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While relaxing on a peaceful afternoon, Mega Man gets word that the ancient robot museum has been ransacked and precious copies of old Robot Masters are being stolen and revived to do battle once again! Mega Man teleports over to the museum to put a stop to this dastardly plan and find out who is behind this nefarious plot!
This game will features quite a few levels (20 to be exact) with 10 full Robot Masters to choose from initially, rather than the original number of 8. Features of this game will include:
-20 levels with 1 secret level included!
-3 rush upgrades: Rush Coil/Marine/Jet
-7 more upgrades to find that either increase your health per item, reduce damage, give you a one-shot invulnerability to spikes, let you exit a level early or slowly recover health and more!
-Tons of alternating and branching paths per level giving you full freedom how to best tackle any one level!
-3 Bounty Hunters who pop in randomly throughout the 10 Robot Master stages, its up to you to finish them off right then and there or fear facing them once again in the final stages where they will be harder!
-Classic movements including: jumping, firing, sliding, mega buster charging, etc.

Latest Blog

Megaman: Revenge of the Fallen Abridged - Released!

And you all thought it was an April Fool's prank?!
Yes, the Abridged edition is now out for download and play. Basically, there was a huge backlash from a variety of people who said the levels were too long, the checkpoints too sparse and in general the game being just exhausting to play. So...I made a separate version with these features:

-20 Shortened levels
-No alternate paths
-No permanent checkpoints since all levels are normal length
-No MM Killers in the main stages (a big gripe for difficulty)
-MM Killers in Wily Fortress only (as a result, their weaknesses do less damage)
-All upgrades can be found on the main level paths

Enjoy this 'cut' version of the game which is released completely separately from the original. There will be huge swathes of gameplay cut out as a result of these changes and people who play this version will not see the final chase scene in Wily 8 since keeping it in would have kept the stage more or less the same length. If you want the full experience, play the original, if you want an abbreviated version, try this one instead! Either way, ENJOY EVERYONE! :D

Posts

author=shriekyphantom
I can't jump while charging my buster and walking to the right. When I'm trying to walk to the left and charging, I can jump.
Is it only me?


I've had that problem with keyboard controls for any kind of game: If you use the arrow keys for movement, the right arrow cannot combine with more than one other key. So holding Shoot, Right and then pressing Jump won't make you jump.
That's why I use WASD for movement and JKLUIO for actions.
author=Avee
author=shriekyphantom
I can't jump while charging my buster and walking to the right. When I'm trying to walk to the left and charging, I can jump.
Is it only me?
I've had that problem with keyboard controls for any kind of game: If you use the arrow keys for movement, the right arrow cannot combine with more than one other key. So holding Shoot, Right and then pressing Jump won't make you jump.
That's why I use WASD for movement and JKLUIO for actions.

Thanks
Addit
"Thou art deny the power of Aremen?!"
6394
Holy shit – how did I miss this? I’m definitely going to play and review this for January. *subscribes and adds to playlist*

Also, can you use a USB Controller to play this? And is this as difficult as something like the original Mega Man or Mega Man & Bass? (I bloody well hope not.)

This does look impressive, though.
It is quite harder than your average Megaman game. Bring your platforming skills to the table or the game will trounce you. But like with any Megaman, it seems unfair at first but with practice...I already see YouTube videos with folks acing it like a boss. So it's not insurmountable. It does work with xinput controllers but dpad functionality is not available. We are looking into that for a later 1.3.1 release.
What is different about the different difficulty levels? For example, would easy mode have less enemies and obstacles, or is it simply a change in how much damage taken/received?
It has less enemies, easy platforms to remove most obstacles, more power ups, and every takes double damage from you. Walk in the park really.
I'm loving this game since I found it (a few minutes ago), but I think there should be a "mute" button. First, some people like to hear to music while playing. Second, the audio is kind of buggy (at least for me) and is stopping every time I start moving. Third, some people still use Win XP (like me), and we can't mute the application through the Windows Sound Control (or whatever that is called). I've already tried to use IndieVolume, and it won't do anything. If possible, could you add a mute button? Despite this fact, as a MegaMan MegaFan (I love puns) (also parentheses/brackets/whatever these are called) (I'm getting off topic), this game is the best thing that ever happened after C(r)apcom gave up on him.
Hey Darkflamewolf,

Not sure how often you check this thread, but I'd love to get in touch with you. I write The Boston Globe's weekly video game column and may do my next one on your game. Mind sending me an email at jesse.r.singal@gmail.com?

Thanks,
Jesse Singal
(Twitter: @jessesingal)
This game rocks! I have two minor suggestions that would make this feel more like a classic.

I want to be able to jump thought boss doors! Mega Man just falls to the ground if you jump into a boss door but its soooo much more fun to float through them!

Second, it bugs me that Mega Man loses his charging shot when hit. I know this happened in Megaman 5 and 6?? but I could have sworn it would start charging again without having to release and hold the fire button again. Maybe I'm wrong and I'd certainly prefer whatever is the behavior of previous games but maybe on easy you shouldn't lose the charge or at least not force me to have to release and hold the button again?

Anyway, this is the only fan mm game to ever hold my interest. Thank you Darkflamewolf!!
Suggestion 1: That's a coding issue that Jman may or may not want to do prior to the 1.4 release.
Suggestion 2: It shouldn't lose the charge shot. I've never had that happen. Do you release the button at the same time you get hit?
Got 2 errors for you to look at.
1st: ERROR in
action number 14
of Step Event
for object Hippo_Missile:

Error in code at line 39: if(distx <= 0 && (abs(disty)/abs(distx) < 4 || disty <= 0))

(Seems you divided by 0. Surprised the whole universe didn't collapse)

2nd:

There is a stupid bug with the 3rd assassin (i believe his name was ballade)

if you go past him while he i jumping you have a high chance that he will jump through the door and you cant win or die (really annoying in Wily castle)
Download ver 1.4.1, this should be fixed now.
Is Ballade supposed to be invincible to all frontal attacks or just all attacks when his face changes?
when his face changes. Attack him when his shades are off and head horns are down.
author=Darkflamewolf
when his face changes. Attack him when his shades are off and head horns are down.

Then there's a bug then. I was using the Spark Shock on him & he was immune to it regardless of his appearance. The only way it would damage him is by a rebound from behind, completely immune to frontal attacks.
Probably as a result of us making sure Spark Shock wasn't an unintentional weakness. In ver 1.3.1 and below, spark shock was a 'faux' weakness of all 3 MM Killers. It wasn't supposed to be, so I guess in the process of removing it as a weakness, this happened. So I guess, just consider them 'immune' to the Spark Shock.
author=Darkflamewolf
Probably as a result of us making sure Spark Shock wasn't an unintentional weakness. In ver 1.3.1 and below, spark shock was a 'faux' weakness of all 3 MM Killers. It wasn't supposed to be, so I guess in the process of removing it as a weakness, this happened. So I guess, just consider them 'immune' to the Spark Shock.

No, it's still his weakness, you just have to shoot the initial shot either over or under him so it hits the wall & the ring shaped burst hits him from behind. I can't remember if I actually hit him with an initial shot in the back, but the rebound shots still work. Just what is his 'official' weakness then?
Star Crash. Which normally isn't enough to drain his life bar totally. So you gotta soften him up some first.
Okay, I really like the checkpoint-system in this game, because the stages are REALLY long. The system splits these level in half, even if you go Game Over (same with the checkpoint in the room before the bosses).

However this system breaks apart when the middle-stage-bosses appear. These bosses are really hard to defeat and you must defeat them to get to your "fix checkpoint". If you lose a life at this point, the last checkpoint is very inconsistent placed; in some levels near the middle-boss and in some levels at the start of a very long room. This is really annoying. And if it isn't annoying enough, if you go Game Over you need to play the whole first part of the level again, which has the length of a whole standart MegaMan-stage (and the stages are hard enough, sometimes because the rooms aren't very well designed).
So I am forced to grind on some enemies to get E-tanks and stuff for several minutes to beat these nearly unpredictable middlestage-robots. This isn't the gameplay of MegaMan.

So could you please "fix" these checkpoints when the middle-bosses are arriving? This is so much not fun. Not even "frustrated fun" like in the classic MegaMan. Just unfair.