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* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on the same CPS-2 hardware [[VideoGame/MegaMan2ThePowerFighters its sequel]] was released on, which bumped up the sound and music quality (with some tracks ported back from said sequel) as well as including more voice samples at a clearer rate. The CPS-1 version is the only one released in the west, making the CPS-2 port exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street ''Street Fighter II.II''. Little known is that the game got a re-release on the same CPS-2 hardware [[VideoGame/MegaMan2ThePowerFighters its sequel]] was released on, which bumped up the sound and music quality (with some tracks ported back from said sequel) as well as including more voice samples at a clearer rate. The CPS-1 version is the only one released in the west, making the CPS-2 port exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.
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While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]). It was also bundled with its sequel for the Japan-only UsefulNotes/PlayStation2 game ''Rockman Power Battle Fighters'', and both were ported to the Neo Geo Pocket Color as ''Rockman Battle & Fighters''.

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While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' and ''Capcom Arcade 2nd Stadium'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]). It was also bundled with its sequel for the Japan-only UsefulNotes/PlayStation2 game ''Rockman Power Battle Fighters'', and both were ported to the Neo Geo Pocket Color as ''Rockman Battle & Fighters''.
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* NintendoHard: Good luck trying to get through the game on a single credit. You can restore health between matches depending on how well you do, and you can credit feed to pick up where you die, but the actual boss battles and the fact that they get harder the further you go can really try you in something of an endurance run.
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Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass -- though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.

to:

Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player player(s) and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass -- though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.



* InterestingSituationDuel: You fight Crash Man while being able to use Trash Chutes to warp to the top of the stage. This is the only stage that is interactive at all.
* MultipleEndings: There are endings for each solo or duo of characters to complete the game.
* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously, Slash Man now directly takes Vega from ''Videogame/StreetFighter''[='s=] sound clips.

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* InterestingSituationDuel: You fight Crash Man while being able to use Trash Chutes to warp to the top of the stage. This is While Dust and Junk Man use the only stage that same arena, the chutes are absent in Dust Man's battle and the entire wall itself is interactive at all.
gone in Junk Man's.
* MultipleEndings: There are The three main characters each get their own individual endings. In two player, the endings for each solo or duo of the two selected characters to complete used by each player play one after the game.
other.
* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, levels with at least one other game, presumably because for those Robot Masters new graphics had to be made. made for them. Humorously, Slash Man now directly takes Vega from ''Videogame/StreetFighter''[='s=] Vega's sound clips.clips from ''Videogame/StreetFighter''



* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter, though, since if he does his pod explodes and the player wins anyway.

to:

* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter, though, since if he does escape his pod explodes and the player wins anyway.



* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on the same CPS-2 hardware [[VideoGame/MegaMan2ThePowerFighters its sequel]] was released on, which bumped up the sound and music quality (with some tracks ported back from said sequel) as well as included more voice samples at a clearer rate. The CPS-1 version is the only one released in the west, making the CPS-2 port exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on the same CPS-2 hardware [[VideoGame/MegaMan2ThePowerFighters its sequel]] was released on, which bumped up the sound and music quality (with some tracks ported back from said sequel) as well as included including more voice samples at a clearer rate. The CPS-1 version is the only one released in the west, making the CPS-2 port exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.
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* AndTheRest: Mega Man ''1'' and ''2'' get their own roulette. ''7'' gets its own. Games ''3'' through ''6'' have to share a roulette, resulting in games ''4'' and ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.

to:

* AndTheRest: Mega Man ''1'' and The ''1'', ''2'' get their own roulette. and ''7'' gets its own.Robot Masters get their own roulette. Games ''3'' through ''6'' have to share a roulette, resulting in games ''4'' and ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.



* CallForward: Subtly -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]

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* CallForward: Subtly -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]Zero]].]]
Is there an issue? Send a MessageReason:
None


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaMan2ThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on the same CPS-2 hardware that [[VideoGame/MegaMan2ThePowerFighters its sequel]] was never properly brought overseas, released on, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaMan2ThePowerFighters'') said sequel) as well as included more voice samples at a clearer rate. The CPS-1 version is the only one that got re-released released in collections, the west, making the CPS-2 port insanely obscure.exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.
Is there an issue? Send a MessageReason:
None


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') ''VideoGame/MegaMan2ThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.
Is there an issue? Send a MessageReason:
None


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.collections, making the CPS-2 port insanely obscure.
Is there an issue? Send a MessageReason:
None


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.
Is there an issue? Send a MessageReason:
None


* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously, Slash man now directly takes Vega from Street Fighter's sound clips.

to:

* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously, Slash man Man now directly takes Vega from Street Fighter's ''Videogame/StreetFighter''[='s=] sound clips.
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* RememberTheNewGuy: Since ''Power Fighters'' is a StealthSequel to ''VideoGame/MegaMan8'' and Duo is an EarlyBirdCameo, he gets this treatment in-game.
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* RememberTheNewGuy: Since ''Power Fighters'' is a StealthSequel to ''VideoGame/MegaMan8'' and Duo is an EarlyBirdCameo, he gets this treatment in-game.

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* ScissorCutsRock: Cut Man's lameness is accentuated when he, a lumber robot, has Leaf Shield as a weakness.

to:

* ScissorCutsRock: ScissorsCutsRock: Cut Man's lameness is accentuated when he, Man, a lumber robot, has Leaf Shield as a weakness.



* WallJump: A series first for Classic.

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* WallJump: A series first for Classic.Classic.
----
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* AIBreaker: Weapons that have a high chance to flinch, most particularly Super Arm and Slash Claw, can force robot masters into a predictable pattern.


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* NotCompletelyUseless: Bass's dash is frequently unreliable, since it can't be cancelled mid-dash and does not get him low to the ground like Mega Man's slide or Proto Man's dash. However, it can be used to dodge past attacks that crawl across the ground.
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Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass - though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.

to:

Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass - -- though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.



* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.

to:

* AndTheRest: Mega Man's 1-2 Man ''1'' and ''2'' get their own roulette. 7 ''7'' gets its own. Games 3 ''3'' through 6 ''6'' have to share a roulette, resulting in games 4 ''4'' and 6 ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.



* CallForward: Subtly - in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]

to:

* CallForward: Subtly - -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]



* ExcusePlot: As is the norm - Wily's wreaking havoc, go stop him.

to:

* ExcusePlot: As is the norm - -- Wily's wreaking havoc, go stop him.



* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty since the "stronger" robots from 7 have more predictable patterns.
* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fight, no longer can flinch.

to:

* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty NonIndicativeDifficulty, since the "stronger" robots from 7 ''7'' have more predictable patterns.
* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fight, fought, no longer can flinch.



* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously Slash man now directly takes Vega from Street Fighter's sound clips.

to:

* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously Humorously, Slash man now directly takes Vega from Street Fighter's sound clips.



* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter though, since if he does his pod explodes and the player wins anyway.
* TookALevelInBadass: The Yellow Devil is significantly more versatile here - he has the ability to form smaller versions of himself, toss rocks around

to:

* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter matter, though, since if he does his pod explodes and the player wins anyway.
* TookALevelInBadass: The Yellow Devil is significantly more versatile here - -- he has the ability to [[MesACrowd form smaller versions of himself, himself]] and [[DishingOutDirt toss rocks aroundaround]][[note]]the latter perhaps being a nod to his original localized name of "Rock Monster"[[/note]].
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* HannibalLecture: Dr. Wily tries this on Mega Man in his ending, claiming that since Mega Man destroys so many robots, he's a bigger killer than Wily is. Mega Man is stunned, since he realizes he could have tried to reason with the robots.
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* ScissorCutsRock: Cut Man's lameness is accentuated when he, a lumber robot, has Leaf Shield as a weakness.

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Changed: 321

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* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard).

to:

* HannibalLecture: Dr. Wily tries this on Mega Man in his ending, claiming that since Mega Man destroys so many robots, he's a bigger killer than Wily is. Mega Man is stunned, since he realizes he could have tried to reason with the robots.
* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty since the "stronger" robots from 7 have more predictable patterns.


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* MultipleEndings: There are endings for each solo or duo of characters to complete the game.
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None

Added DiffLines:

* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter though, since if he does his pod explodes and the player wins anyway.
Is there an issue? Send a MessageReason:
None


* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made.

to:

* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously Slash man now directly takes Vega from Street Fighter's sound clips.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fight, no longer can flinch.
* InterestingSituationDuel: You fight Crash Man while being able to use Trash Chutes to warp to the top of the stage. This is the only stage that is interactive at all.


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* RollingAttack: Wood Man's new ability, invoking the absent Blizzard Man.
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* UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.

to:

* UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.here.
* WallJump: A series first for Classic.
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* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each.

to:

* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.
Is there an issue? Send a MessageReason:
None


* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each.

to:

* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each.



UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.

to:

* UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.
Is there an issue? Send a MessageReason:
None


* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each.



* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made.



* TookALevelInBadass: The Yellow Devil is significantly more versatile here - he has the ability to form smaller versions of himself, toss rocks around

to:

* TookALevelInBadass: The Yellow Devil is significantly more versatile here - he has the ability to form smaller versions of himself, toss rocks aroundaround
UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.
Is there an issue? Send a MessageReason:
None


* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1''-2'' is easy, ''3''-''6'' is medium, and ''7'' is hard).

to:

* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1''-2'' (''1-2'' is easy, ''3''-''6'' ''3-6'' is medium, and ''7'' is hard).

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While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]).

to:

While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]). It was also bundled with its sequel for the Japan-only UsefulNotes/PlayStation2 game ''Rockman Power Battle Fighters'', and both were ported to the Neo Geo Pocket Color as ''Rockman Battle & Fighters''.


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* CoOpMultiplayer: A first in the series.


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* GraphicsInducedSuperDeformed: The ''Rockman Battle & Fighters'', by virtue of its platform, features far smaller sprites (based on the NES games).

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''Mega Man: The Power Battle'' is an UsefulNotes/ArcadeGame released by Creator/{{Capcom}} in 1995. Based on the ''VideoGame/MegaManClassic'' series.

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''Mega Man: The Power Battle'' is an UsefulNotes/ArcadeGame released by Creator/{{Capcom}} in 1995. Based on the ''VideoGame/MegaManClassic'' series.series, the player (or two, for the first time in the series) is once again tasked with defeating six Robot Masters ([[PowerCopying gaining their weapons in the process]]) before proceeding to take on Dr. Wily himself.

Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass - though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.

While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]).



* BossGame

to:

* BossGameBossGame: No stages here!
* CallForward: Subtly - in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]
* ExcusePlot: As is the norm - Wily's wreaking havoc, go stop him.
* FriendlyFireproof: In multiplayer, neither player is affected by the other's shots.
* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1''-2'' is easy, ''3''-''6'' is medium, and ''7'' is hard).
* RearrangeTheSong: Virtually every song in the game is a remix of one from the series proper. (Some of these would be included in the ''[[UpdatedRerelease Complete Works]]'' versions.)
* TookALevelInBadass: The Yellow Devil is significantly more versatile here - he has the ability to form smaller versions of himself, toss rocks around
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/powerbattle.png]]

''Mega Man: The Power Battle'' is an UsefulNotes/ArcadeGame released by Creator/{{Capcom}} in 1995. Based on the ''VideoGame/MegaManClassic'' series.
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!!Tropes:
* BossGame

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