A fan-made Mega Man (Classic) 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 Mega Man 10, it, too, uses an 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.Here is a link to the news and update site. There is also a facebook account, where all the latest updates are being posted.In the year 20XX, the world comes under attack by Dr. Wily's latest Robot Masters, but he claims that they went out of his control. Upon hearing his plight, Dr. Light accepts his assistance. Both scientists discover that an unknown force is controlling them. However, Mega Man suddenly gets attacked by a mysterious robot, which kidnaps Dr. Wily afterwards. As such, Mega Man sets out to stop the Robot Masters' rampage, rescue Dr. Wily and take on the enigmatic robot responsible for these misdeeds.
Almost Always Accurate Attack: Jet Missile, when locked-on. It will fire a very fast aimed projectile at the locked-on foe which is stated to have a 95% chance of hitting.
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, natch), and the first instance of these gimmicks is always presented in a safe or near-safe manner, even the Frickin' Laser Beams of Rainbow Man's stage, though some slight redesigning in version 1.10 was needed in a case or two.
Armor-Piercing Attack: Nitro Blast can pierce through certain enemies that are otherwise shielded against attack.
Arc Welding: The ending essentially sets up a bridge between the Classic and X series.
Author Appeal: Megaphil X is a well-known, rabid fan of Shampoo. She will rarely and randomly show up in the shop. Ironically enough, Ninji's inclusion as a bonus playable character was revoked, despite Starsimsuniverse liking him.
Bittersweet Ending: Mega Man survives his battle with Zero, but Dr. Wily escapes to improve his new creation. Bass has possibly pulled a Heel-Face Turn 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...
Bonus Boss: Yoku Man. Accessing his level requires finding four secret items hidden in alternate paths of four of the regular eight Robot Master stages. Not only that, but to select his stage, you have to wait for portrait to briefly appear in the middle space. Regardless of all that, he is included in the Boss Rush anyway.
Whirlpool Man in the 1.2.0 update. He's only found through the special option, but regardless gives you a robot master weapon for the main game as well.
Boring Yet Practical: The Nitro Blast is nothing but a set of three explosions, yet can burst through shielded enemies which is always a bonus. The Yoku Attack is also an example, it isn't flashy, but it homes in on any enemy on screen for damage and also picks up otherwise irretrievable items that are out of reach.
The Rainbow Beam is extremely useful against enemies that have small weak points, like the leprechaun robots or those big red guys.
The Glue Shot can immobilize enemies, allowing you to slaughter tough foes like Crushers with the Mega Buster.
Boss Rush: Present and accounted for. However, this one has a twist, as you must go through mini-stages before fighting the Robot Masters.
Bottomless Pits: Tied with Spikes of Doom. Sometimes you have both on the same screen.
Brutal Bonus Level: 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. Even for this game.
Dark Reprise: The boss music against Proto Man in Captured Wily Stage 3 is a reprise of his theme from the ending of Mega Man 3. You'll also recognize the song that plays during the fight with Zero.
Death Ray: All over the place in Rainbow Man's stage, with an additional twist in enemies that redirect said death rays that can be shot to redirect the rays to different places, as well as prisms that spread out the death rays. Glue Shot helps here, as it can neutralize these enemies.
Trinitro Man was intended to be this for all bomb-thrower Robot Masters, like Bomb Man, Crash Man, Grenade Man, etc.
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).
Everybody Knew Already: Played straight and averted. While no attempts are made whatsoever to hide Yoku Man's status as a secret character, all the important plot details have been kept confidential (well, except one, if anyone relies on Trailers Always Spoil below).
There are technical issues regarding controllers (though workarounds exist).
The lack of checkpoints (two per stage) coupled with the stages being much longer than normal Mega Man stages, as listed above under Sheckpoint Starvation. The gameplay itself is difficult but fair.
Fake Longevity: Caused by an incredible difficulty level and long stages, among other things. Megaphil X attempted to justify this by saying that he wanted to make the wait for the game worth it, and not have players beat it quickly.
Flawed Prototype: Zero may be able to shrug off all of Mega Man's attacks, but he's clearly not finished, and suffers a breakdown after cutting off Mega Man's arm.
Follow the Leader: The staff member Starsimsuniverse hoped that the game would inspire other fans to start their own 8-bit style Mega Man fan games. It did.
Gameplay and Story Segregation: According to her bio, Comet Woman cannot reach her maximum speed in the atmosphere because she would burn up. In the game, she's actually faster when there is gravity in the rematch.
Hell Is That Noise: If you play Yoku Man's stage, the disappearing block sound will haunt your nightmares! The sound is even incorporated into the music on top of all the numerous block sequences, so expect it to be ingrained into your eardrums.
Hijacked By Dr. Wily: This game seems to actually avert the trope. 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 Big Bad once again. And, in a similar vein to Mega Man V for the Game Boy, he's not exactly the last boss, either.
Hopeless Boss Fight: 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.
Infinity+1 Sword: The Yoku attack counts. It can only be earned by clearing the optional Brutal Bonus Level, 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. 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 Lethal Joke Weapon. 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 Mercy Invincibility to it. As such, since most mini-bosses lack that, it makes a lot of them much easier to deal with.
Logical Weakness: 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: 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.
Lethal Joke Weapon: The Water Cannon, given to you by Whirlpool Man as of the 1.2.0 update. It's Exactly What It Says on the Tin. 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 Mercy Invincibility, 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.
Mind Screw: In Yoku Man's stage, the song incorporates the sound effect of the blocks to try to throw your timing off. Moreover, an enemy type drops fake platforms into the screen and it's easy to forget which is which if you're too focused in shooting. Furthermore, there are enemies that disguise themselves as disappearing blocks before attacking. Also, there's hologram machines that hide the level with a psychedelic pattern. To say nothing of the really weird looping maze and its illusory platforms. It's basically Mind Screw: the Level.
Averted since the first beta screenshots came out but an earlier design of a mocked up level for Jet Man looked remarkably similar to Guts Man's level waaaaay back in the very first Mega Man 1 game.
One of the areas in the new Endless Attack mode in Version 1.2.0 is built around rooms from official Mega Man (Classic) games, including snippets of Elec Man, Crash Man, and Magnet Man's stages, and even features statues of Capcom's robot masters in the background.
No OSHA Compliance: Nail Man's level fits this trope so well, being a half-finished sky-scraper and all.
Also, Trinitro Man's stage. Nitroglycerin falling from the ceiling, tanks of nitroglycerin that explode merely when touched, enormous pools of nitroglycerin... The place is basically a death trap.
Non-Standard Character Design: Some enemies barely look like anything that would blend into a Mega Man (Classic) game. They start to become less cutesy and novelty-like and you get these more cold, robotic-looking complex designs, such as the fake disappearing block enemies of Yoku Man's stage and the jellyfish mini-bosses in Whirlpool Man's stage... almost as though we're starting to transition toward the era ofMega Man X.
Not Me This Time: Dr. Wily insists that his robots are acting of their own volition and that he has nothing to do with the current crisis. Although he's lying about having nothing to do with it, he actually is telling the truth about the robots. All of them, including Bass, have turned against Wily due to a virus he created that worked a little too well. It's the Zero Virus.
Off Model: While the project's official artwork is otherwise fine, the way that the characters' fingers are drawn looks a bit...odd. Also, the less said about Drs. Light and Wily's pixel art in the intro, the better. Luckily the rest of the pixel art is just fine.
Ominous Walk: Zero either counters or deflects every attack you throw at him. If you do nothing, he slowly walks towards Mega Man, stops near him and sinisterly does nothing but analyze his opponent for a while before finally attacking.
One-Hit-Point Wonder: The Insta-Death difficulty setting added in Version 1.1.0 turns Mega Man into this.
Post Final Boss: When you beat Dr. Wily's Machine, you're likely to expect a battle with the Wily Capsule, but instead you get to struggle against an invincible Zero who shuts down before landing the finishing blow on Mega Man.
Projectile Pocketing: The Yoku Attack's clones are essentially an extension of Mega Man himself, so they will collect any pickups they touch. On the flip side, if they touch any Invincible Minor Minions, Mega Man will actually take damage.
Sailor Earth: The Robot Masters, as expected, though Comet Woman and Yoku Man are particularly obvious examples.
Scenery Porn: Megaphil X has stated that, while he's making the game in an 8-bit style, he's not sticking to all the restrictions that implies. This leads to some gorgeous levels. Also, check out the city shown in the intro sequence...
Scenery Gorn: On the other hand, Dr. Wily's castle has seen better days. By the time you arrive, it's heavily damaged.
Schmuck Bait: That big ol' container of nitroglycerine on Trinitro Man's head seems to be a weakpoint you can hit For Massive Damage. Hit it about four times and you both blow up.
The Wily stages thrive on this. The first boss is a Giant Enemy Crab who is fought in a similar vein to Mega Man 2's Mecha Dragon. The third boss is a battle against a corrupted Proto Man, similar to both the Bonus Boss fight in Mega Man 7 and the X vs Zero fight in Mega Man X5. The list goes on, really.
The patterns seen in the cutscene after four Robot masters are defeated may look familiar to some. They're directly taken from the virus stages of Mega Man X5.
Spikes of Doom: And how. It's even in checkpoint rooms of RM stages! This ensures you won't leave some rooms, like that one checkpoint in Comet Woman stage. Also, Yoku Man's stage combines these with temporary platforms, making instant death spikes that appear out of nowhere. In other words, DAMN YOU YOKU MAN!
Thirteen Is Unlucky: There are precisely thirteen shutter doors that separate Mega Man from the prototype Zero in the final stage of the game.
Took a Level in Badass: Comet Woman in the rematch. The lack of anti-gravity makes her twice as fast, and it also makes her orbiting shot much more difficult to avoid. This makes her especially nasty if you're playing Insta-Death mode, as those players expecting the relatively slow, floaty Comet Woman of her own stage will be in for one hell of a surprise when she jumps around like a flea.
Comet Dash allows you to cheese jumps and can even get you through the One-Hit Kill beams in Rainbow Man's stage (just the vertical ones, though). It's also good for dealing with Ledge Bats.
Glue Shot creates a temporary platform wherever it lands. Handy for crossing spikes, if you have enough weapon energy.
Yoku Attack can be used to grab distant pickups (except E- or W-Tanks).
Victory Fakeout: Played with. After avoiding Yoku Man's spike attack, he explodes after you shoot him! Except not, because his body regenerates afterwards (given that he has a lifebar). Watch out, or he'll appear right on top of you.
Wackyland: Yoku Man's level with the Yoku Blocks and Spikes of Doom could count, but so does Yo-Yo Man's level proposal.
Wall Crawl: Yo-yo Cutters will scale walls and ceiling, similar to the Plug Ball. Unlike the Plug Ball, you can aim the Yo-yo Cutter!
Weaksauce Weakness: Yoku Man has one. In a fashion similar to Metal Man, Yoku Man's own weapon kills him in two hits.
Weather Manipulator: Rainbow Man works in a weather control station, crates rain clouds with thunder bolts, and can vanish into fog.
Your Princess Is in Another Castle: Those who thought Captured Wily Stage 4 was the end of the game should have seen this one coming. On the other hand, the true ending is quite different from what usually follows.