Mega Man: Revenge of the Fallen is a fan-made sequel to the Mega Man franchise created by Dark Flame Wolf. It was built utilizing the Game Maker Pro ver. 8.1 engine from the ground up from the shell framework of Megaman Rocks; another fan-made sequel by Eric Ruth.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. Wilyís 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.As of June 5th, 2014, the game is finished, but tests are still being made before it can be released. There is a facebook page detailing the game with more screenshots and videos.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 wonít stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast.
Supposedly edited in the final game version where only a half-charged Mega Buster blast can cancel out his Rain Flush. This was done to accommodate Perfect Run players who forbid charged shots by not only having it cancel the flush but only doing one damage to Toad Man for a half charged shot.
Collection Sidequest: Quite a few extras to collect to include 12 E-tank pieces, 6 W-tank pieces, 3 M-tank pieces, 7 chip upgrades, 3 Rush upgrades, a secret level and boss to find/face and an uber boss battle with Bass.
Continuity Porn: Pretty much the entire game is one big nod to classic Mega Man games of the past.
Cranium Ride: The Battan and Hover enemies make a reappearance.
Crazy-Prepared: Dr. Wily had a pair of back-up plans in case Mega Man got the better of him. The first is Knight Man. The second is Zero.
Dual Boss: A variant - The final boss spawns Robot Masters from the past as Ďshadows,í. They will spawn two at a time and will attack you in tandem before disappearing.
Early-Installment Weirdness: Played with; reintroducing the point system from Mega Man 1 but was absent for the rest of the series. But it actually gives a practical use to the point system by providing rewards for better scores such as extra lives and free E-tanks.
Elemental Barrier: The Power Stone which functions as a temporary shield before arcing outwards.
Elemental Powers: Magma Bazooka for fire, Power Stone for earth, Rain Flush for water, Spark Shock for electricity, Tornado Blow for wind.
Elite Tweak: Power Stone was effectively useless in Mega Man 5, but it is fairly effective here by not only providing a temporary shield but also being one of two weapons that can destroy heavy crates.
Emergency Energy Tank: The E-Tanks reappear, but in an altered state. You have to collect four parts of a given tank before it does anything, but once you do, the Tank will refill itself on game over or finishing a stage.
Flash Step: Centaur Man can do this by distorting spacetime.
Frickin' Laser Beams: Two sections in Magma Manís stage play out like a variant of the Quick Man shafts of doom. A brief segment in Skull Castle 8 has these.
Frogs and Toads: Toad Man, obviously. Also Gamarn, the robot frog mount for Gamadayu.
Gotta Catch 'Em All: Beyond the standard weapons, thereís also the Rush Coil, Rush Marine, Rush Jet, 7 unique upgrades including Spike Guard, Energy Balancer, Exit Unit, 12 E-tank pieces, 6 W-tank pieces, and 3 M-tank pieces.
Gravity Screw: Star Man's stage, the second half of his stage even flip-flops between normal and space gravity on a regular basis.
Invulnerable Attack: Magnet Man cannot be harmed when he is utilizing his magnetic field. Stone Man is invincible when landing from a jump and reforming. Star Man cannot be hurt whenever he has his shield active.
Just in Time: 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.
Kaizo Trap: 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.
Pulling Themselves Together: 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.
Quicksand Sucks: Played with; Most instances in Pharaoh Manís stage, when you reach the bottom of the screen in quicksand, you die instantly. However there are two instances where sinking in quicksand can be beneficial, even opening up a new alternate route!
Rain Dance: How Toad Man summons his acidic Rain Flush. You canít really negate this easily unless you hit him with his weakness or a fully powered up Mega Buster shot.
Regenerating Health: An upgrade found in Pharaoh Manís 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!
Remixed Level: Every level in this game is a remix of previous levels in the series.
Reviving Enemy: The Skeleton Joes in the Skull Castle stages. The Mummira enemies in Pharaoh Man's stage always come back regardless if you defeated them just seconds prior.
Rolling Attack: The small turtles released from the boss of Skull Castle stage 2 tend to ram around the room at random.
Scary Scorpions: The Sasoreenu are scorpion robots found throughout Pharaoh Manís stage, emerging suddenly out of the quicksand to attack. In an odd case, they also appear briefly in Skull Castle stage 6.
Self-Imposed Challenge: There is an optional Boss Rush that pits you against all 23 bosses found in the game. With the inclusion of all forms of the Wily Machine and Bass, this challenge can be quite brutal.
Series Fauxnale: 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.
Tank Goodness: The first form of the final 4-part battle in Skull Castle stage 8.
Teleport Spam: With a Wily Capsule as a boss, would you expect any 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 Colony Drop. Also, Centaur Man utilizes teleportation to move about his room to include trying to telefrag you.
Time Stands Still: Centaur Manís 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 Manís stage and Skull Castle stage 8.
Took a Level in Badass: Every single Robot Master and previous Wily stage boss in this game has a completely different set of attacks and A.I. patterns. They are harder than their original game counterparts.
Tornado Move: When utilizing the Tornado Blow, certain platforms can levitate and your jumping height increases.
Trial-and-Error Gameplay: Sections of Magma Manís stage as well as a plethora of situations throughout the rest of the game can devolve into this.
Trailers Always Spoil: A 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. 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!
Unblockable Attack: 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 werenít there!
Unfinished, Untested, Used Anyway: 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 summon shadows of former Robot Masters to attack Mega Man briefly and then disappear.
Unusable Enemy Equipment: 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.
Utility Weapon: The Centaur Flash can slow down the insta-death magma beams in Magma Manís 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 Manís 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.
Warmup Boss: The Mechazaurus of the Introductory Robot Museum stage is probably the easiest boss you will encounter.