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Trope was cut/disambiguated due to cleanup


* BonusBoss: [[spoiler:Quint, who has a rare chance of appearing in Fusion Star fields, but is more likely to be encountered the more Fusion Stars are collected.]]


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* OptionalBoss: [[spoiler:Quint has a rare chance of appearing in Fusion Star fields, but is more likely to be encountered the more Fusion Stars are collected.]]

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Vendor Trash is being disambiguated


* ShopFodder: Screws don't count towards a player's BP, with their only purpose being to sell to Auto.



* VendorTrash: Screws don't count towards a player's BP, with their only purpose being to sell to Auto.

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* SupportPartyMember: Each of the doctors can unlock a support robot who specializes in certain StatusBuff and StatusEffect abilities (notably being among the only robots who can use the "Support" and "Assault" series of abilities), and will target allies instead of opponents when using abilities such as the "Swap" moves. Dr. Light gets Roll, while Dr. Wily and Dr. Cossack get the [[OriginalCharacter new characters]] Disco and Rhythm, respectively.

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* SupportPartyMember: Each of the doctors can unlock a support robot who specializes in certain StatusBuff and StatusEffect StatusInflictionAttack abilities (notably being among the only robots who can use the "Support" and "Assault" series of abilities), and will target allies instead of opponents when using abilities such as the "Swap" moves. Dr. Light gets Roll, while Dr. Wily and Dr. Cossack get the [[OriginalCharacter new characters]] Disco and Rhythm, respectively.



* StatusEffects:
** Disco Fever halves the attack power of the target for six turns.
** Bass Crush is basically the same as Disco Fever, but it doubles all damage the target is dealt.

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* StatusEffects:
**
StatusInflictionAttack: Disco Fever halves the attack power of the target for six turns.
** Bass Crush is basically the same as Disco Fever, but it doubles all damage the target is dealt.
turns.

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* SupportPartyMember: Each of the doctors can unlock a support robot who specializes in certain StatusBuff and StatusAilment abilities (notably being among the only robots who can use the "Support" and "Assault" series of abilities), and will target allies instead of opponents when using abilities such as the "Swap" moves. Dr. Light gets Roll, while Dr. Wily and Dr. Cossack get the [[OriginalCharacter new characters]] Disco and Rhythm, respectively.

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* SupportPartyMember: Each of the doctors can unlock a support robot who specializes in certain StatusBuff and StatusAilment StatusEffect abilities (notably being among the only robots who can use the "Support" and "Assault" series of abilities), and will target allies instead of opponents when using abilities such as the "Swap" moves. Dr. Light gets Roll, while Dr. Wily and Dr. Cossack get the [[OriginalCharacter new characters]] Disco and Rhythm, respectively.



* StatusAilment:
** Disco Fever halves the attack power of the target for six turns.
** Bass Crush is basically the same as Disco Fever, but it doubles all damage the target is dealt.


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* StatusEffects:
** Disco Fever halves the attack power of the target for six turns.
** Bass Crush is basically the same as Disco Fever, but it doubles all damage the target is dealt.
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* AttackAttackAttack: Buster Shot and its elemental variants fire multiple times based on your speed relative to that of the target's[[note]]If you're twice as fast as the target it'll fire twice, three times, equals three shots, etc.[[/note]], while Water Balloon will constantly fire, depleting weapon energy with each balloon fired, with the user being unable to stop until either they've run out of weapon energy or the target is disabled.

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* AttackAttackAttack: Buster Shot and its elemental variants fire multiple times based on your speed relative to that of the target's[[note]]If target's,[[note]]If you're twice as fast as the target it'll fire twice, three times, triple speed equals three shots, etc.[[/note]], [[/note]] while Water Balloon will constantly fire, depleting weapon energy with each balloon fired, with fired. In Water Balloon's case, the the user being unable won't be able to stop until either they've run out of weapon energy or the target is disabled.



* LimitedMoveArsenal: Each Robot and Mecha can learn a maximum of eight moves.

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* LimitedMoveArsenal: Each Robot and Mecha can learn equip a maximum of eight moves.
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* ChargedAttack: The "Buster" series of moves, which charge up energy on initial use and fire an energy blast when used again. Pharaoh Shot and Dynamo Bolt work in a similar fashion.

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* ChargedAttack: The "Buster" series of moves, which charge up energy on initial use and fire an energy blast when used again. Pharaoh Shot and Dynamo Bolt work in a similar fashion. Both the Charge Module Item as well as Proto Man's Hyper Charged skill allows the user to skip the charging phases of most of these, however.



** Bass Crush is basically the same, as Disco Fever, but it doubles all damage the target is dealt.

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** Bass Crush is basically the same, same as Disco Fever, but it doubles all damage the target is dealt.
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* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.

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* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks. Combine these with skills that boost speed when certain multipliers are high, such as the aforementioned Thalassophile as well as Blizzard Man's Expert Skiier skill, and those two can become even more dangerous over time.

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** If you take the time to grind enough Starforce (no, not [[Videogame/MegaManStarForce THAT Star Force]]) in the postgame, your robots' stats can potentially grow to four-figure numbers. Needless to say, stuff like this snaps the campaign. For reference, without such bonuses, the average robot's stats cap out at about the mid-500 to late-700 ranges.

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** If you take the time to grind enough Starforce (no, not [[Videogame/MegaManStarForce THAT Star Force]]) in the postgame, your robots' stats can potentially grow to four-figure numbers. Needless to say, stuff like this snaps the campaign.campaign in half. For reference, without such bonuses, the average robot's stats cap out at about the mid-500 to late-700 ranges.



* StatusAilment: Disco Fever halves the attack power of the target for six turns.

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* StatusAilment: Disco StatusAilment:
**Disco
Fever halves the attack power of the target for six turns.turns.
**Bass Crush is basically the same, as Disco Fever, but it doubles all damage the target is dealt.

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Continued from my previous edit, as again, the game's changed much since this article was made.


* AttackAttackAttack: Water Balloon will constantly fire, depleting weapon energy with each balloon fired. The user can't stop until either they've run out of weapon energy or the target is disabled.

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* AttackAttackAttack: Buster Shot and its elemental variants fire multiple times based on your speed relative to that of the target's[[note]]If you're twice as fast as the target it'll fire twice, three times, equals three shots, etc.[[/note]], while Water Balloon will constantly fire, depleting weapon energy with each balloon fired. The fired, with the user can't being unable to stop until either they've run out of weapon energy or the target is disabled.


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* DiscOneNuke: Upon obtaining the Kalinka Link, you can straight-up create most robots you haven't unlocked for a relatively steep price from your battle data, as long as you've scanned and beaten them in battle. The kicker is that robots obtained this way start at ''Level 99,'' and literally one experience point away from Level 100.
** If you take the time to grind enough Starforce (no, not [[Videogame/MegaManStarForce THAT Star Force]]) in the postgame, your robots' stats can potentially grow to four-figure numbers. Needless to say, stuff like this snaps the campaign. For reference, without such bonuses, the average robot's stats cap out at about the mid-500 to late-700 ranges.

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The game's been updated quite a bit as of late, and so, such information is taken into account whilst editing this page. Howeverr, I ended up losing motivation midway through, so I might come back to this later.


** If Crystal Man is on your side of the field, scanning will also reveal the abilities an enemy has equipped.



** In addition, there are skills that revolve around field multipliers, like Dive Man's Thalassophile[[note]]Boosts Dive Man's speed whenever the field's water-type multiplier is high[[/note]] or Blast Man's Pyrotechnician.[[note]]Boosts the Explode-type field multiplier at the start of battle[[/note]]



** Skull Barrier negates ''all'' damage (save for DamageOverTime attacks), but dissipates at the end of the turn after its raised. Furthermore, it doesn't negate the secondary effects of abilities the user is hit by.

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** Skull Barrier [[BlockingStopsAllDamage negates ''all'' damage damage]] (save for DamageOverTime attacks), but dissipates at the end of the turn after its it's raised. Furthermore, it doesn't negate the secondary effects of abilities the user is hit by.

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** Blizzard Attack lacks a secondary effect, but is one of the weakest area-of-effect abilities.

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** Blizzard Attack lacks a secondary effect, lowers any raised Speed stats on the opposing field by one stage, but is otherwise one of the weakest area-of-effect abilities.



** The Missile type, which represents the missile weapons of the series (such as Magnet Missile and Homing Sniper).

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** The Missile type, which represents the missile weapons is used not just for missiles (Magnet Missile, Dive Torpedo), but also for a broader range of the series (such as Magnet Missile and Homing Sniper).ballistic attacks, usually in conjunction with another type (Needle Cannon, Hard Knuckle, Hornet Chaser, etc.).



* BonusBoss: [[spoiler:Quint, who only appears in the postgame Boss Field.]]

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* BonusBoss: [[spoiler:Quint, who only appears has a rare chance of appearing in Fusion Star fields, but is more likely to be encountered the postgame Boss Field.more Fusion Stars are collected.]]



** Solar Blaze works similarly to Air Twister, except it absorbs the target's attacks.

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** Solar Blaze works similarly to Air Twister, except it absorbs similarly, but without the target's attacks.damage reduction.



* DeathOfAThousandCuts: Top Spin has the lowest attack power of any damaging ability, but it's a multi-strike move that doesn't stop until it misses, meaning that it's perfectly possible for it to rip through ''an entire health bar'' if the user's lucky enough.



* LimitedMoveArsenal: Each robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.

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* LimitedMoveArsenal: Each robot Robot and Mecha can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.moves.



* VisibleSilence: Used for the dialogue of the Met mecha. Averted by the Sniper Joe and Bombomb mechas, however, which instead use completely empty quotation marks.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Perhaps strangest of all are the [[FrickinLaserBeams Laser type]] and the [[LuckilyMyShieldWillProtectMe Shield type]], which don't have as much presence as independent types, almost always serving as secondary types for other abilities that have more conventional primary types.

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** Perhaps strangest of all are the [[FrickinLaserBeams [[EnergyWeapon Laser type]] and the [[LuckilyMyShieldWillProtectMe Shield type]], which don't have as much presence as independent types, almost always serving as secondary types for other abilities that have more conventional primary types.
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** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame type ability or Jewel Satellite with an Impact type ability.

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** Several types of Some shields can be destroyed if they are hit with an attack ability of a certain type, such as hitting Super Arm with an Explode type ability or Leaf Shield with a Flame type ability or Jewel Satellite with an Impact type ability.

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* ActionInitiative: An ability's "Speed" stat determines if it strikes before or after the opponent's move. The Copy type abilities and Field/Mecha Support abilities have the highest ability speed (+9), while Super Throw has the lowest (-2).

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* ActionInitiative: An ability's "Speed" stat determines if it strikes before or after the opponent's move. The Copy type abilities and Field/Mecha Support abilities have the highest ability speed (+9), while Super Throw has Mega Ball, Metal Press, Air Twister, Crystal Mind, and Solar Blaze are tied for the lowest (-2).(-5).



* AttackAttackAttack: Water Balloon will constantly fire, depleting weapon energy with each balloon fired. The user can't stop until either they run out of weapon energy or the target is disabled.

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* AttackAttackAttack: Water Balloon will constantly fire, depleting weapon energy with each balloon fired. The user can't stop until either they they've run out of weapon energy or the target is disabled.



* DispelMagic: Jewel Polish has the ability to restore lowered stats of the user or an ally back to their normal value. Field hazards can also be eliminated by the ability if the user has enough weapon energy.
* DoppelgangerAttack: Gemini Clone creates a clone of the user that mimics their abilities for three turns before disappearing.



* LuckilyMyShieldWillProtectMe: Almost all abilities with the Shield type are...well, shields. Most of them are based on shields from classic ''Mega Man'', and can usually be thrown starting the turn after they've been raised at the cost of their defensive use.

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* LuckilyMyShieldWillProtectMe: Almost all abilities with the Shield type shield weapons are...well, shields. Most of them are based on shields from classic ''Mega Man'', and can usually be thrown starting the turn after they've been raised at the cost of their defensive use.



** Jewel Satellite negates damage from Flame, Nature, Electric, and Water type abilities, but like Skull Barrier, it doesn't negate their secondary effects. It can be destroyed by Explode and Impact type abilities.

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** Jewel Satellite negates is made up of four jewels, each of which represent a different element that they can negate damage from Flame, Nature, Electric, and Water type abilities, but like Skull Barrier, it doesn't negate their secondary effects. It can be destroyed by Explode and Impact type abilities.once before being destroyed.



** In addition to the above abilities, there's Core Shield, which reduces damage from attacks with the same type as the user's own core (either internal or held) by 99%, and can only be destroyed by Mega Ball. Robots with held cores get a free Core Shield of the held type at the start of the battle.

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** In addition to the above abilities, there's Core Shield, which reduces damage from attacks with the same type as the user's own core (either internal or held) by 99%, and can only be destroyed by Mega Ball. Robots with held cores get a free Core Shield of the held type at the start of the battle.battle, and if their shield is destroyed, it will regenerate one turn later.



* SupportPartyMember: Each of the doctors can unlock a support robot who specializes in certain StatusBuff and StatusAilment abilities (notably being among the only robots who can use the "Support" and "Assault" series of abilities), and will target allies instead of opponents when using abilities such as the "Swap" moves. Dr. Light gets Roll, while Dr. Wily and Dr. Cossack get the [[OriginalCharacter new characters]] Disco and Rhythm, respectively.



** Crystal Eye has a similar ability as Hyper Bomb, though it can only hit two benched opponents.



* VendorTrash: Screws are the only items that don't count towards a player's BP, with their only purpose being to sell to Auto.

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* VendorTrash: Screws are the only items that don't count towards a player's BP, with their only purpose being to sell to Auto.
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* LuckilyMyShieldWillProtectMe: Almost all abilities with the Shield type shield weapons are...well, shields. Most of them are based on shields from classic ''Mega Man'', and can usually be thrown starting the turn after they've been raised at the cost of their defensive use.

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* LuckilyMyShieldWillProtectMe: Almost all abilities with the Shield type shield weapons are...well, shields. Most of them are based on shields from classic ''Mega Man'', and can usually be thrown starting the turn after they've been raised at the cost of their defensive use.

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The plot has Dr. Light and Mega Man trapped in a prototype battle simulator, seperated from Dr. Cossack. As they search for their friend and a way to escape, they encounter copies of Robot Masters across the ''Mega Man'' series, and even meet up with Dr. Wily.

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The plot has Dr. Light and Mega Man trapped in a prototype battle simulator, seperated separated from Dr. Cossack. As they search for their friend and a way to escape, they encounter copies of Robot Masters across the ''Mega Man'' series, and even meet up with Dr. Wily.



* AreaOfEffect: Several abilities exist than can hit ''all'' opponents at once. Most of these abilities have a side-effect to keep them balanced.
** Flash Stopper can hit all opponents, but divides damage between them.
** Gemini Laser hits each opponent one at a time, but gets weaker as it moves away from the initial target.
** Rain Flush hits all opponents, but is not affected by attack stat, defense stats, or the position of the opponents.
** Blizzard Attack lacks a secondary effect, but is one of the weakest area-of-effect abilities.
** Astro Crush is one of the strongest area-of-effect abilities, but lowers the user's attack stat by two stages after being used.
** Dynamo Bolt requires two turns to set up, and becomes weaker if the user has taken damage.
** The "Assault" series of abilities lowers a specific stat of each opponent by one stage (or take out up to 10% of each opponent's max HP in the case of Energy Assault). They also require 12 WE to use, which is above the maximum weapon energy for most robots.



** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame-type ability or Jewel Satellite with an Impact-type ability.
** Roll Swing can destroy Super Arm barriers (being the only Neutral-type ability that can do so), and Mega Ball can destroy Core Shields.

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** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame-type Flame type ability or Jewel Satellite with an Impact-type Impact type ability.
** Roll Swing can destroy Super Arm barriers (being the only Neutral-type Neutral type ability that can do so), and Mega Ball can destroy Core Shields.



* CounterAttack: Air Twister, a Wind/Shield type ability that halves damage from oncoming attacks and deals counter damage at the end of the turn.

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* CounterAttack: CounterAttack:
**
Air Twister, Twister raises a Wind/Shield type ability vortex that halves damage from oncoming attacks and deals counter damage at the end of the turn.turn.
** Solar Blaze works similarly to Air Twister, except it absorbs the target's attacks.



* DamageOverTime: Galaxy Bomb and Thunder Wool, which stay on the opposing side of the field for several turns and deal damage to whoever's next to them at the end of each turn they're present on. Galaxy Bomb lasts for five turns but can only target the opponent currently in battle, while Thunder Wool can target benched opponents but only lasts for three turns.
* DefeatMeansPlayable: The ''Mega Man 1'', ''Mega Man 2'', and ''Mega Man 4'' robots are unlocked by defeating them on their home field with only Neutral type abilities.

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* DamageOverTime: Galaxy Bomb and Thunder Wool, which stay Three abilities leave objects on the opposing side of the field for several turns and deal that damage to whoever's next to them opponents at the end of each turn they're present on. a turn:
**
Galaxy Bomb lasts for five turns turns, but can only target whoever's at the opponent currently in battle, while front of the field.
**
Thunder Wool can target benched opponents and deals more damage than Galaxy Bomb, but only lasts for three turns.
** Acid Glob lasts for up to nine turns, and while it is the weakest of the three Damage Over Time abilities by default, it can become about as strong as Thunder Wool if the user has an Acid Barrier raised.
* DefeatMeansPlayable: The ''Mega Man 1'', ''Mega Man 2'', Aside from the starting and ''Mega Man 4'' support robots, the main method of unlocking robots are unlocked is by defeating them on their home field with only Neutral type abilities.



* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.

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* LimitedMoveArsenal: Each Robot robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.it.
* LootCommand: The Hornet Chaser ability can steal the opponent's held item if it lands the finishing blow.
* LuckilyMyShieldWillProtectMe: Almost all abilities with the Shield type shield weapons are...well, shields. Most of them are based on shields from classic ''Mega Man'', and can usually be thrown starting the turn after they've been raised at the cost of their defensive use.
** Super Arm has been turned into a shield ability, creating a barricade that halves damage dealt to party members at the front of the field. It can be broken by Explode type abilities, Impact type abilities, and Roll Swing.
** Leaf Shield halves damage dealt to the user, but can be destroyed by Flame type or Cutter type abilities.
** Skull Barrier negates ''all'' damage (save for DamageOverTime attacks), but dissipates at the end of the turn after its raised. Furthermore, it doesn't negate the secondary effects of abilities the user is hit by.
** Plant Barrier is made up of four petals which reduce damage from attacks, but dissipate after being hit. Any petals left at the end of the turn will heal the user.
** Jewel Satellite negates damage from Flame, Nature, Electric, and Water type abilities, but like Skull Barrier, it doesn't negate their secondary effects. It can be destroyed by Explode and Impact type abilities.
** Water Shield is similar to Plant Barrier, being made up of eight water droplets that reduce damage taken by 10% before dissipating upon hit. However, its secondary purpose is offensive instead of defensive; using the ability while the shield is raised throws each remaining droplet, one at a time.
** Acid Barrier reduces damage taken for up to nine turns, and upgrades the Acid Glob ability while it's raised.
** In addition to the above abilities, there's Core Shield, which reduces damage from attacks with the same type as the user's own core (either internal or held) by 99%, and can only be destroyed by Mega Ball. Robots with held cores get a free Core Shield of the held type at the start of the battle.



* NonElemental: The Neutral type, given to Roll, Disco, Rhythm, and the Met mecha. Nothing in the game has a resistance or weakness to it, and most Neutral type abilities can be taught to any robot. Unlocking the ''Mega Man 1'', ''Mega Man 2'', and ''Mega Man 4'' robots also requires defeating them with only Neutral type abilities.

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* NonElemental: The Neutral type, given to Roll, Disco, Rhythm, and the Met mecha. Nothing in the game has a resistance or weakness to it, and most Neutral type abilities can be taught to any robot. Unlocking the ''Mega Man 1'', ''Mega Man 2'', and ''Mega Man 4'' robots in battle also requires defeating them with only Neutral type abilities.



** There's also the Copy Shot ability, which gives the user whatever move the opponent last used in place of the Shot if the target isn't a Mecha or Boss. This can be used to learn abilities earlier than intended.

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** There's also the Copy Shot ability, which gives the user whatever move the opponent last used in place of the Shot if the target isn't a Mecha mecha or Boss.boss. This can be used to learn abilities earlier than intended.



** Fire Chaser deals more damage the faster the opponent is compared to the user.

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** Fire Chaser deals more damage the faster more speed boosts the opponent is compared to the user.has.
** Crash Avenger deals more damage for each ally who has been disabled.



* SplashDamage: Hyper Bomb has a chance of dealing reduced damage to benched opponents.

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* SplashDamage: SplashDamage:
**
Hyper Bomb has a chance of dealing reduced damage to benched opponents.opponents.
** If Freeze Cracker targets a benched opponent, it will also damage benched opponents next to the target.
* SpreadShot: The Scramble Thunder ability, which deals damage to the nearest and furthest opponent on the bench (unless only one opponent is present, in which case the ability will simply hit them twice).



** Pharaoh Shot doubles the user's attack damage for up to three turns, but can be released early to deal damage to the opponent.



* VisibleSilence: Used for the dialogue of the Met and Sniper Joe mechas. Averted by the Bombomb mecha, however, which instead uses completely empty quotation marks.

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* VisibleSilence: Used for the dialogue of the Met and Sniper Joe mechas. mecha. Averted by the Sniper Joe and Bombomb mecha, mechas, however, which instead uses use completely empty quotation marks.
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** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame-type ability or Jewel Satellite with an Earth-type ability.

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** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame-type ability or Jewel Satellite with an Earth-type Impact-type ability.

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''Mega Man RPG Prototype'' is a fanmade [[WebGames browser-based]] role-playing game based off the VideoGame/MegaManClassic series. It was created by Adrian Marceau (also known as [=Ageman20XX=]) and first released in 2011, developing and evolving further thanks to contributions by members of the game's community.

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''Mega Man RPG Prototype'' is a fanmade [[WebGames browser-based]] role-playing game based off the VideoGame/MegaManClassic ''VideoGame/MegaManClassic'' series. It was created by Adrian Marceau (also known as [=Ageman20XX=]) and first released in 2011, developing and evolving further thanks to contributions by members of the game's community.



Gameplay is inspired by {{Franchise/Pokemon}}, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.

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Gameplay is inspired by {{Franchise/Pokemon}}, ''{{Franchise/Pokemon}}'', with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.


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* ArmorPiercingAttack:
** Several types of shields can be destroyed if they are hit with an attack of a certain type, such as hitting Leaf Shield with a Flame-type ability or Jewel Satellite with an Earth-type ability.
** Roll Swing can destroy Super Arm barriers (being the only Neutral-type ability that can do so), and Mega Ball can destroy Core Shields.
* AttackAttackAttack: Water Balloon will constantly fire, depleting weapon energy with each balloon fired. The user can't stop until either they run out of weapon energy or the target is disabled.

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** Dynamo Man's Lightning Bolt is now called Dynamo Bolt.



* ChargedAttack: The "Buster" series of moves, which charge up energy on initial use and fire an energy blast when used again. Pharaoh Shot works in a similar fashion.

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* ChargedAttack: The "Buster" series of moves, which charge up energy on initial use and fire an energy blast when used again. Pharaoh Shot works and Dynamo Bolt work in a similar fashion.

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Gameplay is inspired by Franchise/Pokemon, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.

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Gameplay is inspired by Franchise/Pokemon, {{Franchise/Pokemon}}, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.



** Dive Man's Dime Missile is now called Dive Torpedo.

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** Dive Man's Dime Dive Missile is now called Dive Torpedo.



* EnemyMine: After defeating Dr. Wily in Chapter 3 of Dr. Light's campaign, he agrees to work with Light on finding a way to escape the Prototype.



* LifeDrain: Magic Card saps life energy from the target. The default ability of the Batton mecha works the same way.
* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.
* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.



* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.
* LifeDrain: Magic Card saps life energy from the target. The default ability of the Batton mecha works the same way.
* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.



* SummonMagic: Mecha Support, which summons a mecha to aid the user in battle, with the mecha summoned matching the robot's field (or a field of a matching type if the robot in question lacks their own field)

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* SummonMagic: Mecha Support, which summons a mecha to aid the user in battle, with the mecha summoned matching the robot's field (or a field of a matching type if the robot in question lacks their own field)field).

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Gameplay is inspired by {{Franchise/Pokemon}}, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.

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Gameplay is inspired by {{Franchise/Pokemon}}, Franchise/Pokemon, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.



** Dive Man's Dive Missile is now called Dive Torpedo.

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** Dive Man's Dive Dime Missile is now called Dive Torpedo.



* BonusBoss: [[spoiler:Quint, who only appears in the postgame Boss Field.]]



* DamageOverTime: Galaxy Bomb, which stays on the opposing side of the field for six turns and deals damage to whoever's next to it at the end of each turn it's present on.

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* DamageOverTime: Galaxy Bomb, Bomb and Thunder Wool, which stays stay on the opposing side of the field for six several turns and deals deal damage to whoever's next to it them at the end of each turn it's they're present on.on. Galaxy Bomb lasts for five turns but can only target the opponent currently in battle, while Thunder Wool can target benched opponents but only lasts for three turns.



* EnemyMine: After defeating Dr. Wily in Chapter 3 of Dr. Light's campaign, he agrees to work with Light on finding a way to escape the Prototype.



* FeedItWithFire: Several robots, mechas, and bosses have Affinities, which are types that will heal the target if they are hit by them. Unlike [[NoSell Immunities]], however, they can be overridden if one of the ability's types is also a weakness of the target's.

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* FeedItWithFire: Several robots, mechas, and bosses have Affinities, which are types that will heal LifeDrain: Magic Card saps life energy from the target if they are hit by them. Unlike [[NoSell Immunities]], however, they can be overridden if one target. The default ability of the ability's types is Batton mecha works the same way.
* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.
* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can
also a weakness be indirect versions, as they boost the power of the target's.robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.



* FeedItWithFire: Several robots, mechas, and bosses have Affinities, which are types that will heal the target if they are hit by them. Unlike [[NoSell Immunities]], however, they can be overridden if one of the ability's types is also a weakness of the target's. The Circuit items can be held by a robot to give them an additional affinity at the cost of an additional weakness.



* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.
* LifeDrain: Magic Card saps life energy from the target. The default ability of the Batton mecha works the same way.
* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.



* NonstandardSkillLearning: Most abilities can be purchased from Reggae's shop once enough cores of the corresponding type have been sold to him. Certain abilities can only be obtained through this method.

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* NonstandardSkillLearning: NonstandardSkillLearning:
**
Most abilities can be purchased from Reggae's shop once enough cores of the corresponding type have been sold to him. Certain abilities can only be obtained through this method.method.
** There's also the Copy Shot ability, which gives the user whatever move the opponent last used in place of the Shot if the target isn't a Mecha or Boss. This can be used to learn abilities earlier than intended.



* SummonMagic: Mecha Support, which summons a mecha to aid the user in battle, with the mecha summoned matching the robot's field (or a field of a matching type if the robot in question lacks their own field).

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* SummonMagic: Mecha Support, which summons a mecha to aid the user in battle, with the mecha summoned matching the robot's field (or a field of a matching type if the robot in question lacks their own field).field)



* YouWillNotEvadeMe: Ice Breath and Gravity Hold prevent the target from switching out for a certain number of turns.

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* YouWillNotEvadeMe: Ice Breath and Gravity Hold prevent the target from switching out for a certain number of turns. Ice Breath can be broken out of early by using or being hit by a Flame ability, though.
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''Mega Man RPG Prototype'' is a fanmade [[WebGames browser-based]] role-playing game based off the VideoGame/MegaManClassic series. It was created by Adrian Marceau (also known as [=Ageman20XX=]) and first released in 2011, developing and evolving further thanks to contributions by members of the game's community.

The plot has Dr. Light and Mega Man trapped in a prototype battle simulator, seperated from Dr. Cossack. As they search for their friend and a way to escape, they encounter copies of Robot Masters across the ''Mega Man'' series, and even meet up with Dr. Wily.

Gameplay is inspired by {{Franchise/Pokemon}}, with the Robot Masters serving as {{Mons}}, each able to learn abilities matching their Core type. The game has three campaigns, each unlocked by progressing enough in another campaign. In addition to a single starting robot, more robots can be unlocked through battling them or purchasing them through the shop.

The website for the game can be found [[http://prototype.mmrpg-world.net here]].
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!! This game provides examples of:
* ActionInitiative: An ability's "Speed" stat determines if it strikes before or after the opponent's move. The Copy type abilities and Field/Mecha Support abilities have the highest ability speed (+9), while Super Throw has the lowest (-2).
* AdaptationalNameChange:
** Flash Man's Time Stopper is now called Flash Stopper, likely to prevent confusion with Time Man. Bright Man's main ability, in turn, is renamed from Flash Stopper to Bright Burst.
** Dive Man's Dive Missile is now called Dive Torpedo.
** Frost Man's Ice Wave is now called Frost Wave, presumably to prevent confusion with Ice Man.
** Galaxy Man's Black Hole Bomb is now simply Galaxy Bomb.
* AutoRevive: The Extra Life item revives a disabled robot with half health and weapon energy. If held by a robot, the item takes effect the moment they've been disabled.
* BizarroElements: While most types are common elements, there are some that don't have as much basis in RPG settings as they do in ''Mega Man'':
** The [[AbsurdlySharpBlade Cutter type]], which represents both blades (such as Rolling Cutter and Metal Blade) and piercing weapons (such as Needle Cannon and Yamato Spear).
** The Impact type, which mostly represents strong physical moves (such as Hard Knuckle), but is sometimes used to refer to large, solid projectiles (like Dust Crusher).
** The [[SuperSpeed Swift type]], which represents fast attacks (such as Quick Boomerang).
** The Missile type, which represents the missile weapons of the series (such as Magnet Missile and Homing Sniper).
** Perhaps strangest of all are the [[FrickinLaserBeams Laser type]] and the [[LuckilyMyShieldWillProtectMe Shield type]], which don't have as much presence as independent types, almost always serving as secondary types for other abilities that have more conventional primary types.
* BossBattle: Bosses are encountered at various points in the story, being similar to robots mechanically, with the differences being that they're immune to the secondary effects of Copy Shot and Copy Soul, and they cannot be unlocked by any means (nor are they planned to be in the future).
* BossBonanza: [[spoiler:Chapter 5 is a battle against a Mega Man Killer, a battle against dark clones of the Copy Core robots, and a battle against dark copies of the 8 robots found in Chapter 2. Each of these battles is unlocked one after another.]]
* BossRush: [[spoiler:The final mission of Chapter 5, where dark copies of the 8 robots previously battled in the doctor's campaign must be fought all at once.]]
* ChargedAttack: The "Buster" series of moves, which charge up energy on initial use and fire an energy blast when used again. Pharaoh Shot works in a similar fashion.
* ClimaxBoss: The rival battles in Chapter 3, which mark the midway point of each campaign.
* CounterAttack: Air Twister, a Wind/Shield type ability that halves damage from oncoming attacks and deals counter damage at the end of the turn.
* DamageIncreasingDebuff: Bass Crush, which halves the defense of the target for six turns.
* DamageOverTime: Galaxy Bomb, which stays on the opposing side of the field for six turns and deals damage to whoever's next to it at the end of each turn it's present on.
* DefeatMeansPlayable: The ''Mega Man 1'', ''Mega Man 2'', and ''Mega Man 4'' robots are unlocked by defeating them on their home field with only Neutral type abilities.
* DesperationAttack: The "Overdrive" series of moves, which use up 10 weapon energy (the maximum amount for most robots), hit all opponents, and deal more damage the lower the user's health is.
* DualBoss: [[spoiler:The second mission of Chapter 5 is a battle against dark versions of the three Copy core robots, with each having different weaknesses and resistances from the original and holding a stat booster. Which boss is holding what kind of stat booster depends on whose campaign it is.]]
* EnemyScan: Opponents can be scanned for stats, weaknesses, resistances, etc. at any time without taking up a turn. Doing this is actually required to unlock several robots and the ''Mega Man 3'' fields.
* EvolvingAttack: Fire Storm and Atomic Fire increase in strength when used multiple times in a row, boosting a stat by three stages if used thrice without interruption (Defense for Fire Storm, Attack for Atomic Fire).
* ExperienceBooster:
** The Growth Module item doubles the experience and bonus stats rewarded to a robot upon defeating a target.
** Certain missions will add a multiplier for the amount of experience obtained. This can be increased by hitting an enemy with a super-effective attack, or by using the aptly-named Experience Booster ability.
* ExperiencePenalty: The amount of experience obtained in-battle can be reduced if the opponent is hit by an ability they resist, or if either side uses the Experience Breaker ability.
* FeedItWithFire: Several robots, mechas, and bosses have Affinities, which are types that will heal the target if they are hit by them. Unlike [[NoSell Immunities]], however, they can be overridden if one of the ability's types is also a weakness of the target's.
* FinalBossNewDimension: [[spoiler:All missions in the fifth and final chapter of each campaign takes place in a special field called "Final Destination".]]
* FixedDamageAttack: Downplayed with Rain Flush, which isn't affected by attack stats, defense stats, or the location of opponents on the field, but ''is'' affected by the user's type and the type multipliers of the field.
* GeoEffects: Each field has special multipliers for the strength of certain types, and sometimes the amount of damage, health recovery, or experience. These multipliers can be modified using the Field Booster item or the Field Support ability.
* IncreasinglyLethalEnemy: Robots with the Attack, Defense, or Speed Booster item equipped. Those with the Field Booster item can also be indirect versions, as they boost the power of the robot's core type (unless they're a Neutral or Copy Core), and thus most of their attacks.
* LifeDrain: Magic Card saps life energy from the target. The default ability of the Batton mecha works the same way.
* LimitedMoveArsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.
* MoneyMultiplier: The Fortune Module item increases the amount of Zenny earned in battles.
* NonElemental: The Neutral type, given to Roll, Disco, Rhythm, and the Met mecha. Nothing in the game has a resistance or weakness to it, and most Neutral type abilities can be taught to any robot. Unlocking the ''Mega Man 1'', ''Mega Man 2'', and ''Mega Man 4'' robots also requires defeating them with only Neutral type abilities.
* NonstandardSkillLearning: Most abilities can be purchased from Reggae's shop once enough cores of the corresponding type have been sold to him. Certain abilities can only be obtained through this method.
* NotMeThisTime: Dr. Wily is not responsible for the doctors being trapped in the Prototype, and even helps Dr. Light look for Cossack after being defeated in Light's Chapter 3 battle. This leads to confusion in Wily's own third chapter, where Dr. Cossack finds him and assumes he ''is'' responsible.
* PokemonSpeak: The speech of most mechas consists solely of parts of their Japanese name (or what it would be in the case of Flutter Fly and Beetle Borg). The exceptions (Met, Sniper Joe, and Bombomb) don't speak at all.
* PowerCopying: The Copy type is an elemental version of this. All robots with this typing have shown the ability to copy powers in the main series (such as Mega Man himself), and its two abilities both involve copying something from the opponent.
* RegeneratingMana: Weapon energy is restored by 1 point at the end of each turn, which is useful given how much it can be depleted in a few turns.
* SituationalDamageAttack:
** Fire Chaser deals more damage the faster the opponent is compared to the user.
** Flash Stopper divides damage along all opponents, meaning the move is stronger the less opponents there are.
* SplashDamage: Hyper Bomb has a chance of dealing reduced damage to benched opponents.
* StarterMon: Each doctor gets a single robot at the start of their campaign. Dr. Light gets Mega Man, Dr. Wily gets Bass, and Dr. Cossack gets Proto Man.
* StatusAilment: Disco Fever halves the attack power of the target for six turns.
* StatusBuff:
** Proto Shield halves damage dealt to the user or an ally of their choice for six turns.
** Rhythm Satellite likewise doubles the attack power of the user or an ally for six turns.
* StatusBuffDispel: Certain abilities remove boosts to certain stats of the opponent. Ice Slasher removes speed boosts, Drill Blitz removes defense boosts, Bubble Bomb removes attack boosts, and Laser Trident removes all stat boosts.
* SummonMagic: Mecha Support, which summons a mecha to aid the user in battle, with the mecha summoned matching the robot's field (or a field of a matching type if the robot in question lacks their own field).
* SwitchOutMove:
** Super Throw deals damage and also forces the opponent to switch to a different robot.
** Flash Pulse deals damage before the user swaps places with an ally.
* VendorTrash: Screws are the only items that don't count towards a player's BP, with their only purpose being to sell to Auto.
* VisibleSilence: Used for the dialogue of the Met and Sniper Joe mechas. Averted by the Bombomb mecha, however, which instead uses completely empty quotation marks.
* YouWillNotEvadeMe: Ice Breath and Gravity Hold prevent the target from switching out for a certain number of turns.

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