Hey guys. I've been playing far too much Mega Man lately. I got to Wily in 9 and can't frigging beat him, but I did go back and enjoy some awesome remixes, some Mega Man fangames, and play a hoboton of Protoman/Endless Attack. I am suffering badly from MM Fever right now. Here's two of my ideas for games, one as a sequel (MM10) and another as a third "Arcade" game. Enjoy!
ALSO, here's some cool Mario game ideas I found. I couldn't find the initial idea where Pauline was a cyborg and whatnot, but there's a similarly thought out fighting game AND a cool Mario Kart idea. NOT MINE, but still awesome nonetheless.
www.smbhq.com/users/ideas/ideas/smb.htmlwww.smbhq.com/users/ideas/ideas/race.html----------------------------------------------------------------------------------
Mega Man 10Taking place sometime after the events of Mega Man 9, this game sees the Blue Bomber's final battle against Wily. Yes, it's one of
those Mega Man game ideas. In Japan, this game's subtitle would be "Wily's Final Challenge."
The story opens with Wily throwing out one last challenge to Mega Man: defeat his brand new 8 Robot Masters as they cause havoc around the world, then come meet him at the rebuilt Skull Castle for the final challenge. Rather than reveal the whole plot as is, I will go over the 8 Robot Masters, what they're like, and then break into what's going on.
Similar to the 3 16bit+ games, there is an intro stage as well as a mid-stage between the first and final four Robot Masters, though you can pick from all 8 at the beginning of the game. The graphics are done up in 3D cel-shading so that they appear halfway between Powered Up, the later X games, and Mega Man 7. Sorta. Just imagine if the official art for the games was in 3D and that's basically the look of this game. The Item Replicator and Bolts are available, though like 7 you can find some of the items without having to buy them. There are Spike Guards, Ladder Boosters, Arrow Shots, etc. all available. Beat, Rush, AND Tango all appear as items. The Super Adaptor is there, as well as the Proto Shield. Basically any really cool item is in this game. And, much like MM9, all of the Master Weapons serve a very useful purpose even outside of boss fights...so there IS a LOT of game here. Anyways, moving along to the interesting stuff ;p
**Robot Masters**
(in order of weakness)
- Pulse Man -- a squat super electric-charged robot with a giant antenna coming out of his head
- Weapon -- Pulse Bomb, essentially the Crash Bomb that has a pulsating blast that stays for a long time
- Stage -- Abandoned Radio Tower -- as the name states, this stage is riddled with weird dishes and anntennae that send out pulses of electric power
- Judo Man -- a simple-looking robot with secret martial arts prowess
- Weapon -- Judo Kick, essentially the Charge Kick
- Stage -- Mountain Dojo -- a harsh stage that starts in the snowy mountains and ends in a trap-filled fortress
- Ari Man -- a digging robot equipped with powerful crushing mandibles (Ari is Japanese for "ant")
- Weapon -- Ant Stinger, a 3-pronged blade that fires and then splits into a multidirectional attack
- Stage -- Desert Base -- an underground military base taken over by insectoid robots, turning it into a mechanical ant hill
- Video Man -- a lanky robot equipped with a camera eye and a film reel on his chest who loves to make videos of himself; appears in alternate Battle Network timeline
- Weapon -- Film Double, an attack that creates a miniature "copy" of Mega Man which mimics his movements either above, below, or in front of him
- Stage -- Film Lot -- a movie studio usurped by Film Man, the stage begins in a Wild West setting, moves to Outer Space, and ends in a Haunted Castle area before the final battle
- Fairy Woman -- a beautiful nymph-like robot who glides through the air effortlessly on her brilliant wings
- Weapon -- Fairy Wind, the standard "all-screen" attack which damages tougher enemies but transforms weaker ones into harmless "blobs"
- Stage -- Mystic Forest -- an enchanted and forgotten forest riddled with strange creatures of ancient origin, this stage is exploding in bizarre plant-like robots
- Vulcan Man -- a hulking robot who has an earthen shell, he carries giant volcano-like cannons on his shoulders (though they tend to fall off if hit by the right weapon...)
- Weapon -- Vulcan Cannon, a shot made up of giant flaming rocks that deal massive damage
- Stage -- Dormant Volcano -- as expected, a stage that takes place inside a giant volcano that has been inactive for some time
- Glacier Woman -- a svelte and glimmering robot adorned in icy jewelry and a frosty tiara
- Weapon -- Glacier Wave, sends a series of four ice stalagmites to shoot up from the ground before Mega Man
- Stage -- Polar Iceberg -- an iceberg and its surrounding aquatic environment located deep in the Arctic
- Silver Man -- a very large robot with a simplistic design who relies on his powerful claws and stretchable cables to attack foes
- Weapon -- Silver Wire, a horizontal or vertical chain ending in a claw that works like a hookshot to attack foes or pull Mega Man across chasms
- Stage -- Metal Factory -- a stage made up of conveyor belts, pistons, spinning blades, and plenty of difficult climbs and jumps
Halfway through the 8 Robot Masters, the plot is partially revealed to the player. Wily introduces 3 of his new "creations," a trio of robots cast in shadow who he claims have power the world has never seen or known. He then mentions that before Megaman can reach him he has to defeat these three new creations at their specially built tower. Megaman converses with Dr. Light and the others after the conversation, and Light suggests that the robots may not actually be Wily's by design: they didn't carry his signature "look." While the characters contemplate this, Light says he has "something to work on" and Megaman leaves to fight the other four robots.
After you defeat the 8 Robot Masters, another key cutscene plays out. Megaman gets another message from Wily, but this time Wily is bloody and clearly in pain. A new voice appears on the monitor, and the face that goes with it appears once again in shadow. As the light cascades over it, we learn the name of this new robot: Lunar Canine. He cackles, and the other two robots appear to introduce themselves: Solar Gazelle and Star Witchhazel. All three applaud Wily for his efforts bringing Dr. Light's whereabouts to them, but now offer up their own challenge: bring them Dr. Light, alive, or they will come and destroy the lab, the city, and eventually everything else. The message cuts out and Dr. Light fears for everybody. He offers to take Roll, Auto, and Eddie into hiding with himself while Megaman and Protoman go to figure out what's going on. Suddenly, Bass appears half-beaten. He reveals the rest of the story: the three robots are from the future (duh), and they are not Wily's. They used Wily to find out info on Dr. Light and bring him out of "hiding," but now they are going to kill Wily unless they can bring ruin to Light. Bass then gives Megaman the location of their tower and says that Wily is "safe" for a while. He gives Megaman advice about their weaknesses, then dies. Treble howls over the loss, and Megaman swears revenge on the robots. Light gives Megaman some "upgrades" he has been working on, but says that they are far too powerful and incomplete. Megaman gains a slight boost to his defense, his attack power, and no longer wastes weapon energy. His appearance does not change.
The Tower is broken into 4 stages, and you can pick any of the first 3. In other words, the first three stages end in one of the three villains and you can fight them in any order. However, seeing as they ARE Reploids, the battles work drastically differently. The goal is to weaken them to half health, since Mega Buster shots AND Master Weapons deal barely any damage at all--even with the upgrades. They do have a handful of weaknesses, however. Lunar Canine is fairly standard, and uses a powerful attack called "Lunar Fang" which is a large slashing move. Solar Gazelle is speedy and relies on his attack "Solar Storm," a charged-fireball move. Star Witchhazel, a sorcerer-type Reploid, flies around the room and uses a multi-whip attack and the weapon "Star Crash" which causes a meteor shower. All of their attacks WILL finish Megaman in one or two hits, so the battles are very intense. You can order items via Eddie between stages, however, and Bolts are still readily available during stages.
At the top of the tower, Megaman finally comes face to face with all three Reploids. They have Wily captured in a cage behind the wall, and decide that taking on Megaman 1-on-1 was foolhardy because they softened their powers. They all combo their weapons into one deadly "Cosmic Cannon" attack and have Megaman trapped (Wily is cheering in the background), when DEUS EX MACHINA--Protoman teleports in and slashes one of them in two using a green energy sword. The other two are startled, and look between each other arguing whether this is "the one." Protoman then does a badass dash-jump-shoot-slash and finishes the other two off. They die "Mega Man X" style, of course. Protoman then falls down and admits that this was "Light's sword, put aside for the future. It wasn't meant for robots like you or I, Megaman." Protoman mentions that the illness he has in his programming will finish him off, on top of the sword draining the last of his energy. He says something poetic to Megaman and leaves the sword behind as he teleports himself and Megaman out of there.. The tower starts to explode and Wily bursts out of his cage, laughs, and flies away in the UFO. When Proto and Mega arrive at Light's hideout, Protoman dies and Megaman curses Wily. He teleports to the Skull Castle for the final battle...
The Skull Castle is the same as any other game. Four stages, teleporting hatches, etc. The major difference comes in the form of two extra bosses. At the end of stage three, Wily appears already and tells Megaman that while the three robots were visiting him he amused them by giving them crackpot stories about Dr. Light, Megaman, and himself. They allowed him to search their advanced circuitry in exchange for information. They were too proud to think that he would survive them to remember what he learned. Now that they are scrap, he says, he can rebuild them and use them for something much, much greater. Then he disappears and the boss music starts: it's a giant Chimera! The boss is "Cosmic Chimera," a menagerie of all three Reploids combined in one. Another tough fight, but as it is a "Wily Robot" it isn't as tough as the Reploids were on their lonesome. You can kill it.
The fourth and final stage has the teleporting hatches and, of course, the final fight with Wily. Wily is fought like normal, but after the fight in his UFO he does not admit defeat: he admits victory! He finishes his tale from earlier. When he was searching the makeup of the future robots, he found a stage programming error. Or so, he thought it was. It was a self-replicating piece of code that could control the attitudes and mannerisms of the robots, while also increasing their power significantly. He had already planned to steal some of their designs for his own work, but now that he discovered what he dubbed "the Wily Virus" he was sure to finish his project sooner than planned, and with a better result. He then offers Megaman the chance of a lifetime: a fight with his ultimate creation, a very god of destruction. From the shadows of the black background appears a glowing eye, then the flash of a green energy blade. Wily laughs, and thanks Dr. Light for being foolish enough to reveal his own project to Wily. Now the blade belongs to his robot, not Light's. The Maverick battle music from X cues up, and the fight then begins. Zero is insanely powerful, though incomplete. He is rougher, shows some parts missing, and does not take as many hits as the Reploids from earlier. This is a "can't lose, can't win" fight. Stay alive long enough to get Zero down to half health, and you've won. Zero begins sputtering strange verses, talking as if of his own will, cursing Light, Wily, and then struggling to say his own name. He dashes at Megaman and delivers one final blow just as Megaman teleports away. Megaman arrives in Light's secret lab to see Light hard at work. He tells Light what's happening, and Light agrees that this is a time to stay hidden so that he can finish his project that will defeat "Zero." That game, however, ends on a more positive note as Wily curses Light and Megaman for fleeing, has Zero replaced on a table to continue his work, and Light makes a comment that "if Zero is what he thinks he is, then we mustn't worry. He will 'see' for himself. Someday." Light smiles, we see the image of "X" on the table behind him, and Megaman smiles knowing that, someday, Wily will meet his maker.
The credits are met with black and white scenes of Wily and Light meeting, working as partners, building robots, Wily defecting, Rock and Roll, Rock becoming Megaman to fight Wily, and then each game in the series. After the credits, we get a message from Light "in hologram" saying "The time has come. Wake up!" or something to that effect, and we hear the noise of X "charging."
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Mega Man: The Power ChampionsThe third "Arcade" game, this one is the ultimate. Using cel-shaded 3D graphics matched with remixed music, classic 8-bit music, and a 2-player co-op style, this game is what the two arcade games should have been. Players will pick a character and battle Robot Masters in 1-on-1 or 2-on-1 fights set to their individual music and themed stages, ending with fights against Wily's mechanations and the evil Dr. himself!
Every single Robot Master from 1-9 and Bass is here. Also present are the four GB Wily Robots, the 3 Wily Wars Robots, and the StarDroids. And let's not forget a ton of special machines and baddies such as the Dragon Mech, Gamma, Dark Man, Dr. Cossack, King, and a slew of others. This is the *ultimate* Mega Man game.
There are a few different gameplay modes, though the basic gameplay remains the same.
ARCADE: 1 or 2 players will fight 8 random Robot Masters in any order, collect Master Weapons (which are not guaranteed to be the weakness of any particular robot they fight), fight through two Skull Castle bosses, and finish against Wily himself. The most basic mode in the game.
ENDLESS: 1 or 2 players fight through Robot Masters "Arena" style. They are thrown at you randomly with no choice in order. After every 4 you can take a break in a room filled with items and powerups. You get no Master Weapons in this mode either: you get them Kirby Superstar's "Arena" style, picking three from a randomized "storehouse" at the start of the game and every four matches. After every 8 matches you fight against a random larger boss, not necessarily just Wily created ones (so Stardroids, Cossack, etc. as well), and you just keep going until you're defeated. Definitely the most fun mode.
SHOP: as you fight you collect bonus chips, like Mega Man 1, as well as Bolts. Exchange bonus chips for bolts and bolts for items here. In-game, you find health and powerups as you battle, but here you can guarantee you'll have something. Items are stored in your sub-menu and can be used freely there in any mode, so long as you're using the same "save file/name" for each mode.
TRAINING: practice your moves as any character in an untimed and infinite health setting. Here you fight motionless Doc Robots, of course
You can set the Doc Robot to follow various patterns, such as Jumping, Moving, Shooting, etc., but they do NOT mimic Robot Masters in this mode. That's saved for the other ones.
VS: fight your friends with a variety of fun Master Weapons. You can play with up to 4 players here.
TOWER: a platforming mode where you are thrown through a series of dangerous rooms full of traps. As you progress, you are challenged by a random selection of Robot Masters and must fight them to move forwards. As you move further up the tower, you start having multiple Robot Masters at a time. There are dead-ends, bonuses, and other surprises around every corner: the tower IS a maze, after all. This mode may also be done with 4 players.
SELECTION: pick your own Robot Masters to fight. Mix-and-match up to 8, then take them on in your own "Mega Man" game. This may be done with up to 4 players, taking turns.
STORY: The coup-d'grace, this mode has FOURTEEN different stories to play through. Each one follows a game in the franchise, more or less. So, the first story is Mega Man 1 using the 6 RMs and the 2 from Powered Up. The second story is MM2, and so on. You are treated to stills that explain the backstory, cutscenes, and ending to each game, so it's essentially like playing through all the games without the stages in between the boss battles. Weaknesses are present as you remember them, but special items and weapons are unavailable. If you need something, you gotta buy it in the SHOP. Once you beat the first 10 games, 1-Bass, you are treated to the 11th game, based on MMV. Rather than fighting Robot Masters, here you fight the Stardroids. Beating that nets the 12th game, based on Wily Wars and the GB games once again. Here you fight the four Mega Man Killers (in any order), then the three members of the Genesis Unit (in any order). The 13th game is a nod to the little-known Wonderswan Rockman & Forte where you fight the 6(7) Robot Masters of that game (Compass Man now gives a Master Weapon).
The final and 14th stage is unlocked only if you have beaten certain "achievements" in the other 13. For example, beating Dark Man under 10 seconds nets you a piece of a "blueprint." When all six pieces are recovered, you unlock the 14th game. Here, of course, the final boss is Zero. You must battle through 8 random Robot Masters, the Mega Man Killers, the Genesis Unit, most of the Wily Mechs, Wily, and then Proto-Zero (half-complete). In this mode, Light gives you the "X-Saber" before any battles. It is the energy sword that ends up being Zero's weakness, but it also drains health with each slash...so save it for that battle. Characters must fight over who gets it, of course.
**PLAYABLE CHARACTERS**
Of course, how can I forget the most important thing? All playable characters have a basic "shot," a "charge shot," a "secret attack," the ability to slide or dash, jumping, wall kicking, and an assist/striker Here they are as follows:
Megaman -- standard character. Average in all aspects. Has normal plasma shots, charged Mega Buster shots, can do a "Shoryuken," slides, and summons Rush to assist him. Rush can be jumped on for Rush Coil, and fires off large shots whenever Megaman does a charge shot.
Protoman -- my personal fave, another standard character. His shots are a bit larger than Megaman's but his charge shot is narrower. He dashes with his shield out, blocking shots. His special is a shield-tossing attack. His summon is Beat, despite Beat already being an attack item. Beat will appear and give Protoman a little energy shield to protect him from attacks, then fly away. As an item for anyone, Beat attacks the boss as he flits about the room.
Duo -- heavy character who is just a tad slower and crappier at jumping. He punches instead of shooting, and his charge is a giant energy "fist" that flies out. His dash is a shoulder charge that deals damage and his special is a large Hadouken-like burst right in front of him. His assist is also Beat, who gives him a frontal energy shield that deflects attacks.
Bass -- a bit faster than the rest and he can also double jump. His shots can be done rapid-fire but he cannot move while shooting this way. His charge shot is narrow but strong. For a dash he runs forwards slightly up into the air, which is somewhat ineffective. His special is the "Flash Kick," and his assist is Treble who dashes at foes everytime Bass fires a charged shot.
Roll -- the first unlockable character, she is slow and can barely jump. She fights using her broom and so is a close-range fighter. When she gets Master Weapons, she uses a gun arm but cannot fire normal shots otherwise. Instead of firing a charge shot, she can swing her broom in a wider arch with more power. For a dash, she runs forwards in a rush. Her special is a spinning "sweep" with the broom. Her assist is Tango, who she can hit with her broom and bounces around the room dealing damage as a result.
Rock -- the second unlockable character, he is Megaman without the upgrades. Can only fire normal plasma shots. Cannot slide. Still uses Master Weapons. No special attack. His assist is still Rush, but Rush now fires shots alongside Rock rather than only when he uses a charged shot.
In the end, this would be a fantastic game if it's ever made. Such a game happening is super improbable, though, which is a huge shame. It's such a great idea, and I wish Capcom were reading this right now :/