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Mega Man: The Power Battle is an Arcade Game released by Capcom in 1995. Based on the Mega Man (Classic) series, the player (or two, for the first time in the series) is once again tasked with defeating six Robot Masters (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 Fighting Game (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.

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While the cabinets are hard to find in America, it was included as an unlockable in the Anniversary Collection (alongside its sequel). It was also bundled with its sequel for the Japan-only PlayStation 2 game Rockman Power Battle Fighters, and both were ported to the Neo Geo Pocket Color as Rockman Battle & Fighters.


Tropes:

  • A.I. Breaker: Weapons that have a high chance to flinch, most particularly Super Arm and Slash Claw, can force robot masters into a predictable pattern.
  • And the Rest: 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.
  • Boss Game: No stages here!
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  • Call-Forward: Subtly — in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. He's talking about Zero.
  • Co-Op Multiplayer: A first in the series.
  • Excuse Plot: As is the norm — Wily's wreaking havoc, go stop him.
  • Friendly Fireproof: In multiplayer, neither player is affected by the other's shots.
  • Graphics-Induced Super-Deformed: The Rockman Battle & Fighters, by virtue of its platform, features far smaller sprites (based on the NES games).
  • Idiosyncratic Difficulty Levels: 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 Non-Indicative Difficulty, since the "stronger" robots from 7 have more predictable patterns.
  • Immune to Flinching: Most of the 7 bosses, in contrast to how they were originally fought, no longer can flinch.
  • Interesting Situation Duel: 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.
  • Multiple Endings: There are endings for each solo or duo of characters to complete the game.
  • New Work, Recycled Graphics: 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.
  • Not Completely Useless: 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.
  • Rearrange the Song: Virtually every song in the game is a remix of one from the series proper. (Some of these would be included in the Complete Works versions.)
  • Rolling Attack: Wood Man's new ability, invoking the absent Blizzard Man.
  • Scissors Cuts Rock: Cut Man, a lumber robot, has Leaf Shield as a weakness.
  • Timed Mission: 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.
  • Took a Level in Badass: The Yellow Devil is significantly more versatile here — he has the ability to form smaller versions of himself and toss rocks aroundnote .
  • Unexpected Character: VAN Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.
  • Wall Jump: A series first for Classic.

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