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Videogame: Mega Man Unlimited
If you didn't know it was a fan game, you'd think it was Capcom's.
I'm going to try not to go astray anymore...

There is something I want to tell you.

I could spend the fun times with anyone,

But when I'm sad... Yeah,

no one else can take your place.

Even just in your dreams,

even in troubled times,

I don't want you to forget me.

Freedom in the right hand, Love in the left

We'll walk on, embracing both,
and stumbling from time to time.

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.


Examples:

  • Action Girl: Comet Woman
  • All There in the Manual: According to the Maps and References and Fun Facts sections of the official site, the bosses of the first two Wily Stages are named Elecrab and Octo, and the second phase of Dr. Wily is called the Wily Capsule Mech.
  • 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.
  • Anti-Frustration Features: Not many exist, but if you game over on a fortress level, you can save which one you're on.
  • 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.
  • Author Existence Failure: Subverted, in regards to Yoku Man's inclusion. When the designer Starsimsuniverse unexpectedly and completely vanished from the Internet, MegaPhilX wasn't sure whether to keep his Robot Master in the game's roster or not, but decided to do so after all. Then, Starsimsuniverse eventually came back.
  • Barrier Warrior: Nail Man's weapon is a shield, after all.
  • Beat the Virus out of Him: How the fights with both Proto Man and Bass turn out.
  • 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.
  • 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.
  • The Brute: Tank Man, hands down.
  • The Cameo: Hammer Man's use as a miniboss in the latest works, originally intended to be an actual Robot Master but was reworked into a Mini-Boss.
    • Rarely, in the shop Shampoo will take the place of Roll.
    • Zero, too.
  • Check Point Starvation: The fortress levels and Yoku Man are particularly evil about this.
  • Cool Plane: Jet Man is a cross between one and a humanoid robot.
  • Crosshair Aware: A crosshair appears on Mega Man before Jet Man uses his Jet Missile. Jump away as soon as it disappears or else you'll be hit by an aimed missile!
  • Darker and Edgier: Quite subtle all told and not immediately apparent, but the game takes its plot a bit more seriously than Mega Man (Classic) usually does, and there are some surprisingly somber moments toward the end. The fact that it's a Call Forward to Mega Man X probably has something to do with it.
  • 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.
  • Death Trap: Quite a few of them.
  • Deflector Shields: Nail Shield seems to do this.
  • Dénouement Episode: The escape sequence after the Post Final Boss.
  • Doppelgänger Attack: Yoku Attack.
  • Drill Sergeant Nasty: Tank Man is stated to be one in his data card.
  • Everything's Better With Rainbows: Rainbow Man's Rainbow Beam and shiny color-trippy level.
  • Expy:
    • 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).
  • Fake Difficulty: The game's main flaw, primarily dealing with technical issues regarding controllers (though workarounds exist).
    • Namely, the lack of checkpoints (two per stage) coupled with the stages being much longer than normal Mega Man stages. 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.
  • Fan Nickname: The "Wily Cow Catcher", for the first Wily machine.
  • 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.
  • Foreshadowing:
    • The title screen shows Mega Man's dismembered Mega Buster. In the final stage, the Prototype Zero slices off Mega Man's arm.
    • Taking the scope of this fangame and some fan theories in consideration, Dr. Light's discovery of what is affecting Dr. Wily's robots should tip you off about where the plot is going.
    • The Robot Master's Serial Numbers are SWN-002 to 009, continuing from Bass, hinting at his involvement with the Robot Masters in this game
  • Fragile Speedster: Subverted with Comet Woman, but Jet Man apparently runs into things often.
  • Frickin' Laser Beams: Scroll up a bit and you will see why.
  • Gaiden Game: According to MegaPhilX, the game takes place any time after the events of 7. It was originally going to occur after 9, then the real 10, but the possibility of Capcom making more sequels forced Phil to adapt.
  • 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.
  • Giant Space Flea from Nowhere:
    • If you didn't clear his stage beforehand, Yoku Man can come off as this in the Boss Rush.
    • Prototype Zero at the end.
  • Glowing Eyes of Doom: Yoku Man.
  • Gravity Screw: An alternative route in Trinitro Man's stage and Captured Wily Stage 3 features gravity-switching as a gimmick, much like Gravity Man's stage in Mega Man 5, though much more evil. Also, see the Space Level example below, for a different type.
  • Hard Levels, Easy Bosses: While the levels are quite hard, the bosses themselves are, for the most part, less so.
  • Hartman Hips: Comet Woman (natch). They're subtle, but still noticeable enough to count.
  • Heel-Face Turn: The ending strongly implies that Bass has pulled one.
  • 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.
  • Improbable Weapon User: Yo-yo Man's razor tipped yo-yos.
  • 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.
  • 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 is one weakness that adheres to the trope: Nail Man is weak to the Nitro Blast, the only weapon that can penetrate the Nail Shield.
    • 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.
  • Marathon Level: All of them.
  • 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.
  • My Name Is ???: Dr. Wily when he appears during the final battle.
    • Yoku Man's serial number is also listed as "???-???".
  • Name's the Same / One Steve Limit:
    • Trinitro Man used to be called Nitro Man, until a Robot Master sharing his name appeared in 10. This resulted in a lot of discussion on what he should be called, leading to his current name. Yet at the time, it was merely a placeholder, as the fans and the creators still couldn't decide on his official name, eventually prompting MegaPhilX to post a video poll.
    • The game itself was called Mega Man 10 until the actual game was announced.
    • The fan-made game Rokko Chan also has a Jet Man that flies around and fires missiles. The weapon that he gives you is also called Jet Missile!
  • Nintendo Hard: Naturally, though it's much more difficult than usual for a Mega Man (Classic) game. The truly scary thing is that, according to MegaPhilX in his own Let's Play of the game, the difficulty actually had to be toned down!
  • No-Gear Level: The final escape sequence is weaponless, since Zero tears off the Mega Buster during the fight.
  • Nostalgia 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.
  • 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.
  • 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 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.
  • One of the Boys: Comet Woman.
  • Orbiting Particle Shield: Nail Shield. Comet Woman uses one as well, placing the shield around you instead of herself.
  • Original Flavor: One of the main draws of this game compared to most fan games is just how much like an official product it is.
  • Overly-Long Gag: The fall through the final vertical shaft of boss doors in Captured Wily Stage 5.
  • 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.
  • Real Time Weapon Change: By using some controller commands, you can switch weapons on the fly.
  • 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.
  • Schedule Slip: The game was nearly set to be released on March 2009, but that didn't happen when real-life preoccupations occured for its staff members. Even after some engine changes, the development cycle never ended until 2013. To put it in perspective, the project started back in 2008.
  • 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.
  • Shout-Out: Most of the game, but a few more specific ones include Yoku Man's dislike of Rush (most gamers would use Rush or Jet 2 to get past yoku-blocks) and a weird reversed one was Capcom USA using art assets from the game on the official Mega Man 10 website.
    • 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.
  • Smart People Play Chess: In the credits, Dr. Light is seen playing chess with Yoku Man.
  • Smurfette Principle: Played straight with Comet Woman.
  • Space Level: Comet Woman's level, which is set on a space station with little to no gravity.
  • 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.
    • 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!]
  • Spiritual Successor: The game is intended to be one for Mega Man 3 (much like Mega Man 9 was one for Mega Man 2). Similarities include the general lack of Robot Masters with elemental powers, the introduction of the slide maneuver, a plot involving Drs. Light & Wily working together, a mysterious 9th Robot Master fought before going to Wily's castle, and one of the Robot Masters having a ridiculous toy-based gimmick.
  • Spread Shot: Tank Arsenal start out like this. The bottom shot will crawl across the ground while the top obeys gravity like a mortar.
  • Stealth Pun:
    • According to the character info, Nail Man was promoted over his rival Hammer Man because he was the more intelligent of the two. That's right... he's sharper.
    • The title "Unlimited" makes an odd amount of mathematical sense when you consider that Mega Man is divided by Zero.
  • Sticky Situation: Glue Man's Glue Shot and the level with sticky floors you get stuck on.
  • The Stinger: Dr. Light has... a certain idea after the credits.
  • Storming the Castle: Once all the Robot Masters are defeated, Mega Man does this to Wily's castle (which already came under attack in this case, ironically enough).
  • Strange Minds Think Alike: Glue Man's fight pattern (sliding on slopes back-and-forth) wound up being very similar to Skull Man's in Rockman 4 Minus Infinity. Also, the game's plot coincidentally involved Robot Masters being infected by a virus developed by Dr. Wily, much like Mega Man 10.
  • Super Speed: Comet Woman & Jet Man both have this ability.
  • Stuff Blowing Up: Tank Arsenal and Nitro Blast.
  • Taking You with Me: Trinitro Man can pull this off if you stir the nitro in his head. But rainbows won't cause him to do that.
  • Tank Goodness: Tank Man, obviously.
  • Temporary Platform: Yoku Man's namesake platforms.
  • 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.
  • Trailers Always Spoil: Possibly the case, as two versions of the official cover art strongly imply that Bass is behind the hijacking of Dr. Wily, his castle and his robots.
  • Trial-and-Error Gameplay: Very much so. This is exacerbated by the fact that no one outside of the dev crew saw it coming.
  • Trick Boss: Bass.
  • Utility Weapon: Several.
    • 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.
  • Video Game Dashing: The Comet Dash is an airdash. Not only it is useful as a tool for skipping tricky jumps, it grants Mega Man invincibility as well.
  • 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.
  • What Could Have Been:
    • Yoku Man and Hammer Man were originally going to be part of the main Robot Master line-up, until Comet Woman's introduction.
    • Comet Woman was originally planned to replace Glue Man in the main roster. In the end, she replaced Yoku Man, who remained in the game as a hidden boss.
    • The game was going to be known as Mega Man 10, until the official one came out. As a result, the staff hastily tried to come up with a different title to prevent confusion and legality issues.
    • Starsimsuniverse liked Ninji so much that he chose him as a test character for the game's development, and originally intended for him to be a bonus playable character.
    • Initially there were plans to include the charged Mega Buster as an upgrade. Those plans were apparently scrapped.
  • 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.

Mega Man: A Day in the LimelightScience Fiction Video GamesRockman 2 Deus Ex Machina
Mega Man: A Day in the LimelightPlatform GameRockman 2 Deus Ex Machina

alternative title(s): Mega Man Unlimited
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