Video Game / Mega Man: A Day in the Limelight

Dr. Wily's at it again? Okay...but I'll need to call in Cut Man to help me.

Mega Man: A Day in the Limelight is a freeware fangame of the older 8 bit series of Mega Man games by Riverroad. The basic premise is that Mega Man has mysteriously vanished and Dr. Wily is once again out for world conquest. Since Mega Man is unavailable, it falls to the other six Robot Masters from Mega Man 1 to save the day. Each level involves guiding one of the Robot Masters to the exit and fighting the level boss.

The game also comes with a sequel, Mega Man: A Day in the Limelight 2, which follows a similar premise to its predecessor. This time, a virus has infected all of the robots and has shut down Mega Man. However, Dr. Light stored Dr. Wily's eight robots that were fought in the first game and they were immune to the virus. Dr. Light sent them against Dr. Wily's current Robot Masters. Each one of them is assigned a Robot Master. However, unlike its predecessor, defeating each Robot Master unlocks that corresponding Robot Master, allowing them to be played in other stages. For example, Air Man plays in Snake Man's stage, but after defeating Snake Man, Air Man can be played in any other stage. It is necessary to play as the Robot Master in these stages to play with some of the gimmicks involved. Also, there are these items, well as a certain goofy Let's Player has worded it, Squiggly Things, that are hidden throughout the first 12 stages (including the Doc Robot stages). When all of them are collected, Dr. Light will give you a secret weapon.

A third title featuring the MM3 Robot Masters against Cossack's Robots is currently in development.

You can download the game from here.

All tropes present in Mega Man 2 and Mega Man 3 are present in the respective games, unless if mechanics change otherwise.

This game and its sequel provides examples of:

  • Advancing Boss of Doom: The Mecha Dragon in the first game averts the trope this time but still has a "keep moving or die" bit anyway.
    • Played straight in the second game with Guts Doc Robot chasing you with the Guts Tank.
  • Awesome, but Impractical: Guts Man. He can't walk, but he makes up for it by being able to drop rocks and not only throw them at the enemies, but have the rocks drop ON the enemies.
  • Badass in Distress: The plot of the first and second game.
  • The Big Guy: Guts Man, given he's one of the good guys.
  • Blow You Away: Air Man.
  • Boss Rush: Averted. In the stages where you would usually fight the Mega Man 2/3 bosses, you fight enemies that are altered to be themed on your Robot Masters that you played with through the game. They use your weapon in odd ways as well. In the first game, the order is Ice Man, Cut Man, Elec Man, Guts Man, and Bomb Man (You don't fight Fire Man themed enemies, although you play as him). In the second game, you fight them in the style of teleport hatches. You can go in any order.
  • Breakout Mook Character: And how!
  • Bubble Gun: Bubble Man uses this as a weapon.
  • Cartoon Bomb: Bomb Man uses these as a weapon. Averted by Crash Man, though.
  • A Day in the Limelight. It's right there in the name!
  • Developers' Foresight: In the second game, magnets will attract all robots, except for Wood Man.
  • Directionally Solid Platforms: Present in these games, unlike the classic Mega Man series.
  • Ditto Fighter: The Holograph Mega Mans in the second game.
  • Dual Boss: Bubble Man and Flash Man in the first game. Since they weren't fought by anyone in the Robot Master levels, you fight them in Wily Stage 3.
  • Elemental Rock-Paper-Scissors: Almost all of the matchups have this kind of mentality, be it against you or the Robot Masters.
    • Ice Man fights Heat Man because fire melts ice. However, melted ice is water, which douses fire.
    • Fire Man fights Air Man because wind blows out fire. On an inversion, hot air is what powers up a tornado.
    • Elec Man fights Metal Man because metal conducts electricity. On an inversion, Elec Man's weakness is a flying spinning blade.
    • Heat Man fights Magnet Man because heat is one of the elements that can reduce a magnet's magnetism.
    • Wood Man fights Spark Man because wood is not conductive.
  • Excuse Plot: Just like any other Mega Man game.
  • Extra-ore-dinary: Cut Man and Metal Man.
  • Final-Exam Boss: It takes all the playable characters to beat Wily.
  • Fragile Speedster: In the second game, Quick Man is fast and has a great jump, but he gets less Mercy Invincibility upon being hit by an attack than the others.
  • Green Thumb/Petal Power:
    • Wood Man and his leaf shield, with added metal leaves that Cut Man can't cut!
    • In the sequel, Wood Man can block out certain electrical lasers by sticking leaves in them.
  • An Ice Person: Ice Man uses this trope as a weapon.
  • Logical Weakness: Same thing as the Elemental Rock-Paper-Scissors entry above.
    • Cut Man fights Wood Man because he was a robot meant for logging.
    • Guts Man fights Crash Man because bombs blow up boulders.
    • Flash Man fights Top Man because Top Man moves fast like Quick Man, whose weakness is Flash Man's weapon.
    • Snake Man fights Toad Man because in real life, snakes eat toads (among other things).
    • Magnet Man fights Ring Man because Ring Man's weapon are just big metal rings, and magnets attract metal.
  • Marathon Boss: In both games, the final boss fight is a 6-part fight (8 parts in the sequel) requiring the player to use every single Robot Master.
  • Multi-Mook Melee: The Crash Bomber enemies in the second game.
  • Nerf: Metal Man's weapon is much slower, doesn't pierce enemies, and doesn't go through walls.
  • Not His Sled: Don't expect exact replicas of the stages or bosses. In fact, Alien Wily is not in the first game at all.
  • Playing with Fire / Wreathed in Flames: Fire Man with the former and Heat Man with the latter.
  • Puzzle Boss:
    • In the first game, during the Wily Saucer boss phase where you play as Elec Man, you have to align the cannon to where it fires at the Wily Saucer.
    • In the second game, you have to figure out which robot can damage each phase of the Final Boss. There are 8 phases, one for each robot, and after you complete a phase, the robot you used to complete it is abducted and can't be used again for the rest of the fight.
  • Remixed Level: The Doc Robots copy the Mega Man 1 bosses and they are in Magnet Man's, Snake Man's, Top Man's, and Hard Man's stages. They have two bosses, but Elec Man and Guts Man are fought twice in Magnet Man's and Hard Man's stage respectively as Time Man and Oil Man are not in the series proper.
  • Sequel Difficulty Spike: A Day in the Limelight 3. The level designs are more difficult and demanding, and some of the abilities of the playable Robot Masters run on limited ammo that do not regenerate over time.
  • Sequential Boss: Wily Saucer.
  • Shock and Awe: Elec Man.
  • Stock Video Game Puzzle: Most of the Elec Man vs Metal Man stage, some of the Ice Man vs Heat Man level, and a couple screens of the Fire Man vs Air Man level.
  • Time Master / Time Stands Still: Flash Man uses this trope as a weapon.
    • In the sequel, it is the only weapon other than the Mega Man 2 Wily Saucer that has an energy bar. It however recharges by itself though.
  • Took a Level in Badass: In Mega Man 3, Gamma was an Anti-Climax Boss. In the second game of this series, not so much. It takes the combined effort of all eight of Megaman 2's Robot Masters to bring him down.

Alternative Title(s): Mega Man A Day In The Limelight

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaManADayInTheLimelight