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1* SugarWiki/AwesomeMusic: Special mention goes to the title screen, Weapon Get, Shock Man's level, Circuit Man's level, Photon Man's level, Charade Man's new level theme, Plague Man's level, Power Man's level, and Death Man's boss theme.
2* BreatherBoss: Photon Man and Crypt Man are a lot easier than most of the other Robot Masters, thanks to their simplistic attack patterns as well as the latter giving the player a health refill before his boss fight. Photon Man still has a really nasty beam attack, but it's heavily telegraphed and easily dodged.
3* BrokenBase: Accessed by beating a Robot Master in the corners of the screen as the last one, the [[spoiler:alternate set of Fusion Robot Masters added after an update]]. Are they interesting twists on classic ''Mega Man'' formula that help make the game feel wholly unique and push boundaries for fangames? Or are they gimmicky, puzzle-y slogs that stray too far from ''Rock Force''[='s=] otherwise OriginalFlavour styled level design?
4* CharacterTiers: With the advent of the latest update and the ability to play as every Rock Force member, there will obviously be debates on which playable character is better than the others.
5** Mega Man - Good all-around character with the greatest ability to absorb the powers of defeated Robot Masters and use them as weaknesses on the others. He is clearly the best option for any level and is thus high tier.
6** Bomb Man - He could be considered low mid-tier considering he has some limitations to firing off of ladders. He can one-shot all enemies and most mini-bosses and can protect himself in a cocoon of explosions with some crazy dashing back and forth.
7** Fire Man - He's solid mid-tier since he can fire straight, upwards, and downwards to get at oddly placed enemies. The fact of his two-flame-limit jump boost helps his case a lot, increasing his mobility and functionality drastically.
8** Cut Man - He could be considered low tier since his cutters take some time getting used to with their aiming, and the fact you can only have three onscreen at a time and they can last a while before dissipating can stifle your attack plan sometimes. Finally, his wall jump isn't useful unless you have a second wall opposite nearby to scale, so in this instance, his wall jump is far less useful than...
9** Elec Man - Clearly top tier and one of the best to use of the Rock Force. He has crazy speed, has a three-pronged Thunder Beam that can one-shot most enemies, and his wall jump is godly. You can clutch save from many a missed jump with his wall jump. His crazy speed alone is enough to cancel out conveyor belts that are traveling in the opposite direction.
10** Dive Man - Bottom tier, although [[ThisLooksLikeAJobForAquaman he can be mid to top tier when he's underwater]]. He has am infinite supply of missiles that fire straight ahead but has a limited amount of homing torpedoes that you can refill with weapon energy. His 'Psycho Crusher' attack is also useful as a mid-air dash, and once used, gives you invincibility frames to get past tough spots. Outside water, however, he walks rather slow, has a very low jump height, and his 'Psycho Crusher' attack only covers enough distance for a small pit.
11** Knight Man - Low tier, is slow and clunky. He can throw his Knight Crusher, which deals a nice amount of damage, in a variety of directions, but can only have one on-screen at a time, so if you missed your mark, you must wait for it to return to you before firing again, opening you up immensely. Although he has a shield to block forward shots, it doesn't cover his entire body, and if a shot hits his head or his feet, it goes past the shield. Besides the shield, his other saving grace is that his Knight Crusher does twice the damage of any other default weapon, which makes him somewhat more useful against enemies with long MercyInvincibility, including the bosses themselves (even those not weak to his weapon) ''if'' you're able to reliably hit with it.
12** Nitro Man - Top tier, period. He can motorbike his way through most levels at top speed, and he can ride up walls in his bike form or with his Wheel Cutter. He can fling Wheel Cutters out in most directions, and they travel along the floors and walls. The fact that you can save yourself from a pit fall using his weapon also helps cement his top tier status.
13** Tornado Man - Mid tier, leaning towards top. His normal attack is similar to Cut Man's and functions about the same (minus the piercing capabilities), but has the ability to block bullets. His screen-clearing attack, however, decimates everything at the cost of some refillable weapon energy, and can boost his already considerable jump height as a bonus. His air mobility is great on tricky platforming segments that you don't feel like attempting; you can simply jump high and float your way across most obstacles. Pogo-stomping enemies to maintain loft is also very fun.
14* CultClassic: In comparison to other ''Mega Man'' fan games like ''[[VideoGame/MegaManUnlimited Unlimited]]'' and ''[[VideoGame/MegaManRevolution Revolution]]'', ''Rock Force'' [[MainstreamObscurity didn't get much press coverage]] and is liked by certain fan circles. [=GoldwaterDLS=] is perfectly fine with this, since the lack of attention [[Administrivia/TropesAreTools allows him to focus on refining the game and make it even better]].
15* EnsembleDarkhorse: Charade Man, primarily due to the numerous hilarious easter eggs associated with him on the stage select screen.
16* SugarWiki/FunnyMoments:
17** Charade Man has a few:
18*** Before you select his stage, his portrait can change between several different options, including one where he's grabbing the edges of the frame, one where he's wearing a fedora, and one where he appears as [[{{Crossdresser}} Charade Woman]]. [[spoiler:He reprises this last role in the [[WhereAreTheyNow post-ending sequence]], leading to an UnsettlingGenderReveal for an audience member--specifically, Blizzard Man.]]
19*** When you select his stage, there's a chance that when Charade Man leaps into the air to do his opening pose, [[EpicFail he misses his jump and falls off the screen]].
20*** Instead of "Ready", the beginning of the stage says "Break a Leg".
21*** The first room with the dancing robot performers is filled with {{Vaudeville Hook}}s trying to pull you off-stage. The second one contains ([[MadeOfExplodium explosive]]) ProducePelting.
22** The behavior of the Rock Force members during the weapons demonstrations. Bomb Man is annoyed at Mega Man stealing his thunder when the latter demonstrates Phantom Fuse, for example.
23** Some of the Rock Force members have unique animations for sliding that are funny to watch. Cut Man, for example, looks absolutely giddy to be sliding around, while Bomb Man slides by curling up into the fetal position with a mortified look on his face. Dive Man has a unique animation as he slides underneath a small space. As the largest member of the Rock Force, he needs more headspace, so he'll reel his head back horizontally as to not hit it while sliding. Bonus points for his worried expression while doing so, as it seems like a close call for him each time.
24** After defeating the first 8 Robot Masters, the members of the Rock Force will show up in later levels to help Mega Man out, usually by providing Mega Man with healing items or by clearing a path for him. Elec Man's cameo in Terror Man's stage, however, has him running away from the speeding remains of [[VideoGame/MegaMan4 Wily Machine 4]] in sheer terror, then hiding in a nearby nook while quaking like a leaf and cowering every time [[WesternAnimation/MegaManRubySpears the Skullker]] passes overhead. It almost makes you want to give him a hug.
25** Occasionally, a Rock Force member may show up to clear an obstacle blocking Mega Man's path for him. If you're quick on the draw with the Phantom Fuse, you can destroy the obstacle before they can, [[DevelopersForesight which changes their reactions]] and makes them all sulky and depressed that they didn't get to do their thing.
26** The ending of the latest version of the game contains quite a few humorous scenes featuring both the eight opposing Robot Masters and the members of the Rock Force, as well as some text-only appearances by some of the cast of ''VideoGame/MegaMan6''.
27* GameBreaker: Phantom Fuse and Circuit Breaker. The former can be directed (and has a wide blast radius), and the latter is low-cost and fires in two directions at the same time. Both of them do ludicrous damage, being able to OneHitKill pretty much everything except bosses, including most mini bosses. They're also explosive weapons, so they're key to breaking down certain barriers.
28** Pulse Stopper can be aimed in 8 directions like Metal Blade, penetrates foes while constantly damaging them, three can be on the screen at once, it can be used as a shield of sorts if you hold down the button, blocks enemy shots, and consumes little ammo.
29** Virus Outbreak is one of the best shield weapons ever conceived for a classic Mega Man game; the shield is very low-cost and durable, and the "throw" works like the Water Shield's, except that it's slower and comes back to re-form the shield again. It rivals the [[VideoGame/MegaMan9 Jewel Satellite]] in shield usefulness.
30** As LetsPlay/{{raocow}} quickly found out in his LetsPlay, Eddie breaks the game right in half by giving out a disproportionate amount of E-Tanks and 1UPs, even giving out large weapon energy pickups to recharge himself. LetsPlay/RoahmMythril had a similar thing happen in his initial blind run when he tried to recharge his health with help from Eddie, and ended up with an extra life and three E-Tanks. (Fortunately, Eddie seems to have been {{Nerf}}ed in a later update.)
31** Elec Man is quite possibly the best Robot Master of the Rock Force due to his blistering speed, high jumps, ability to WallJump ''VideoGame/MegaManX'' style, and his attack having a wide attack range and is able to layer on damage to anything that doesn't possess MercyInvincibility. Even though his attacks only do one damage to any Robot Master that isn't weak to it, his mobility (which allows him to run circles around them) easily makes up for it.
32* GoddamnedBats: The Goddamned vultures in Crypt Man's and Terror Man's stage, especially when they [[LedgeBats appear right above you during the second half where you have to jump over the pits]], causing you to take collision damage and fall into the pit.
33** Most of the mooks in Virus Man's stage will temporarily cause Mega Man's controls to invert and prevent him from charging if they touch him.
34* HilariousInHindsight: One of the Robot Masters is named Fuse Man, and is weak to electric attacks. Come 2018, and it's revealed one Robot Master in ''VideoGame/MegaMan11'' is also named Fuse Man, and uses electric attacks himself.
35* ItsEasySoItSucks: Early versions of the game were ridiculously easy, with SpikesOfDoom only damaging Mega Man instead of instantly killing him[[note]]Though the ''earliest'' versions of the game had ''VideoGame/MegaMan1'' style spikes by default, no ChargedAttack for Mega Man, and the virus effect in Virus Man's stage ''completely'' shut down his Mega Buster[[/note]], and Eddie pretty much rendering the game almost impossible to lose due to giving out a huge amount of E-Tanks, 1UPs, and large weapon energy pick-ups.
36* SugarWiki/MomentOfAwesome: The game's structure. Unlike the official games, the main villain has the foresight to send an entire army of Robot Masters at Mega Man, so every single boss is one of those. Mega Man ''still'' manages to defeat them all!
37* {{Narm}}: The game's overly serious tone and [[OffModel presentation]] in the early versions did not gel well, to put it kindly. The original ending's melodramatic {{Wangst}} is narmy enough, but it became hilarious when the jarringly unfitting credits music kicked in. As LetsPlay/RoahmMythril said in his blind run, "An overly dramatic scene ruined only by kind of goofy-sounding lullaby music?" Interestingly enough, the revised ending still keeps this song, but its somewhat sad yet ultimately optimistic and satisfying presentation actually helps make it a far more thematically appropriate song to transition into.
38* OneSceneWonder: Shine Woman. Despite the fact that she only shows up in Fuse Man's segment of the revised ending, she promptly earned a number of fans due to her memorable character design, being the only original female Robot Master in the game, and [[ArsonMurderAndJaywalking hitting on Fuse Man for his manly arms]], with some even hoping that she could be given her own boss fight if or when the game gets updated again. It helps that the game's official character illustrator [=KarakatoDzo=] [[https://www.deviantart.com/karakatodzo/art/Shine-Woman-Mega-Man-Rock-Force-995011214 gave her an illustration]], since he liked her design.
39* ReplacementScrappy: [[spoiler:Justice Man]] to Dr. Wily, mostly in the original version where fans such as Roahmmythril thought having Wily be the true villain would help make the original plot make more sense, as well as inject some much-needed levity into what used to be a bleaker story. Like other criticisms of the game's story, this criticism lessened after later updates fixed people's issues with the plot.
40* RescuedFromTheScrappyHeap: [[spoiler:Thanks to later updates smoothing over the story to make it less bleak, as well as fleshing out his motives to where they make a lot more sense, Justice Man began catching less flack as time went on. Didn't quite rescue him ''entirely'' though.]]
41* SavedByTheFans: After fan outcry over their deaths not making any sense in the original ending, the Robot Masters' fates were changed to having their circuit boards retrieved, and they go on to live in the later versions of the ending.
42* TheScrappy: Justice Man, due to his overall design being an uninspired Mega Man PaletteSwap, his status as a SailorEarth, [[spoiler:the fact that he was the cause for the game's original DownerEnding]], and [[ArsonMurderAndJaywalking his ridiculous name]].
43* ScrappyMechanic: Early versions of the [[InterfaceScrew virus effect]] in Virus Man's stage were too strong; Mega Man couldn't fire his buster ''at all'' during it, and while his normal movement was reversed, his slide was ''not''. This was quickly fixed, and while the virus effect is still unpleasant to deal with, it's more manageable now.
44* ScrappyWeapon: The Charade Clone is a bit problematic in terms of being an actual weapon despite its excellent utility. It's not ''terrible'' against normal enemies, but other weapons like the Phantom Fuse can do its job of blowing up the enemy quicker and better without the caveat of being wasted if another enemy/projectile destroys the clone before it can attack the enemy. This is a huge problem when fighting [[spoiler:Virus Man]] and [[spoiler:Death Man]], the bosses that are weak to it since they're easily capable of nullifying it with the projectiles they launch around their stage.
45* ThatOneAttack:
46** [=Fuse/Boom=] Man's ''basic attack'' is this, where he shoots the Phantom Fuse at the player thanks to the way it changes direction to catch the player when they initially dodge it. It's even tougher to dodge when he decides to toss a stick of dynamite to trip you up along with the fuse, which helps contribute to his ThatOneBoss status.
47** Fish Man has an attack where he swims offscreen before coming back in with a ''huge'' shoal of homing, painful, erratically-moving fish, which are nearly impossible to avoid unless you use the [[spoiler:Virus Outbreak, which is also the boss' weakness]].
48** Polar Man can detach his top and lower halves for two different attacks. When his head/torso is the one attacking it isn't too hard to deal with, but when he sends his legs after you? Prepare to ''hurt''. They move incredibly fast while you have to fight with ice physics, and when you jump over them they immediately turn on a dime and rush after you again without any kind of speed penalty. It goes on for some time and the damage they do adds up ''quick'', and can easily kill the player in one go.
49* ThatOneBoss:
50** [=Fuse/Boom=] Man can be pretty nasty. He'll mostly use Phantom Fuse most of the time, but he'll also use plenty of dynamite, which can reduce dodging room due to him throwing three out at once. If he goes off-screen, he'll just throw out so many of them that they'll be almost hard to dodge.
51** Virus Man. If any of his attacks hit you, he screws up your controls and makes you unable to charge your buster.
52** The proper (and second) fight against Shock Man. He's not difficult to handle, but what makes him annoying is that the battle is essentially electric jump rope where ''all'' of his attacks force you to jump repeatedly and with good timing to avoid taking damage, and ''every time'' he lands on the ground, he shocks the entire floor. One of them even has him jump then bounce three times in succession, each time he lands triggering the conductive floor.
53** While Pulse Man's attacks aren't all that painful, he can make situations where it's nearly impossible to dodge at all if he throws out ''four'' bouncing projectiles that take up a good amount of space on the screen, coupled by the fact that all of his jumps are {{Shockwave Stomp}}s and also having a large projectile that removes whatever dodging space you had left.
54*** While it's true that the four Pulse Stoppers take up a lot of space, there ''is'' a decently reliable way to avoid them. If Pulse Man launches them from the center of the room, stay in one of the bottom corners. If he fires it from one of the corners, get to the center of the room. Do it right and all four shots (including ricochets) will miss.
55** After beating the first eight Robot Masters, you get a second set of four based on the position of the last one you fought. Both sets have one boss that really stands out:
56*** If the last Robot Master was in a cardinal direction, you get Flare Man. He shakes the ground ''any'' time his feet come down on it, which not only makes you [[ScrappyMechanic lose your charge shot]] if you had one prepared, but ''makes you slide backward'', which tends to result in Mega Man getting pulled right into him and comboed for even ''more'' damage. [[SarcasmMode Yeah, that's real fair.]] One of his attacks even causes ''three'' quakes in succession. Heaven help you if you get cornered less than half a screen away from him (which is very easy to do, considering there is no real pattern to how he jumps)....
57*** If the last Robot Master was in a corner, you get War Man. He has a shield that lets him deflect anything other than his weakness, deals a ridiculous amount of damage with his attacks, and can easily trap you in a corner because he's too big to jump over. If you're Mega Man and start spamming his weakness[[note]]Crypt Cloak[[/note]], then he starts jumping around and causing quakes like Flare Man, although thankfully these ones don't make you slide back. It still hurts to get tagged by them, though.
58** Then there's Death Man, whose attack patterns aren't overly ''difficult'' to react to, but you have little to no room for error since he's perfectly capable of three-shotting you, and his weakness to the Charade Clone is hard to exploit due to his bouncing scythe often destroying it before you can use it.
59** Most bosses become this to the Rock Force sans the one member they're weak to: all of your attacks do one damage to them with no way to hit harder a'la Mega Man's charge shot, and thanks to how aggressive they are the bosses are good at simply outlasting you and winning through attrition. Elec Man can easily play around this thanks to his excellent acrobatics and wall jump, but it's an uphill battle for the rest of his comrades.
60* ThatOneLevel:
61** Crypt Man might not start out difficult, but the later portions have GrenadeSpam vultures and bombs that come from bottomless pits that might knock you into their pits.
62** Circuit Man's level becomes this for Tornado Man, the Rock Force member he's weak to. Not having Charade Clone to sneak past the surplus of spikes is bad enough already, but thanks to Tornado Man's natural affinity for high jumps, certain platforming sections become ''brutal'' for him, most notably the room where you have to be careful not to jump too high while leaping from one conveyor belt to another, lest you bang your head on the low spiked ceiling above.
63** Terror Man's stage while playing as Knight Man is also this: while Knight Man is excellent against him, most of the enemies really give him a hard time. The Knight Crusher's limited range and slow firing speed make it unwieldly against the Bubble Bats infesting the stage, and the already tough platforming sections where you're dodging bomb-dropping vulture robots become nightmarish since Knight Man has no way to defend against them.
64** War Man's stage can wear out its welcome in a hurry due to the [[DamageSpongeBoss Sniper Joe]] spam, the [[GrenadeSpam planes]], and how easy it is to screw up the stomper puzzles and have one die due to enemy fire or fall in a pit. Of course, if you make it to War Man himself...well, see ThatOneBoss above.
65** Even for the final level, [[spoiler:Justice Man]]'s stage is patently ridiculous. It combines gimmicks and enemies from all 8 of the original Robot Master stages, usually in very nerve-wracking ways that require extreme precision over spikes and bottomless pits. Special mention goes to the mine cart room and the second shot reflector/light bulb puzzle. It's also a MarathonLevel, ''and'' it contains the BossRush ''and'' the FinalBoss. Hope you brought plenty of extra lives and E-Tanks...
66* TheyChangedItNowItSucks: While the reasons for the name change are [[VideoGame/MegaMan11 understandable]], plenty of players don't like Fuse Man's upcoming name change to Boom Man. It sounds really silly and sticks out like a sore thumb when compared to the names of the game's other Robot Masters.
67* TheyWastedAPerfectlyGoodPlot:
68** During the final boss fight, [[spoiler:Justice Man has an enormous eye-catching bird statue hanging around menacingly in the background. Given his eagle motifs as well as his fortress being designed after one, it's easy to assume that it'll turn out to be a mech he'll pilot for the final phase of his boss fight. But it's just a background detail, nothing more, which many players thought was a shame since it would definitely spice up his fight.]]
69** In a related example, [[spoiler:while it was most likely done in homage to the initial Robot Master bosses in ''VideoGame/MegaMan3'' and ''VideoGame/MegaMan5'', the complete lack of faction icons above the boss doors in Justice Man's castle is glaring, especially considering how Justice Man himself has ''no door'' to warn the player about his impending battle.]]
70* UnintentionallyUnsympathetic: The Robot Masters in earlier versions attacked people, and there was little explanation for why, but the player was expected to sympathize with them after they were killed. Later updates [[AuthorsSavingThrow rectified]] this, by making it clear that they were revolting due to the expiration date law, and Crypt Man admitting that he was trying to make sure nobody got hurt in the process of their takeovers, making them much easier to feel sympathy for.
71* {{Wangst}}: Mega Man's reaction to scrapping [[spoiler:Justice Man]] and the robot rebels in the original ending was ''full'' of this, with him [[SuddenDownerEnding losing faith in himself and his mission to fight for everlasting peace]] because he "silenced [the rebels'] voices for good"... despite the rebels bringing it upon themselves for attacking people, and it being fully possible to rebuild scrapped Robot Masters. Thankfully, later updates did away with this altogether; and while Mega Man's still sad about [[spoiler:Justice Man's death]] -- which in itself is better-explained as [[spoiler:being permanent in only Justice Man's case [[DeathOfPersonality due to his Integrated Circuit being damaged beyond repair]]]] -- he's able to keep himself together and is satisfied with being able to save the other rebels [[spoiler:and set the wheels in motion for removing the Expiration Date Law, thus [[WhiteAndGreyMorality improving the rights of robots on the whole like the rebels and Justice Man wanted]]]].

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