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Video Game / Mega Man: Revenge of the Fallen

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Megaman: Revenge of the Broken Capsule
Mega Man: Revenge of the Fallen is a fan-made sequel to the Mega Man franchise created by Dark Flame Wolf. It was built utilizing the Game Maker Pro ver. 8.1 engine from the ground up from the shell framework of Megaman Rocks; another fan-made sequel by Eric Ruth.

The game starts off with Mega Man being summoned after several Robot Masters from the past are laying siege to the city and are stealing robot schematics and plans from the central Robot Museum. Mega Man warps there only to find that he is too late and that Knight Man (apparently Dr. Wily's new right-hand man) succeeded in stealing robot data to be cloned and used. We then get to the stage selection screen proper where there is an unusual number of 10 Robot Masters to tackle compared to the traditional 8.

As of November 27, 2014, the game was released, however a ver 1.2 was released two days later on November 29, 2014 fixing unfair difficulty spots due to player backlash. There is a facebook page detailing the game with more screenshots and videos.

The most current version is 1.4.5 and you can download it here. There is also an Abridged edition that removes all alternate paths from every level, shrinks them down considerably and removes the MM Killers from the Robot Master stages—This was to address complaints about the original and can be downloaded from the same site linked above.

Robot Masters:

  • Centaur Man, gives you Centaur Flash.
  • Magma Man, gives you Magma Bazooka.
  • Magnet Man, gives you Magnet Missile.
  • Pharaoh Man, gives you Pharaoh Shot.
  • Stone Man, gives you Power Stone.
  • Toad Man, gives you Rain Flush.
  • Spark Man, gives you Spark Shock.
  • Star Man, gives you Star Crash.
  • Tornado Man, gives you Tornado Blow.
  • Yamato Man, gives you Yamato Spear.
  • Knight Man (as a hidden boss), gives you Knight Crush.

Megaman: Revenge of the Fallen provides examples of:

  • A.I. Breaker: Averted; Toad Man no longer is stopped from doing his attacks by simply firing on him. In fact, he won't stop his Rain Flush unless you prevent it by either his weakness or a fully charged Mega Buster blast. Supposedly edited in the final game version where only a half-charged Mega Buster blast can cancel out his Rain Flush. This was done to accommodate Perfect Run players who forbid charged shots by not only having it cancel the flush but only doing one damage to Toad Man for a half charged shot.
  • Advancing Wall of Doom:
    • The Rolling Drill enemies found in Stone Man's stage and Skull Castle stage 8 are this. They move towards you from the edge of the screen and kill you instantly on contact.
    • The Wily Machine that chases you during Skull Castle stage 8 is instant kill.
  • Anti-Frustration Features:
    • A number of them, including the Rush abilities, a set of optional upgrades, and E/W/M tanks that replenish themselves on game-over.
    • There will also be an easy mode which removes over half the enemies in the game, doubles the damage you deal to all enemies and adds platforms that basically hand you every single jump in the game.
    • There are also permanent checkpoints found right after the miniboss midpoint room and at the boss door antechamber. If one were to get a game over and continue the level, they would start there instead of at the beginning of the stage. This does not carry over, however, to the Abridged edition of the game since the levels are shorter.
  • Armor Piercing: The Knight Crush blows through all shielded enemies.
  • Big Damn Heroes: Proto Man zips in to save the day since Mega Man's teleport function has been disabled by Wily.
  • Blow You Away: Tornado Man loves to do this by blowing you into the Spikes of Doom on the ceiling.
  • Bonus Boss: Knight Man's level contains a door that can only be opened by using his weapon, meaning you must go through the level twice to reach it. Bass is behind this door.
  • Boring Yet Practical: The Yamato Spear is pretty unimpressive, but can be utilized as a temporary platform when shot into walls or even spikes. Some parts of the Wily Castle even require this tactic.
  • Boss Rush: As is tradition for the Mega Man series, the seventh Wily Castle stage contains one against all 10 of the game's Robot Masters. Entering a secret password on the password screen gives access to a boss rush featuring the rest of the game's bosses in addition to the Robot Masters.
  • Bottomless Pits: All over the place, to the point where they contribute to a Broken Base. See the YMMV tab for more.
  • Call-Back:
    • Bringing Rush back with much love, including the near-forgotten Rush Marine!
    • The Wily fake-out at the end of Skull Castle stage 7, as well as a block falling on Mega Man and Dr. Wily and Proto Man destroying it to rescue Mega Man at the end of the game are nice references to Mega Man 3.
    • Each of the 10 upgrades is a reference to its original appearance in their respective games.
  • Call-Forward: Bass's final remark when you defeat him, just before he leaves.
    Bass: You are so much like is no wonder...limitless...
  • Charged Attack: The Mega Buster, Pharoah Shot, and Magma Bazooka can all be charged up to fire more powerful shots like in their original games (or Mega Man 4 and later in the case of the Mega Buster.)
  • Chuck Cunningham Syndrome: Dr. Wily's actual final form is excluded from the special Boss Rush challenge. Which is just as well, since it's nothing more than a Clipped-Wing Angel Zero-Effort Cutscene Boss.
  • Collection Sidequest: Quite a few extras to collect to include 12 E-tank pieces, 6 W-tank pieces, 3 M-tank pieces, 7 chip upgrades, 3 Rush upgrades, a secret level and boss to find/face and an uber boss battle with Bass.
  • Continuity Porn: Pretty much the entire game is one big nod to classic Mega Man games of the past.
  • Cranium Ride: The Battan and Hover enemies make a reappearance.
  • Crazy-Prepared: Dr. Wily had a pair of back-up plans in case Mega Man got the better of him. The first is Knight Man. The second is Zero.
  • Death from Above: Star Man can drop waves of meteors onto your head during his battle.
  • Demoted to Extra: Proto Man's only appearance is to save Mega Man from the collapsing Skull Castle. Bass gets it better at least, appearing as the game's Super Boss.
  • Desperation Attack: Most Robot Masters tend to have one attack that they don't bring out until they are at half health or less.
  • Developer's Foresight: Your unusual exploration is rewarded in the Robot Master stages with either a teleporter to the secret stage or an easter egg. Some require you to do odd things like walk above the ceiling off screen, going past the apparent end of a room via quicksand and just plain riding Rush Jet past the edge of the screen.
  • Disc-One Final Boss: You fight the Wily Machine in Skull Castle 7. Skull Castle 8 contains a four-part Wily Machine battle. The impact of this is lessened when you realise the fake final stage is marked with an ordinary dot instead of a skull, while Mega Man 2, 3, 4, and 10 all marked both their fake and real final levels with skulls, with the real one not showing up on the map until you clear the fake one.
  • Dual Boss: A variant — The final boss spawns Robot Masters from the past as "shadows". They will spawn two at a time and will attack you in tandem before disappearing.
  • Easter Egg: There are six 'statues' resembling Mega Mans of past games (Mega Man X, Mega Man Zero, etc.) as well as a call forward to Beck from the upcoming Mighty No. 9 that exist in the game. These statues are scattered in random, hard to reach places in the stages. There really is no reason for them to be there other than 'just because' and when destroyed gets you a nice bonus of 25,000 points!
    • You can find these Easter Eggs in Stone Man's stage, Yamato Man's stage, Centaur Man's stage, Tornado Man's stage, Pharaoh Man's stage and the final level of the Wily Castle.
  • Elemental Barrier: The Power Stone which functions as a temporary shield before arcing outwards.
  • Elemental Powers: Magma Bazooka for fire, Power Stone for earth, Rain Flush for water, Spark Shock for electricity, Tornado Blow for wind.
  • Elite Tweak: Power Stone was effectively useless in Mega Man 5, but it is fairly effective here by not only providing a temporary shield but also being one of two weapons that can destroy heavy crates.
  • Emergency Energy Tank: The E-Tanks reappear, but in an altered state. You have to collect four parts of a given tank before it does anything, but once you do, the Tank will refill itself on game over or finishing a stage.
  • Energy Weapon: Two sections in Magma Man's stage play out like a variant of the Quick Man shafts of doom. A brief segment in Skull Castle 8 has these.
  • Gotta Catch 'Em All: Beyond the standard weapons, there's also the Rush Coil, Rush Marine, Rush Jet, 7 unique upgrades including Spike Guard, Energy Balancer, Exit Unit, 12 E-tank pieces, 6 W-tank pieces, and 3 M-tank pieces.
  • Gravity Screw: Star Man's stage, the second half of his stage even flip-flops between normal and space gravity on a regular basis.
  • Hopping Machine: Toad Man's only mode of movement is to hop around like a toad. A second example would be the Wily Machine which likes to hop around to try and crush you.
  • Invulnerable Attack: Magnet Man cannot be harmed when he is utilizing his magnetic field. Stone Man is invincible when landing from a jump and reforming. Star Man cannot be hurt whenever he has his shield active.
  • Just in Time: Proto Man shows up after beating Wily in Skull Castle stage 8 to save Mega Man from the falling debris of the castle, due to Wily disabling his teleport capability prior to the fight.
  • Kaizo Trap: In the Introduction Robot Museum stage, there is an Extra Life in plain view and easily attainable; But by claiming it, you will have no choice but to die since there is no way out of the ledge you just hopped onto. Only by coming back later with an upgrade such as Rush Coil could you claim it and escape unscathed.
  • Kill It with Fire: Toad Man falls easily to the Magma Bazooka.
  • Kill It with Water: You can obliterate Centaur Man with the Rain Flush.
  • Logical Weakness: You can always blow out flames.
  • Luckily, My Shield Will Protect Me: The Star Crash is able to protect Mega Man against weak enemies and projectiles, a step up from it's original version in Mega Man 5.
  • Marathon Boss: The final battle with Dr. Wily in Skull Castle stage 8 is a 4-part Wily Machine showdown.
  • Marathon Level: Most of the main Robot Master stages are quite long and the checkpoints can be few and far inbetween.
  • Mook Maker: In the Skull Castle stages, you have chutes that deposit Docrons whenever you are nearby. Also chutes found in Spark Man's stage produce Elec'ns.
  • Pulling Themselves Together: Stone Man will smash himself to pieces from the impact of a high jump or when diving into the ground to attack you, but simply reassembles himself to continue the fight afterwards.
  • Quicksand Sucks: Played with; Most instances in Pharaoh Man's stage, when you reach the bottom of the screen in quicksand, you die instantly. However there are two instances where sinking in quicksand can be beneficial, even opening up a new alternate route!
  • Rain Dance: How Toad Man summons his acidic Rain Flush. You can't really negate this easily unless you hit him with his weakness or a fully powered up Mega Buster shot.
  • Recycled Soundtrack: The entirety of the game's soundtrack consists of midi renditions of songs from past Mega Man games.
  • Regenerating Health: An upgrade found in Pharaoh Man's stage is called the Recover Chip. Stand still for 5 seconds and you will earn a single point of health back for every 2 seconds you stand thereafter. Hope you are patient!
  • Reimagining the Artifact: The game reintroduces the point system from Mega Man that was absent for the rest of the series. But it actually gives a practical use to the point system by providing rewards for better scores such as extra lives and free E-tanks.
  • Remixed Level: Every level in this game is a remix of previous levels in the series.
  • Reviving Enemy: The Skeleton Joes in the Skull Castle stages. The Mummira enemies in Pharaoh Man's stage always come back regardless if you defeated them just seconds prior.
  • Rolling Attack: The small turtles released from the boss of Skull Castle stage 2 tend to ram around the room at random.
  • Scary Scorpions: The Sasoreenu are scorpion robots found throughout Pharaoh Man's stage, emerging suddenly out of the quicksand to attack. In an odd case, they also appear briefly in Skull Castle stage 6.
  • Self-Imposed Challenge: There is an optional Boss Rush that pits you against all 23 bosses found in the game. With the inclusion of all forms of the Wily Machine and Bass, this challenge can be quite brutal.
  • Series Fauxnale: The game ends with Wily supposedly dying and two things could happen: In the normal ending, Knight Man busts him out and they live to terrorize another day. The good ending, if you defeated Knight Man, will have Dr. Wily gone for good, but a secret experiment is revealed with a shadowy head that looks remarkably like Zero.
  • Spin to Deflect Stuff: The spear-spinning Ben K enemies appearing in Yamato Man's stage, Knight Man's stage and Skull Castle stage 3; also, Yamato Man himself.
  • Spread Shot: The Magma Bazooka spreads out in a 3-way blast. The Spark Shock explodes in a series of small sparks that spread.
  • Springs, Springs Everywhere: The latter portions of Knight Man's stage, as well as a few instances in the Wily Skull Castle stages.
  • Superboss: Bass appears as the game's Superboss in Knight Man's stage, and is also the last boss in the game's hidden Boss Rush mode.
  • Tank Goodness: The first form of the final 4-part battle in Skull Castle stage 8.
  • Teleport Spam: With a Wily Capsule as a boss, would you expect any different? Star Man has shades of this; if fired upon by a charged Mega Buster blast when he is not actively attacking or behind his Star Crash barrier, he will teleport away from your shot and call upon a Colony Drop. Also, Centaur Man utilizes teleportation to move about his room to include trying to telefrag you.
  • Temporary Platform: A few of them exist in this game:
    • The flipping platforms in the Robot Museum stage as well as Stone Man's stage and the first two Skull Castle stages.
    • The infamous disappearing block (Yoku Blocks) that show up in a handful of the game's stages.
    • The flashing yellow platforms in Centaur Man's stage disappear after touching them.
    • The drop out platforms in Magma Man's stage that are reminiscent of those found in Shadow Man's stage in Mega Man 3.
    • The pink and green arrow blocks in Spark Man's stage, stay on too long and something bad will happen to you.
    • The Yamato Spear can be considered as such since they stick into solid walls and/or objects for a brief time.
  • Throwing Your Shield Always Works: You can do this with the Star Crash.
  • Time Stands Still: Centaur Man's Centaur Flash freezes time. Strangely, Centaur Flash does not work the same way when Mega Man uses it, attacking all targets on the screen instead. However, it is useful in slowing down the insta-death magma beams in Magma Man's stage and Skull Castle stage 8.
  • Took a Level in Badass: Every single Robot Master and previous Wily stage boss in this game has a completely different set of attacks and A.I. patterns. They are harder than their original game counterparts.
  • Tornado Move: When utilizing the Tornado Blow, certain platforms can levitate and your jumping height increases.
  • Trial-and-Error Gameplay: Sections of Magma Man's stage as well as a plethora of situations throughout the rest of the game can devolve into this.
  • Trailers Always Spoil: A demo video on Darkflamewolf's Youtube channel entitled "Promo Robot Master Video!" displays all the robot masters and a brief snippet of the attacks they can do. It also reveals the order in which you can fight them via their weaknesses by the order of the splice cuts; with the exception of Knight Man. Talk about revealing the proper order early to keen, observant eyes!
  • Twist Ending: Only if you receive the good ending.
  • Unblockable Attack: Centaur Flash, Rain Flush and Tornado Blow are all this, unless the enemy is of course immune to said weapons. The Knight Crush could also be considered this since it blows through all enemy shields as if they weren't there!
  • Unfinished, Untested, Used Anyway: The Robot Master Replication Laser is not fully developed by the time Mega Man faces off Wily for the final time in this game. Despite this he uses it anyway to summon shadows of former Robot Masters to attack Mega Man briefly and then disappear.
  • Unusable Enemy Equipment: When Yamato Man throws his spearhead, it falls to the ground, but Mega Man cannot pick it up. In fact, it acts as a hazard until either Yamato Man runs to pick it back up again or it fades away.
  • Utility Weapon: The Centaur Flash can slow down the insta-death magma beams in Magma Man's stage. The Magma Bazooka can melt ice blockades. The Power Stone can destroy crates and other destructible materials. The Rain Flush can temporarily freeze the insta-death magma beams in Magma Man's stage as well as standing lava. Spark Shock can reactivate dead machinery, moving it out of the way. Tornado Blow can levitate certain platforms to reach higher places. The Yamato Spear can be utilized as a temporary platform to reach higher areas the Rush Coil is too useless to use for. The Knight Crush can destroy barriers that the Power Stone cannot. So yeah, most weapons get a lot of mileage.
  • Warmup Boss: The Mechazaurus of the Introductory Robot Museum stage is probably the easiest boss you will encounter.
  • We Will Meet Again: Bass says this to Mega Man after their Bonus Boss battle in Knight Man's stage.
  • Villains Want Mercy: Played with; Wily tricks you the first time around in Skull Castle stage 7, but plays it straight in Skull Castle stage 8.
  • Wham Shot: During the good ending, where we see a familiar Zero-like helmet and a pair of eyes open up maliciously.