss bonus bosses]] means they're, obviously, by no means required to beat the game, and since beating them only causes their respective weapons to use less energy, a lot of people feel [[PowerUpLetDown it's just not worth it to bother with them at all.]]



%%* FragileSpeedster: Subverted with Comet Woman, but Jet Man apparently runs into things often.

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%%* * FragileSpeedster: Subverted with Comet Woman, but Jet Man apparently runs into things often.



* GuideDangit: Combined with a bit of DamnYouMuscleMemory. [[spoiler: Prototype Zero has a dash instead of slide like Mega Man]], however, being a ''VideoGame/MegaManClassic'' style game where the slide usually does nothing for jump length, it is sometimes hard to remember that unlike Mega Man, he can [[spoiler: dash jump]]. This ''will'' be needed to get through certain areas if you play as him, as unlike Mega Man, [[spoiler: Zero's basic attack doesn't have unlimited range like Mega Man's Mega Buster, making getting around certain LedgeBats difficult if you don't realize this.]]

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* GuideDangit: Combined with a bit of DamnYouMuscleMemory. [[spoiler: Prototype [[spoiler:Prototype Zero has a dash instead of a slide like Mega Man]], Man]]; however, being a ''VideoGame/MegaManClassic'' style game where the slide usually does nothing for jump length, it is sometimes hard to remember that unlike Mega Man, he can [[spoiler: dash [[spoiler:dash jump]]. This ''will'' be needed to get through certain areas if you play as him, as unlike Mega Man, [[spoiler: Zero's [[spoiler:Zero's basic attack doesn't have unlimited range like Mega Man's Mega Buster, making getting around certain LedgeBats difficult if you don't realize this.]]



* HeelFaceTurn: [[spoiler: The ending strongly implies that Bass has pulled one]].

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* HeelFaceTurn: [[spoiler: The [[spoiler:The ending strongly implies that Bass has pulled one]].



* HijackedByGanon]: This game seems to actually avert the trope. [[spoiler:It doesn't. However, breaking tradition, here Wily really ''wasn't'' behind the robot attack, or at least not directly. That doesn't stop him from getting the best of his captors and taking over the position as the BigBad once again. And, in a similar vein to ''VideoGame/MegaManV'' for the GameBoy, he's not exactly the last boss, either]].
* HopelessBossFight: [[spoiler:The battle against a prototype Zero in the final stage. He deflects every attack and doesn't even have a life bar. He leaves Mega Man on the verge of death and slices his Buster arm off, but he breaks down anyway and Wily carries him off]].

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* HijackedByGanon]: HijackedByGanon: This game seems to actually avert the trope. [[spoiler:It doesn't. However, breaking tradition, here Wily really ''wasn't'' behind the robot attack, or at least not directly. That doesn't stop him from getting the best of his captors and taking over the position as the BigBad once again. And, in a similar vein to ''VideoGame/MegaManV'' for the GameBoy, he's not exactly the last boss, either]].
* HopelessBossFight: [[spoiler:The battle against a prototype Zero in the final stage. He deflects every attack and doesn't even have a life bar. He leaves Mega Man on the verge of death and slices his Buster arm off, but he breaks down anyway and Wily carries him off]].off.]]



* InfinityPlusOneSword: The Yoku attack counts. It can only be earned by clearing the optional BrutalBonusLevel, it is very ammo friendly, it homes in on enemies, it grabs items. It's only weakness is that it makes you flinch if it hits a shielded enemy, though it does ''not'' damage you. [[spoiler:And no bosses outside of Yoku Man are weak to it, and even then it does a solid two points of damage against almost all the rest of 'em]].
** The Water Cannon also counts as of the 1.2.0 update, making it a LethalJokeWeapon. It has the same range as the Nitro Blast, but can be held to rapid fire like a machine gun. It's a tad bit weaker than the Mega Buster, but the rapid fire easily makes up for it, sheading through anything that doesn't have MercyInvincibility to it. As such, since most mini-bosses lack that, it makes a lot of them ''much'' easier to deal with.

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* InfinityPlusOneSword: The Yoku attack counts. It can only be earned by clearing the optional BrutalBonusLevel, it is very ammo friendly, it homes in on enemies, it grabs items. It's Its only weakness is that it makes you flinch if it hits a shielded enemy, though it does ''not'' damage you. [[spoiler:And no bosses outside of Yoku Man are weak to it, and even then it does a solid two points of damage against almost all the rest of 'em]].
'em.]]
** The Water Cannon also counts as of the 1.2.0 update, making it a LethalJokeWeapon. It has the same range as the Nitro Blast, but can be held to rapid fire like a machine gun. It's a tad bit weaker than the Mega Buster, but the rapid fire easily makes up for it, sheading shredding through anything that doesn't have MercyInvincibility to it. As such, since most mini-bosses lack that, it makes a lot of them ''much'' easier to deal with.



* LogicalWeakness: Mostly averted in this game due to the widely varied nature of the weapons, though this does have precedent in earlier games. That said, there are two weaknesses that adhere to the trope: [[spoiler: Nail Man is weak to the Nitro Blast, the only weapon that can penetrate the Nail Shield, while Nail Shield is effective against Tank Man (think anti-tank spikes).]]
** A lot of the weaknesses become logical in retrospect, in that they make sense given the boss's patterns vs. the weapons effect, or things that the weapon can do for you during the level.
* LethalJokeWeapon: The [[MakingASplash Water Cannon]], given to you by [[BonusBoss Whirlpool Man]] as of the 1.2.0 update. It's ExactlyWhatItSaysOnTheTin. A cannon that shoots water. What makes it lethal though is unlike other weapons, the attack button can be held down to hold it, allowing it to rapid fire enemies. Since mini-bosses in this game lack MercyInvincibility, the water cannon can be used to ''shred'' through a good portion of them rather easily, and has a high ammo rate to boot. It can also be used to block the shots of the Sniper Joes of the game. The only downside to it is that it can't be used while in water.
* MagikarpPower: [[spoiler: Prototype Zero]] starts off weak, possibly ''even weaker than Mega Man'', but instead of gaining weapons from beating Robot Masters, he gains abilities. To start, he only has a short ranged attack that can pierce shields. Over the course of the game, his attack range gets massively increased, he gains the ability to deflect shots if standing still, gains a ''massive'' speed increase, can eventually DoubleJump and air dash, and eventually becomes powerful enough to completely bend ''Unlimited's'' legendary difficultly over and give it a massive spanking. ''Even [[spoiler: Yoku Man's]] stage is a complete joke with him.'' A rather fitting reward, considering you have to have already beaten the game on original or instant death to unlock him.

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* LogicalWeakness: Mostly averted in this game due to the widely varied nature of the weapons, though this does have precedent in earlier games. That said, there are two weaknesses that adhere to the trope: [[spoiler: Nail [[spoiler:Nail Man is weak to the Nitro Blast, the only weapon that can penetrate the Nail Shield, while Nail Shield is effective against Tank Man (think anti-tank spikes).]]
** A lot of the weaknesses become logical in retrospect, in that they make sense given the boss's patterns vs. the weapons weapon's effect, or things that the weapon can do for you during the level.
* LethalJokeWeapon: The [[MakingASplash Water Cannon]], given to you by [[BonusBoss Whirlpool Man]] as of the 1.2.0 update. It's ExactlyWhatItSaysOnTheTin. A cannon that shoots water. What makes it lethal though lethal, though, is unlike other weapons, the attack button can be held down to hold it, allowing it to rapid fire enemies. Since mini-bosses in this game lack MercyInvincibility, the water cannon can be used to ''shred'' through a good portion of them rather easily, and has a high ammo rate to boot. It can also be used to block the shots of the Sniper Joes of the game. The only downside to it is that it can't be used while in water.
* MagikarpPower: [[spoiler: Prototype [[spoiler:Prototype Zero]] starts off weak, possibly ''even weaker than Mega Man'', but instead of gaining weapons from beating Robot Masters, he gains abilities. To start, he only has a short ranged attack that can pierce shields. Over the course of the game, his attack range gets massively increased, he gains the ability to deflect shots if standing still, gains a ''massive'' speed increase, can eventually DoubleJump and air dash, and eventually becomes powerful enough to completely bend ''Unlimited's'' legendary difficultly over and give it a massive spanking. ''Even [[spoiler: Yoku [[spoiler:Yoku Man's]] stage is a complete joke with him.'' A rather fitting reward, considering you have to have already beaten the game on original or instant death to unlock him.
28th Sep '16 2:07:14 PM DoctorCooper
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* FakeDifficulty: The game's main flaw:

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* FakeDifficulty: The game's main flaw:FakeDifficulty:



** The lack of checkpoints (two per stage) coupled with the stages being much longer than normal Mega Man stages, as listed above under CheckpointStarvation. The gameplay itself is difficult but fair.



* [[HijackedByGanon Hijacked By Dr. Wily]]: This game seems to actually avert the trope. [[spoiler:It doesn't. However, breaking tradition, here Wily really ''wasn't'' behind the robot attack, or at least not directly. That doesn't stop him from getting the best of his captors and taking over the position as the BigBad once again. And, in a similar vein to ''VideoGame/MegaManV'' for the GameBoy, he's not exactly the last boss, either]].

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* [[HijackedByGanon Hijacked By Dr. Wily]]: HijackedByGanon]: This game seems to actually avert the trope. [[spoiler:It doesn't. However, breaking tradition, here Wily really ''wasn't'' behind the robot attack, or at least not directly. That doesn't stop him from getting the best of his captors and taking over the position as the BigBad once again. And, in a similar vein to ''VideoGame/MegaManV'' for the GameBoy, he's not exactly the last boss, either]].



* NintendoHard: Naturally, though it's '''[[PlatformHell much]]''' [[SequelDifficultySpike more]] [[UpToEleven difficult]] than usual for a ''VideoGame/MegaManClassic'' game. The truly scary thing is that, according to [=MegaPhilX=] in his own Let's Play of the game, the difficulty actually had to be ''[[UpToEleven toned down]]''!

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* NintendoHard: Naturally, though it's '''[[PlatformHell much]]''' '''much''' [[SequelDifficultySpike more]] [[UpToEleven more difficult]] than usual for a ''VideoGame/MegaManClassic'' game. The truly scary thing is that, according to [=MegaPhilX=] in his own Let's Play of the game, the difficulty actually had to be ''[[UpToEleven toned down]]''!
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