History Videogame / MegaManUnlimited

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.

to:

* {{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.

to:

** 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.]]

to:

* 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]].

to:

** 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.]]

to:

** 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.]]

to:

* 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]].

to:

* 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.

to:

* 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.

to:

* 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]].

to:

* [[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]]''!
19th Jun '16 8:38:15 PM MarsJenkar
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* ChestMonster: Downplayed. Yoku blocks are annoying enough in ''any'' Mega Man game, but [[BrutalBonusLevel Yoku Man's level]] has fake Yoku blocks that try to ''attack you''.



** In light of that, most of the Robot Masters in this story are Expies of others, like Yo-Yo Man is to Top Man ''(gimmicky weapon and stage)'', Tank Man is to Napalm Man ''(weapon factory & artillery)'', Jet Man is to Dive Man ''(deadly level & homing missiles)'' and Rainbow Man is to Cloud Man ''(cloud vanish trick and weather themed)''.

to:

** In light of that, most of the Robot Masters in this story are Expies of others, like Yo-Yo Man is to Top Man ''(gimmicky weapon and stage)'', Tank Man is to Napalm Man ''(weapon factory & artillery)'', Jet Man is to Dive Man ''(deadly level & homing missiles)'' and Rainbow Man is to Cloud Man ''(cloud vanish trick and weather themed)''.themed)'', though Rainbow Man's ''stage'' is an expy of Quick Man's ''(force beam dodging)''.



** The Omega Bosses. While they're ''suppose'' 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.]]

to:

** The Omega Bosses. While they're ''suppose'' ''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.]]



** According to the character info, Nail Man was promoted over his rival Hammer Man because he was the more intelligent of the two. That's right... [[spoiler:he's sharper]].

to:

** According to the character info, Nail Man was promoted over his rival Hammer Man because he was the more intelligent of the two. That's right... [[spoiler:he's sharper]]. The expression "[[spoiler:dumber than a bag of hammers]]" also comes to mind.
7th Jun '16 2:13:28 PM BobRiddle
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Added DiffLines:

* WalkingSpoiler: [[spoiler: Prototype Zero]].
5th Nov '15 5:04:37 PM nombretomado
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* AuthorAppeal: Megaphil X is a well-known, rabid fan of [[RanmaOneHalf Shampoo]]. She will rarely and randomly show up in the shop. [[DoubleStandard Ironically enough]], [[SuperMarioBros2 Ninji]]'s inclusion as a bonus playable character was revoked, despite Starsimsuniverse liking him.

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* AuthorAppeal: Megaphil X is a well-known, rabid fan of [[RanmaOneHalf [[Manga/RanmaOneHalf Shampoo]]. She will rarely and randomly show up in the shop. [[DoubleStandard Ironically enough]], [[SuperMarioBros2 Ninji]]'s inclusion as a bonus playable character was revoked, despite Starsimsuniverse liking him.



** Rarely, in the shop [[RanmaOneHalf Shampoo]] will take the place of Roll.

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** Rarely, in the shop [[RanmaOneHalf [[Manga/RanmaOneHalf Shampoo]] will take the place of Roll.
30th Oct '15 2:16:22 PM KarjamP
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* BossRemix: The Omega Bosses in challenge mode. Not only are they ''much'' more harder, a lot of their patterns are completely different than the first time around. If you manage to beat them though, you unlock the Omega versions of their weapons, which use half the energy their normal weapons do.
2nd Sep '15 8:05:19 AM HighCrate
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* FragileSpeedster: Subverted with Comet Woman, but Jet Man apparently runs into things often.

to:

* %%* FragileSpeedster: Subverted with Comet Woman, but Jet Man apparently runs into things often.
18th Aug '15 4:30:57 PM Booster137
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** Those use 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.]]
*** In addition, 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.

to:

** Those use 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.]]
*** In addition, 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.Zero's dash]].
18th Aug '15 4:28:03 PM Booster137
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Added DiffLines:

*** In addition, 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.
18th Aug '15 4:08:01 PM Booster137
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A fan-made ''VideoGame/MegaManClassic'' game built by a team put together by Philippe Poulin (aka [=MegaPhilX=]). The game was released on July 14, 2013. It has been programmed inside the Mega Man Engine which was designed around Multimedia Fusion 2. The project started out as a simple Flash project, it eventually became a real game, which is being created with a C++ programmed gameplay engine. As with ''VideoGame/MegaMan10'', it, too, uses an [[{{Retraux}} 8-bit art style that's meant to imitate the style of the NES / Famicom games]]. Unlike ''10'', however, only Mega Man is playable, and he can use the slide. In later versions, however, a charge shot is also available.

to:

A fan-made ''VideoGame/MegaManClassic'' game built by a team put together by Philippe Poulin (aka [=MegaPhilX=]). The game was released on July 14, 2013. It has been programmed inside the Mega Man Engine which was designed around Multimedia Fusion 2. The project started out as a simple Flash project, it eventually became a real game, which is being created with a C++ programmed gameplay engine. As with ''VideoGame/MegaMan10'', it, too, uses an [[{{Retraux}} 8-bit art style that's meant to imitate the style of the NES / Famicom games]]. Unlike ''10'', however, only Mega Man is playable, and he can use the slide. In later versions, however, a charge shot is also available.
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http://tvtropes.org/pmwiki/article_history.php?article=Videogame.MegaManUnlimited