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Video Game / Mega Man RPG Prototype

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Mega Man RPG Prototype is a fanmade browser-based role-playing game based off the Mega Man (Classic) 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.

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Gameplay is inspired by Pokémon, 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 here.


This game provides examples of:

  • Action Initiative: 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).
  • Adaptational Name Change:
    • 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.
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    • 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.
    • Dynamo Man's Lightning Bolt is now called Dynamo Bolt.
  • Armor-Piercing Attack:
    • 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.
  • Attack! Attack! Attack!: 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.
  • Auto-Revive: 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.
  • Bizarro Elements: 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:
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    • The 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 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 Laser type and the 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.
  • Bonus Boss: Quint, who only appears in the postgame Boss Field.
  • Boss Battle: 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).
  • Boss Bonanza: 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.
  • Boss Rush: 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.
  • Charged Attack: 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.
  • Climax Boss: The rival battles in Chapter 3, which mark the midway point of each campaign.
  • Counter Attack: Air Twister, a Wind/Shield type ability that halves damage from oncoming attacks and deals counter damage at the end of the turn.
  • Damage-Increasing Debuff: Bass Crush, which halves the defense of the target for six turns.
  • Damage Over Time: 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.
  • Defeat Means Playable: 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.
  • Desperation Attack: 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.
  • Dual Boss: 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.
  • Enemy Scan: 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.
  • Evolving Attack: 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).
  • Experience Booster:
    • 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.
  • Experience Penalty: 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.
  • Final Boss, New Dimension: All missions in the fifth and final chapter of each campaign takes place in a special field called "Final Destination".
  • Fixed Damage Attack: 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.
  • Feed It with Fire: Several robots, mechas, and bosses have Affinities, which are types that will heal the target if they are hit by them. Unlike 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.
  • Geo Effects: 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.
  • Increasingly Lethal Enemy: 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.
  • Life Drain: Magic Card saps life energy from the target. The default ability of the Batton mecha works the same way.
  • Limited Move Arsenal: Each Robot can learn a maximum of eight moves. Mechas have this same maximum, though they're much less likely to reach it.
  • Money Multiplier: The Fortune Module item increases the amount of Zenny earned in battles.
  • Non-Elemental: 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.
  • Nonstandard Skill Learning:
    • 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.
    • 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.
  • Not Me This Time: 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.
  • Pokémon Speak: 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.
  • Power Copying: 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.
  • Regenerating Mana: 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.
  • Situational Damage Attack:
    • 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.
  • Splash Damage: Hyper Bomb has a chance of dealing reduced damage to benched opponents.
  • Starter Mon: 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.
  • Status Ailment: Disco Fever halves the attack power of the target for six turns.
  • Status Buff:
    • 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.
  • Status-Buff Dispel: 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.
  • Summon Magic: 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).
  • Switch-Out Move:
    • 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.
  • Vendor Trash: Screws are the only items that don't count towards a player's BP, with their only purpose being to sell to Auto.
  • Visible Silence: Used for the dialogue of the Met and Sniper Joe mechas. Averted by the Bombomb mecha, however, which instead uses completely empty quotation marks.
  • You Will Not Evade Me: 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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