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1[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/rockmanworld4.png]]
2 [[caption-width-right:270:The Rock goes portable...[[RunningGag once more]].]]
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4The fourth of the five ''[[VideoGame/MegaManClassic Mega Man]]'' outings on the Platform/GameBoy, ''Mega Man IV'' for the most part follows the formula of its three predecessors, but this time around takes things a couple of steps further.
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6The city is holding a robot expo one day, when Dr. Wily's saucer appears in the sky and transmits a signal that causes all the robots to go nuts. Worse still, Wily has rebuilt eight of his previous Robot Masters, and has decided that the third time's the charm for the Mega Man Killer series, which this time is represented by Ballade. Fortunately for Mega Man, Dr. Light has gotten tired of sitting ineffectually on the sidelines, and has equipped his lab with the ability to produce upgrades and items for Mega Man, so long as he can find enough P-Chips to make the upgrades.
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8This sequel continued to expand the series, mostly through the shop mechanic, though also adds a greater emphasis on the storyline (which is a little less of an ExcusePlot this time around) and makes the game even longer than in the previous entry. The overall gameplay is broadly similar to that of ''VideoGame/MegaMan5'', with Beat being introduced, though this game doesn't incorporate ''5'' NES's "lose your Charge Shot when you get hit" mechanic, instead including a recoil for when you fully charge up your Mega Buster.
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10Robot Masters from ''VideoGame/MegaMan4'':
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12* DWN-025: Bright Man, gives [[LightEmUp Flash Stopper]]
13* DWN-026: Toad Man, gives [[HostileWeather Rain Flush]]
14* DWN-028: Pharaoh Man, gives [[ThePowerOfTheSun Pharaoh Shot]]
15* DWN-029: Ring Man, gives [[RingsOfDeath Ring Boomerang]]
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17Robot Masters from ''VideoGame/MegaMan5'':
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19* DWN-035: Stone Man, gives [[DishingOutDirt Power Stone]]
20* DWN-038: Charge Man, gives the [[InvulnerableAttack Charge Kick]]
21* DWN-039: Napalm Man, gives the [[HavingABlast Napalm Bomb]]
22* DWN-040: Crystal Man, gives the [[GemstoneAssault Crystal Eye]]
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24The remaining Robot Masters from ''5'' NES...''weren't'' held over for [[VideoGame/MegaManV the following outing]], which took the Game Boy subseries in a totally different direction.
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26New for this game:
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28* MKN-003: Ballade, gives the [[StuffBlowingUp Ballade Cracker]]
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30----
31!!Tropes:
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33* AfterBossRecovery: This game brings back one of the few aspects of ''VideoGame/MegaManII'' that was generally well-liked, namely only providing full energy weapon refills after the ''Mega Man 4'' bosses. This forces you to carefully manage your weapons energy while taking on the ''Mega Man 5'' bosses -- or just pay for Dr. Light to replenish your weapons, if you have the P-Chips to spare.
34* AllThereInTheManual: [[AvertedTrope Averted]]. This time around, the only detail not explained in the game is that Wily is attacking a Robot Expo. Everything else is explained in the cutscenes that this game introduces to the series.
35* AllYourPowersCombined: Aside from Mega Man himself, an unnamed boss on the outside of the Wily Battleship will use the Ring Boomerang, Napalm Bomb, Power Stone and Ballade Cracker as attacks.
36* AntiFrustrationFeatures: If one gets enough Game Overs, Dr. Light will upgrade the Mega Buster to let it charge up quicker.
37* TheBattleDidntCount: The first time Ballade is fought, he will always survive with one point of health before fleeing. The second time you fight him, it's for real (not that he doesn't [[UnexplainedRecovery inexplicably turn up in a badly damaged state despite exploding]] later on).
38* BossRush: For the first time in the Game Boy sub-series, you have to face off against all eight Robot Masters before you can fight Wily.
39* CollapsingLair: Twice. Firstly, the Wily Station, the lair of the ''Mega Man 5'' Robot Masters, starts blowing up after the second battle with Ballade, forcing you to escape. Then, the Wily Battleship starts to explode after the final battle, though this time Mega Man escapes in a cutscene.
40* CollectionSidequest: The first four stages have an optional sidequest to collect the letters "B E A T" to gain access to Beat. With the Wily Station stages however, collecting the letters "W I L Y" is required in order to access the second battle with Ballade.
41* CoolSpaceship: The Wily Battleship.
42* CutsceneBoss: Mega Man will actually fight the Wily Station in a scripted event halfway through the game.
43* DegradedBoss: Press'n, miniature versions of the Wily Machine from [[VideoGame/MegaManIII the previous Game Boy game]], appear in the final stage as a SmashMook-type enemy.
44* EscapeSequence: After defeating Ballade for the second time, the Wily Station begins to collapse, prompting one of these to happen.
45* HailfirePeaks: The final four Robot Master stages combine elements from their NES stages and Fortress levels.
46* HeelFaceTurn: [[spoiler:Ballade realises he was wrong to fight Mega Man, and sacrifices himself to save him.]] But if [[VideoGame/MegaManV later]] [[VideoGame/MegaMan10 games]] are any indication, it doesn't stick.[[note]]Though ''V'' does offer the possibility of Ballade being a different individual from the one in ''IV'' by virtue of the numerous copies outside his boss room.[[/note]]
47* HeroicSacrifice: [[spoiler:Ballade comes to repent working for Dr. Wily, and blows himself up in the game's climax to allow Mega Man to escape Wily's exploding spaceship.]]
48* HumongousMecha: Instead of a Wily Machine, Wily fights you using the "Wily Robo Iron Golem", one of these; built in his own image, [[{{Pride}} of course]]. In contrast to the Wily Machines on the Game Boy games before it, it not only completely dwarfs Mega Man, but it's so tall (for Game Boy standards at least) that beating it requires two phases -- one to knock it down to a lower height, and another to destroy its head and fully defeat it.
49* LawOfInverseRecoil: The Super Mega Buster averts this - unlike in ''VideoGame/MegaMan5'' (or indeed any past or future game with a chargeable Mega Buster), firing off a Charge Shot in ''IV'' will push Mega Man back a few pixels, making it somewhat riskier to use.
50* MesACrowd: The two Hunters onboard the Wily Battleship have the ability to create more of themselves (but in the first one's case, the copies are far weaker).
51* OhCrap: Mega Man has this reaction to the [[HumongousMecha Wily Robo Iron Golem]] in its [[https://youtu.be/lWkHvCR_lns?t=4s accompanying cutscene,]] looking up in absolute horror as it rises into view and looms over him.
52* OneWingedAngel: Ballade uses a transformation in his second battle, granting him upturned horns and CoolShades. He also starts using the Ballade Cracker with it.
53* RearrangeTheSong: As per tradition, the Robot Master stages and boss fights use rearranged versions of the corresponding music from their games (though the ''Mega Man 4'' boss theme is heavily rearranged and barely recognisible). Unlike the previous three games[[note]]''Mega Man II'', while having a mostly-original soundtrack, didn't have a boss theme at all for Quint and just used the standard boss battle music for Wily[[/note]] however, Ballade and Dr. Wily have their own boss battle themes.
54* SeanConneryIsAboutToShootYou: At the end of the [[AttractMode intro cutscene]], Mega Man charges up his Mega Buster and fires directly at the camera.
55* SequelEscalation: In a pretty big way. There's more of an emphasis on storyline, purchasable upgrades, cutscenes, many more levels, the series' traditional teleporter room BossRush, Beat, and even Proto Man makes an appearance. This is especially notable as the main console games didn't have most of these until ''VideoGame/MegaMan7'', released around two years later.
56* TankGoodness: The Wily Station makes a fourth appearance, though this time it is now a giant mobile tank.
57* UnexplainedRecovery: [[spoiler:Ballade]] appears onboard the Wily Battleship -- heavily damaged, but alive. Bear in mind that he had ''completely exploded'' before then.
58* UtilityWeapon: A few weapons have upgraded utility from their original NES appearances. The Ring Boomerang, for instance, can grab items for Mega Man, and the Rain Flush can freeze the quicksand in Pharaoh Man's stage and put out lethal fires in Napalm Man's stage.

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