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A fan-made Mega Man (Classic) game created by Mr. Weird Guy. The game was released on September 25, 2015.

In the year 20XX, the world has not heard from Dr. Wily in years, but a new threat emerges, and the mastermind behind it is...Proto Man?


Robot Masters:

  • SFR-001: Leaf Man, weak to the Giant Axe, gives the Leaf Boomerang.
  • SFR-002: Zap Man, weak to the Leaf Boomerang, gives the Zap Barrier.
  • SFR-003: Coal Man, weak to the Soak Rain, gives the Coal Barrage.
  • SFR-004: Dagger Man, weak to the Magic Missle, gives the Flash Dagger.
  • SFR-005: Wizard Man, weak to the Trash Attack, gives the Magic Missile.
  • SFR-006: Axe Man, weak to the Flash Dagger, gives the Giant Axe.
  • SFR-007: Soak Man, weak to the Zap Barrier, gives the Soak Rain.
  • SFR-008: Trash Man, weak to the Coal Barrage gives the Trash Attack.

Examples:

  • Anti-Frustration Features: You can save in between Fortress stages.
  • Barrier Warrior: Zap Man, with his Zap Barrier.
  • Battle Boomerang: Leaf Man's weapon, the Leaf Boomerang. If it hits an enemy, it will stay in place dealing multiple hits, and it can also retrieve items (though E-tanks and the special letters are not retrieveable).
  • Big Boo's Haunt: Trash Man's stage, being a junkyard, plays this up, with floating skull robots, bubble bat enemies, moody depressing music with actual "gravestones" of robots placed about in the level. The gravestones are actually of robot masters from Mr. Weird's abandoned attempt at a fan game, but one of them is Not Quite Dead, and breaks out of his "grave" to be the stage mid-boss.
  • Blah, Blah, Blah: When Mega Man gets suspicious of Dr. Wily's involvement in the crisis, Wily responds, "Okay, fine. Bwahaha, I'm evil and want to rule the world. Et cetera, et cetera."
  • Bleak Level: Trash Man's Stage. A literal robot graveyard in the rain.
  • Boss Remix: Proto Man's battle theme is remixed from Mega Man 5's title screen music by speeding it up.
  • Boss Rush: As per tradition in Mega Man games.
  • Bottomless Pits: All over the place, but sometimes averted in Wizard Man's stage where falling down some of the pits with down arrows above them will drop you through the ceiling.
  • Call-Back:
    • The plot is a call-back to Mega Man 5, with Proto Man painted as the Big Bad in the opening story.
    • Some of the weapons are very reminiscent of other classic weapons. Trash Attack is Power Stone turned up to eleven (or possibly Water Shield's shield throw move without the shield itself), and Soak Rain is considered to be "what Thunder Wool should've been".
    • The awesome Dr. Light battle. In regular levels of difficulty, his attacks are based off the Mega Man Robot Master weapons. On Insane difficulty he combines those attacks with weapons from later gamesnote .
    • Dr. Wily's escape in this game is reminiscent of his escape in Mega Man 4; he disappears into a revolving door in the background. In this case the door isn't visible on the black background, but the animation is the same.
  • Crosshair Aware: In the second fortress stage, a crosshair will appear on Mega Man and something off-screen will shoot at him.
  • Cyberspace: Dagger Man's level takes place in this.
  • Dark Reprise: The music of the final stage is a slower and more ominous version of the title screen music from Mega Man 2.
  • Death Ray: The third fortress stage has these, although they're not instant death like Quick Man's.
  • Death Trap: Quite a few of them.
  • Deflector Shields: Zap Barrier.
  • Double Jump: By using Trash Attack in the air.
  • Down in the Dumps: Trash Man's Stage. Overlaps with Big Boo's Haunt and Bleak Level.
  • Easier Than Easy: Two difficulty settings, Easiest and Easier, below Easy.
  • Excuse Plot: The game's plot is basically Mega Man 5 (Proto Man is the villain) with hints of Mega Man Unlimited (Wily is a prisoner in his own fortress), and many, many ideas are recycled here. Then again, since Mega Man games often tend to be a case of Play the Game, Skip the Story, that's not necessarily bad. It also helps that Mega Man himself suspects that there's something fishy about the whole business from the beginning.
  • Fire, Ice, Lightning: Three of the enemies in Wizard Man's stage are a red cloaked mage that teleports and shoots a spread of fireballs, a blue floating staff that causes ice crystals to rain down, and a robed purple mage that calls down aimed lightning bolts.
  • Freeze-Frame Bonus: Occasionally, the pattern of lights on the flashing screens at the beginning of Dagger Man's level briefly form a backwards version of Dr. Wily's "W" logo, suggesting that Wily is more involved than he claims. As if that part needed a spoiler.
  • Fun with Acronyms:
    • One of the enemies in the fourth fortress stage is listed in the credits as a T.N.A.T., which stands for "Totally Not A Thwomp".
    • Also applies to the second fortress boss, the U.F.O. (Unrelenting Fighting Obliterator).
  • Guns Akimbo: Coal Man has guns that shoot fireballs replacing his hands.
  • Gravity Screw: In the fourth fortress stage, the gravity will fluctuate between normal, 0.5 (water/space physics), and 2.0 (low jumping ability).
  • Green Thumb: Leaf Man.
  • Harder Than Hard: Insane mode, only unlocked by beating the game on Hard.
  • Hijacked by Ganon: Proto Man was brainwashed by Dr. Wily the whole time. Not even Mega Man is really surprised this time.
  • Homing Projectile: Wizard Man's weapon, the Magic Missile. Which, in D&D, can't be dodged!
  • Invincibility Power-Up: Zap Man's Weapon, the Zap Barrier functions as this. Giving Mega Man a brief period of invincibility for a short while against enemies and obstacles, including spikes.
  • Joke Item: The Hair Dye item in the shop. It just changes the color of Dr. Light's hair and beard.
  • King Mook: Splashmo Prime, to Splashmo.
  • Lighter and Softer: Compared to other popular Mega Man fan games (such as Unlimited and Rock Force), the game's plot is far less serious, acting almost as a parody of Mega Man 5's plot. The game is also significantly easier than both, acting as a good entry point towards Mega Man fan games.
  • Logical Weakness: As is sometimes done with other Robot Masters.
    • Soak Man is weak to the Zap Barrier, since water conducts electricity.
    • Soak Rain is effective against Coal Man, extinguishing his flames.
    • Leaf Boomerang is effective against Zap Man because leaves are not conductive.
    • Despite what you think, Coal Barrage doesn't follow the logic of "fire burns trees", hence it's not Leaf Man's weakness. However, Trash Man is vulnerable because trash is often thrown into incinerators.
    • Instead, Leaf Man is weak to Axe Man's weapon because sharp blades are used to cut plants and trees, and axes are the favored tools of lumberjacks.
    • Dagger Man's weakness to Magic Missile doesn't seem obvious until you realize that his level is Cyberspace. It's a classic Magic Versus Science scenario where Magic disrupts high technology. That, and Magic Missile homes in on him, making his teleportation ability useless.
  • Magic Versus Science: Likely the reason why Dagger Man's weakness is Magic Missile, since his level and abilities are cyberspace-based.
  • Making a Splash: Soak Man. You can get his weapon, Soak Rain.
  • Mythology Gag: Trash Man's level contains tombstones of various robot masters from the creator's (unfinished) first attempt at making a Megaman game. The miniboss, Battery Man, is also one of them.
    • The title, of course, is a nod to the Mega Man (Ruby-Spears) cartoon, and the stage select music (and part of the intro sequence's music) is a nod to the same.
    • Dagger Man is pretty much a shout-out to Mega Man Battle Network. His stage takes place in Cyberspace, the Swordy enemies makes an appearance there, and in the ending, he's doing a battle routine, 6X3 grids and all.
      • The miniboss of his stage, Crorq 2.0, is quite obviously the upgraded version of the main antagonist from the horrid Mega Man DOS and Mega Man 3 DOS games.
  • NOT!: What Dr. Wily says after doing his usual begging for forgiveness.
  • Not Quite Dead: One of the abandoned robot masters (Battery Man) in Trash Man's Stage is the mid boss, and he's none too pleased about his premature burial.
  • One-Hit-Point Wonder: One of the cheats unlocked from one of the collectible CDs in a second playthrough can turn Mega Man into this.
  • Optional Boss: By beating the game in certain ways, you can unlock five optional bosses, accessible through the "Special" menu:
    • Bass: Unlocked by beating the game on Hard mode.
    • Shovel Knight: Unlocked by beating the game with over 1,000 screws in reserve.
    • Simon Belmont: Unlocked by beating the game with no upgrades.
    • Red Mage: Unlocked by beating the game with all the upgrades.
    • Dr. Light: Unlocked by beating the game on Insane mode.
  • Original Flavor: Played with, to amusing results. The game design, graphic design, sound design, etc, are all very true to the Capcom games, rivaling Mega Man Unlimited in that regard. But the Better than a Bare Bulb writing and crossover materials used in the extras gleefully revel in the games fangame origins.
  • Playing with Fire: Coal Man. You can get his weapon, Coal Barrage.
  • Precision F-Strike: Upon defeating Proto Man, the first thing he says is, "Damn!" As for C-137 Mode, given what it's based on, Rick Sanchez has the words "ass", "asshole" (said twice) and even "shit" in his dialogue lexicon.
  • Sarcastic Confession: When Mega Man accuses Wily of being the one truly behind this (pre-fortress), Wily responds in a sarcastic tone that yes, muahaha, he's evil and trying to take over the world, et cetera, et cetera, before asking the heroes' help. Even after all that, Mega Man doesn't really seem to believe Wily is innocent, but goes anyway because Proto Man is there and has to be stopped.
  • Shock and Awe: Zap Man.
  • Shout-Out:
    • One of the bonus collectible CDs in a second playthrough unlocks "C-137 Mode", where you "Play as everyone's favorite alcoholic scientist".
    • Axe Man's weapon, Giant Axe, is pretty much the axe subweapon from Castlevania. His stage is also very reminiscent of Metal Man's, what with the color scheme, conveyor belts, gear enemies, and the moles.
    • At the beginning of his boss fight, Wizard Man seems to be casting Arcane Brilliance on himself. His damaging spells seem also to be from the mage spell classes used in WoW—fire, frost, and arcane.
    • The crosshairs in the second fortress stage is possibly a Shout-Out to the "Krack-Shot Kroc" level from Donkey Kong Country 3: Dixie Kong's Double Trouble!, though at least one LPer also compared it to SearchMan.EXE from Battle Network 4.
  • Temporary Platform: The Yoku blocks in Wizard Man's stage.
  • Trick Boss: Proto Man. This isn't supposed to be a spoiler at all, but he's not the final boss, Wily is.
  • Wacky Sound Effect: The Doot Doot bonus option does this to your uncharged Mega Buster shots.
  • "Where Are They Now?" Epilogue: Done with the Robot Masters at the end of the game. In the case of Trash Man, however, it's more like "Where Was He Then?", as his segment takes place during the destruction of Wily's latest fortress.
  • Worthless Yellow Rocks: During the aforementioned ending, Coal Man attempts to find more coal and is unconcerned with the large amount of diamonds he uncovered in the process.

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