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Video Game: Rockman 4 Minus Infinity aka: Rock Man Minus Infinity
"Ah, the wonders of 6502 assembly hacking. Where most people would prefer making Mega Man fangames in Flash or other similar platforms, there are people such as Puresabre and other Japanese hackers that rework their entire games with extensive reprogramming."
Rockman 4 Minus Infinity is a Rockman 4ROM hack by a Japanese person who goes by PureSabe.While otherROM hacks tend to just make the original game harder or alter it in a few ways and little else, this one ascends beyond this status to turn the original game into an incredible experience. The staggering amount of new content include new level designs, bosses, features, weapons, music, enemies from other Mega Man titles, Shout Outs to other video games, and more!The game is complete, with Version 1.00 being released in December 2014.This site contains lots of information on the game.Robot Masters
DCN-025: Bright Man, weak to Homing Control Ring Boomerang and Spark Manbow, gives Spark Manbow
DCN-026: Toad Man, weak to Pharaoh Shotgun and Toad Spell, gives Toad Spell
DCN-027: Drill Man, weak to Water Cutter and Hell Wheel, gives DrillTorpedo
Mega Man starts with three items and Rush Search, the three items being the Energy Charger, Energy Balancer, and the Exchanger. Changing difficulty related settings also allows you to start with the Shock Guard and Trampoline, while another setting removes the Energy Charger.
In Wily Stage 3, during the refights with the eight main Robot Masters, they won't dodge or counter Rush Cannon unlike in their initial fights.
If you lose at Wily Machine's second phase, the first phase will start with a single bar instead of the massive one.
Once you're hit by Optical Capsule's laser, all lasers that are on screen disappear (he still shots the rest of burst, though), fitting in with the Touhou-like pattern of them. This doesn't happen if Hard Mode is turned on, though.
Dying three times on the final Escape Sequence causes the spikes to turn green and only do one damage, in addition to giving you more time.
When initially fought, the eight main Robot Masters change their patterns to dodge Rush Cannon if you fire it at them. Some even turn it against you!
If you use Rush during the Snatchman battle, he will confuse you for the doppelganger. Yes, you can end up healing the boss when you're low on health! To really rub it in, it still uses your weapon energy.
A.I. Breaker: Using Recycle Inhaler to trap Snatchman in an E-Tank, however, works around this. You can use this to One-Hit Kill the boss with Rush Cannon.
Puresabe seems to be a big fan of Rockman World 5 and Mega Man X2. The Cossack bosses are based on the X-Hunters and the Charge Shot looks like the Charge Shot from X2. Some of the enemies and gimmicks from Rockman World 5 show up.
Blackout Basement: The first half of Bright Man's level. You can see the level in general, but not enemies and objects under or over you.
Blinded by the Light: Spark Manbow has a secondary function. If you hold up when you press the fire button, Mega Man holds up a lightbulb and causes a bright flash of light to cover the screen, which makes enemies stand still for a few seconds.
"Blind Idiot" Translation: Although Puresabe did admit his bad English skills in the English readme file. The 0.02 and 0.97 releases lampshade this - the language select option has "Japanese" and "Engrish", with a real English release coming soon.
Wave Man in Dive Man's Stage and Crash Man in Drill Man's stage. Beat them and unlock the Wire and Balloon Adaptors before the Cossack stages.
Super Shadow Man in Wily Stage 4 if you get the secret condition.
Green Helmet, who only appears in The True Arena. This is a composite of all three variants of the Metool EX from the original Mega Man 4 with a full health bar.
Omega, who makes its only appearance as the final opponent in The True Arena.
Bottomless Pit Rescue Service: If you find and rescue Beat in Skull Man's stage and Cossack Castle Stage 1, he does this for you at the cost of some of your HP for the rest of the stage.
Boss in Mook Clothing: The Jumbig, which takes 127 Mega Buster shots to kill. He also pushes you back if you run into him, so you can't just abuse invincibility frames to bypass him. Oh, and did we mention that he appears at least once in every level? And on top of that, he gains some additional projectile attacks when you start the fortress levels... On Hard Mode, they start with their upgrade from the beginning and then starts firing one-hit-kill spike balls in the Wily Castle stages!
Bragging Rights Reward: The ?Dagger you get by defeating Super Shadow Man. Considering said boss fight occurs at the tail end of the game, and to even see said boss fight you have to have no lives lost all the way up to that point, and you have to beat this ridiculously hard boss in a single life, the only thing obtaining this weapon proves is that you don't need the damn thing. However it helps greatly against the Optical Capsule on Hard, which is a blessing.
Bullet Hell: Mothraya. Also Optical Capsule. On Hard Mode, Quint also becomes this.
Critical Hit: Happens on occasion. Get the Super Star from any Shadow Man encounter by finishing him off with a Recycle Inhaler, and the chances of this increases. His final appearance drops the ?Dagger, which makes every hit critical.
Damsel in Distress: Mega Man has to break Kalinka out of a cage (guarded by a Copy Roll, of all things), in order to advance in Wily Castle stage 3.
Dead Character Walking: A variation - if you die while using Hell Wheel, the wheel keeps going (along with the camera). In some points you can even get to the next screen this way (though you obviously can't do anything)!
Demoted to Extra: Rush Marine only makes a cameo during a transitional point in Dive Man's stage. Rush Coil, meanwhile, makes no appearance at all.
If you die to the final boss (which is extremely difficult, due to the Wily Buster reducing all damage to one), you respawn outside the boss door - only you keep the Wily Buster and the room is shown as it really is, rather than the Womb Level facade it had when you first enter.
Diagonal Cut: This is how Super Shadow Man kills the third Chimerabot in Wily Stage 4.
Difficulty Levels: As of v0.02, difficulty options are added — "Normal"note MAIN: Norm; DAMAGE: x1.0; CRITICAL: On; ITEM DROP: Norm; FAIL-SAFE: Norm; E.GEN.: On, "Easy"note MAIN: Norm; DAMAGE: x0.5; CRITICAL: On; ITEM DROP: More; FAIL-SAFE: Safe; E.GEN.: On, "Hard"note MAIN: Hard; DAMAGE: x1.5; CRITICAL: On; ITEM DROP: None; FAIL-SAFE: Norm; E.GEN.: Off, and "Stable"note MAIN: Norm; DAMAGE: x1.0; CRITICAL: Off; ITEM DROP: None; FAIL-SAFE: Norm; E.GEN.: On
End Game Results Screen: The game calculates your "hero score" based on a number of factors (i.e. if you rescued Rush and Beat or sucked up Eddie with the Recycle Inhaler, or getting all the secret items), with Proto Man giving a comment based on what you did wrong (if you did anything wrong).
Evil Knockoff: Snatchman in Wily Stage 2. If you beat him once, he steals 4 of your Robot Master Weapons with the help of Dr. Wily's Stealing System.
Feed It with Fire: Dust Man, with anything except Toad Spell when he is using Recycle Inhaler.
In at least two cutscenes near the end of the game, Mega Man fires a charged shot without having to charge up first, the first time happening when he destroys Kalinka's cell and the second time happening when he shoots down the alien cave projector.
The Wish Star adaptor uses up its entire energy bar when used, even after rescuing Kalinka in Wily Stage 3 and she attaches a device to Rush that halves the usage costs of the Rush Search and Rush Cannon adaptors. Even if the player uses the Wish Star adaptor to defeat the Wily Machine, Mega Man is still able to immediately use it again afterwards to destroy Wily's escape pod.
Toad Spell turns the debris Dust Man expels out of his Arm Cannon into toads. When he inhales it back in, he gets damaged instead.
Toad Man, in a homage to Mega Man 2, gets killed in one hit if you use Toad Spell on him. Probably because the Toad Spell cures the Toad status in the Final Fantasy games.
Spark Manbow affects Bright Man just as much when he uses it against Mega Man.
Dust Man and Bright Man can do this to the player, should they try to use Rush Cannon on them. The former inhales it and fires it back at you, while the latter freezes time and knocks you into the path of your own weapon.
Hologram: Crash Man and Wave Man. The alien lair, as well as the Petit Robot Masters.
Horse of a Different Color: In a homage to the Mega Man Power Battle/Fighters series, Shadow Man rides on a giant toad in Toad Man's stage.
HP to One: Shock Guard Upgrade turns the spikes into these.
Infinity–1 Sword: Not trying to be punny with the game name, this game has a lot of Infinity–1 Sword Weapons you can get from the Robot Masters that make Metal Blade look nerfed.
Hell Wheel can steamroll through enemies that aren't Jumbig.
Homing Control Ring Boomerang can stay hold on enemies and stick there to do massive damage. This is probably the easiest way to kill a Jumbig.
Pharaoh Shotgun can fire out FIVE Pharaoh Shots at once.
Water Cutter is basically an even more broken version of Metal Blade.
Infinity+1 Sword: The ?Dagger, which you must reach Wily 4 and fight Super Shadow Man in one life (dying invalidates the condition and skips him) to obtain. It turns every hit into a Critical Hit, making the rest of the game a breeze.
Interface Screw: Pharoah Man's stage has a curse and if Mega Man is inside the pyramid, he will be affected by it.
Kaizo Trap: You can do this to Robot Masters. It's possible to get a last shot which hits after your death, and finish off Robot Master (the game behaves as if you lost, though); this also shows the fact that there can't be more than one death explosion on screen. The easiest weapon to pull it with is Toad spell, as it doesn't damage instantly.
Shadow Man in Toad Man, Bright Man, and Pharaoh Man's stages, as well as Cossack Castle Stage 1.
Whopper and Rong Rong Rong, Rang Rang Rang, and Rung Rung Rung in Ring Man's stage, which is a homage to Lololo and Lalala from the Kirby game series.
Hogale and Enker in Dive Man's stage.
Quint and Kabatoncue in Drill Man's stage.
King Gajuras in Skull Man's stage.
Giant/Nightmare Suzy, Terra, Ballade, and Punk in Cossack Castle 4. They guard the generators powering the barrier leading to Dr. Cossack.
Gamarn and Gamadayu in Toad Man's stage.
Multi-Mook Melee: The first half of Wily Stage 2. The True Arena has three of these in the form of "Wily's Army", "Wily's Navy", and "Wily's Airforce".
Multiple Endings: The ending of the game has several permutations depending on your actions:
If you rescue Rush during the final level, Mega Man will use Rush Cannon on Wily's space ship upon escaping the castle. Otherwise, Mega Man will collide with the space ship instead, destroying it regardless.
Eddie, Rush, and Beat make appearances depending on if you used the Recycle Inhaler on the former and/or rescued the other two during the final level.
If you turned Toad Man into a toad during the rematch and spared him, he will appear in the first part of the credits, hopping alongside the train.
If you get the ?Dagger, Shadow Man will be seen on his kite in the background in the first part of the credits.
Depending on what happened to Rush, Eddie, and Beat at the end of the game, they will appear either in color or grey in the "Presented by Capcom" screen.
My Name Is ???: Cockroach Omega when you reach him for the first time in The True Arena.
Mythology Gag: There are a whole lot of enemies from other Mega Man games, for starters.
The lifebars/HUD from the Game Boy Mega Man (Classic) games (also known as the Rockman World series) show up for the first half of Bright Man's stage. They also appear when fighting the Optical Capsule and the Petit Robot Masters.
Holdable Control Ring Boomerang gains the Power-Up Magnet abilities of its Game Boy version.
Drill Man's stage contains Ring Man's hippo Mini-Boss, which has the blocks of its Game Boy counterpart.
Not His Sled: Three bosses from the original game — Cockroach Twins, Metool Daddy, and Tako Trash — are replaced with new bosses. Averted for the Cockroach Twins in The True Area in the form of Omega. Nope, not the Messiah of Weil, but the dreaded enemy from Final Fantasy V in all of his glory.
Oh, Crap: Shadow Man gets this reaction after defeating him as Super Shadow Man when his smoke bomb that he used to cover his escape every other time fails to go off. To rub salt into the wound, it then does go off moments after he explodes.
The Rush Cannon Adaptor. However, a few of the Bosses can turn it against you.
If Dust Man sucks you up, he turns you into an E-Tank. If you don't break free, he kicks you into the incinerator.
Shadow Man in Pharaoh Man's stage has one.
Cast the Toad spell on Toad Man during the Boss Rush. He turns into a easily-squished toad.
Use Spark Manbow's secondary ability on Bright Man to freeze him in place, and then fire a lightbulb at him. The explosion should kill him in one hit.
Shadow Man can do this. If you run into him during some of the battles against him, he'll most likely grab you, pull out a shuriken, and slice you in half with it.And he will do this as Super Shadow Man if don't react quickly enough.
Omega's signature killing moves from Final Fantasy V. Some don't kill you, but remove you from the battle through, which also counts as having lost.
One-Hit-Point Wonder: The configuration menu in the 0.02 release allows you to play the game with only 1 hit point in Mega Man's life meter.
Toad Man and Dust Man, compared to the original game, are much more of a threat.
Also, Shadow Man. The "final" fight against him is pathetically easy, but his "Super Shadow Man" appearance is much tougher.
Many of the game's Mini-Bosses become this in Hard Mode; for example, Quint's Sakugarne now creates an earthquake when he hops on and lands with it, which hurts Mega Man if he's on the ground, and this same earthquake also causes a ton of rocks to drop from the ceiling, and the rocks it previously dug up before are now thrown much further across the room. To put it bluntly, a once pathetically easy Anti-ClimaxMini-Boss is now a ridiculously brutal Bullet HellMini-Boss.
True Final Boss: Only encountered at the very of of The True Arena, it is Omega with everything you know.
Turns Red: All of the Cossack Robot Masters have a more aggressive "Pinch" mode that activates when they reach critical health, complete with pallete change and faster music, with Pharaoh Man notably taking this to extremelengths. When you refight them in Wily Stage 3, they are already in their Pinch mode behaviour, but retain their original palletes and music.
Unexplained Recovery: Shadow Man shows up and kills Chimerabot #3 to become the boss in that section if you get the secret condition, even though he died in Cossack Castle stage.
Unlockable Content: As of version 0.02, clearing the game unlocks a Time Attack mode which allows you to Speedrun individual levels, an Audio Player, and The Mechanical Arena. Clearing the latter unlocks Limited Arena where you're limited to either the Mega Buster or one of the eight weapons retrospectively (the game's merciful enough to give you some E-Tanks and restore health between fights). Clearing one of them unlocks My Arena in which you can customise its settings, and an Extra Configuration menu which practically allows you to edit your save filenote although this function is dangerous; it even warns you to make a save state before trying to mess around with it.
Giving yourself Sakugarne reveals that it either one-shots everything, including bosses, or skips it to next phase/pattern if it isn't the last one; though it can glitch out the bosses, or even make them drop items. You can even kill Eddie, and destroy Drill Man's ground (which can lead you later into double KO) or the moving platforms that appear during one of the Cossack boss fights. It also collides with something that doesn't make sense, like bullets or weapon energy tanks. Mirror Buster, on other hand, glitches out bosses instantly. Also, both run on bosses HP bar, which provides hilarious and weird effect if entered the room with the item on.
Victory Fakeout: Did you think the game was over when you defeated the Optical Capsule?
Use Recycle Inhaler on Eddie and he turns into a Energy Splitter. However, do that and Eddie won't give you any warnings for Cossack Stage 1 and Wily Stage 2 or show up to give you any powerups in the other stages. Proto Man will even lament his loss in the post-credits results screen.
Proto Man: Your rookie ... Eddy. It's regrettable about him. I've never expected that his core have not found in the ruin of Wily's fortless. ...! Are you trembling? I see... as I heard that his signal disappeared near you, you saw his last moment... didn't you? Don't mind, you had done best effort to him.
A lesser example can be done, in Dive Man's stage; the Up'N'Down enemy wears a scuba diving mask for its appearance there, but if you shoot it off, it will drown and explode.
Eleventh Hour Superpower: However, if you find yourself losing said final battle, Proto Man comes in to give you the Wily Buster and refill all your health. The Wily Buster shoots charged shots instantly and reduces all damage taken from the Petit Robot Masters.
Womb Level: The area after Optical Capsule definitely invokes this feeling. As expected, it turns out to be an illusion.