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Found 7 Threads, 121 Posts 128 Results Total
Pages 1234567
 
Contributor
CHAOS_FANTAZY
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Posted on January 19th, 2014 at 2:52pm #101
You mean "It's a Secret to Everybody."

No one references Zelda incorrectly in my presence and gets away with it!
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CHAOS_FANTAZY
3,787,753 BP
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Posted on January 19th, 2014 at 2:08pm #102 ( Edited : 2014/01/19 at 2:26pm )
Hey, if I may, a series of questions about some weapons I see lying loose in the database:

> Why is Proto Shield classed as a Neutral ability instead of a Shield ability? Really can't understand the rationale behind that one.

> What the Yellow Devil was the purpose of Roll Swing? It consumes all the player's energy for an attack that has a lower accuracy and less damage than a Buster Shot.

> Is it safe to assume that the unused Sticky Bond and Sticky Shot abilities are remnants of a plan (That may or may not still be in effect) to add the MM1 Concept Robot, Bond-Man, to the game?

> Why is Ballade Cracker classed as Explode/Flame? I'm not familiar with any reason for it to be Flame-type.

> I'm mostly unfamiliar with MMV's weapons, but why is Grab Buster classed as Freeze/Crystal? The Crystal, I can understand, but why Freeze?

> Why is Magic Card classed as Shadow? Again, not very familiar with MM&B's weapons, but there's nothing about Magic Card that really screams shadows and darkness to me.

> Why is Black Hole Bomb/Galaxy Bomb classed as Space/Explode? I know, it's called Galaxy Bomb, but it doesn't seem to have much of an explosion factor to it. I would have classed it as Shadow/Space.

> In general, there seem to be very few weapons classed as Copy, Crystal, and Laser, in contrast to all the Flame weapons. So many flames...anyway, are there any efforts being taken to fix this, if you feel it needs fixing at all?

And one more, but it's got nothing to do with the Database:

> I'm told that the characters from Rockman Strategy (Apollo, Luna, and the Twelve Horoscopes) will not appear in this game, due to the fact that you're not fond of them. Is this true, and if so, why are you not fond of them?
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Posted on January 1st, 2011 at 12:00am #103
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Contributor
CHAOS_FANTAZY
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Posted on January 19th, 2014 at 12:15am #104 ( Edited : 2014/01/22 at 10:56am )
Continued:

Name: Lancea
Designation: DMN-00B
Class: Skillful Security Robot
Core: Impact

Energy: 87
Attack: 121
Defense: 157
Speed: 199

Weaknesses: Electric
Resistances: Flame Swift
Immunities: Impact
Affinities: None

Quotes
Start: "You shall go no further!"
Taunt: "There's just no getting past me!"
Victory: "Doctor will be so proud of me!"
Defeat: "I couldn't stop them...I'm a failure..."

Signature Moves
Glory Lance
Learned at Level: 1
Power: 30
Speed: 4
Energy: 2
Description: The user prepares a superheated golden lance, then jumps forward and stabs at the foe with it. This weapon is powerful, but has no special effects.

Honor Shield
Learned at Level: 3
Power: N/A
Speed: 3
Energy: 3
Accuracy: N/A
Description: The user puts a golden shield with a skull marking on it up in front of them, absorbing 80% of all incoming attacks for three turns. In addition, all attacks aimed at benched Robots on the user's team will instead target the user.

Glory Charge
Learned at Level: 10
Power: 35
Speed: 3
Energy: 8
Accuracy: 95%
Description: The user prepares a superheated golden lance, then charges into the active enemy, skewering her. Upon a successful hit, there is a 60% chance that they will keep going and skewer the next target in line on the bench. The attack continues until it misses, or until the entire enemy team has been skewered. (Note: even though this attack is Flame/Impact, only Impact type Robots may equip it.)

And the battlefield:

Name: Dr. Mad's Castle
First Appearance: Rokko Chan (2011)
Primary Core: N/A
Multipliers: Flame x2.0 Experience x2.0 Defense x1.5
Robot: Fransiska & Lancea, led by Dr. Mad
Mecha: N/A (Like a Rival Battle—has no native Mecha (That is the case, correct?))
Description: Dr. Mad's Castle took some cues from old Wily himself, from a skull motif to the many mecha and machines within, right down to the giant warcraft he used as his last-ditch effort. There are actually many locations within Dr. Mad's Castle that would look nice for a fight, and the first stage is somewhat lackluster, so consider this a question mark for now.
Music: Dr. Mad Boss Battle - Original OST - Official Chiptune Arrangement

And if Dr. Mad is to accompany his Robots on the battlefield, he'll need to vocalize as well:

Dr. Mad Quotes
Start: "Fight, my Robots! For honor and glory!"
Taunt: "This war shall be ours!"
Victory: "They said I was Mad to try! Now look at me!"
Defeat: "Defeated?! No! No! Retreat! Retreat!"

Unlike typical Rival Battles, which consist of a "Warrior" archetype and a "Support" archetype, Fran and Lan take a different approach: Fransiska is the aggressive one, while Lancea is the defensive one.

Well, that's all I got. Now to be sad that they won't be in the game. Or will they??? No, they probably won't.
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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 12:14am #105 ( Edited : 2014/01/19 at 12:17am )
Well, there has been fan speculation on the topic (Rokko Chan may one day get a sequel, even), but Dr. Mad doesn't really have a Bass counterpart. He does have something close, though: a pair of Medieval Twins, that battle Rokko Chan in the first stage of Dr. Mad's Castle. So, without further ado, I present the Rival Battle of this campaign: Fransiska and Lancea!

Name: Fransiska
Designation: DMN-00A
Class: Berserking Security Robot
Core: Cutter

Energy: 101
Attack: 199
Defense: 105
Speed: 146

Weaknesses: Explode Laser
Resistances: Impact Swift
Immunities: None
Affinities: Cutter

Quotes
Start: "No place to hide! Face my wrath!"
Taunt: "Pain does not exist to me!"
Victory: "You were fun to kill!"
Defeat: "Just pass by...I have not the strength to stop you."

Signature Moves
Berserk Axe
Learned at Level: 1
Power: 35
Speed: 3
Energy: 3
Accuracy: 98%
Description: The user prepares a large silver axe, then rushes their opponent and chops them with it. This weapon is powerful, but has no special effects.

Axe Throw
Learned at Level: 3
Power: 40
Speed: 3
Energy: 4
Accuracy: 80%
Description: The user prepares a large silver axe, then chucks it at their opponent. This weapon is powerful, but has no special effects.

Berserker's Rage
Learned at Level: 10
Power: 40
Speed: 3
Energy: 8
Accuracy: 95%
Description: The user lets out a blood-curdling scream, draws two axes, and dashes at the target, slashing them brutally. With each successful hit, they will be fueled by bloodlust, increasing their attack by 10%. In addition, there is a 60% chance they will hit again. The onslaught continues until the user misses (But continues even if the target's health hits 0—racking up overkill and attack boost!). (Note: even though this attack is Cutter/Swift, only Cutter type Robots may equip it.)

Looks like I'm going to have to split this post in half to accommodate the character capacity. Oh well!
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 11:13pm #106
Well, note the most. Most players defeat Rolling Man first. I actually find him the most difficult RM in the game. Darned Rolling Rings are so random, I have trouble dodging them properly. I've played the game multiple times, and I typically gravitate towards Volcano Man or Lightning Man first.
---
Last but not least, the creature of the woods who speaks for the trees, Forest Man.

Name: Forest Man
Designation: DMN-006
Class: Wildlife Preservation Robot
Core: Nature

Energy: 99
Attack: 123
Defense: 163
Speed: 141

Weaknesses: Flame Explode
Resistances: Earth
Immunities: None
Affinities: Nature

Quotes
Start: "Ehehehe...let the games begin."
Taunt: "Just give up, I've practically won already."
Victory: "Seems you've gotten all tangled up, Robot."
Defeat: "Let's all just pretend I won this fight instead..."

Signature Moves
Forest Whip
Learned at Level: 1
Power: 20
Speed: 3
Energy: 2
Accuracy: 95%
Description: The user lashes out at the target with a whip made of thorny vine. This weapon has a high (33%) critical hit ratio.

Forest Vine
Learned at Level: 5
Power: N/A
Speed: 3
Energy: 4
Accuracy: N/A
Description: The user summons a “Forest Vine”—a dummy mecha with a single point of health. It takes their place in combat, taking a single hit for them and putting them back in combat when defeated. It shares elemental statuses (Weaknesses etc etc) with Forest Man, and if not defeated, the user can attack through it.

And his home field:

Name: Mechanized Forest
First Appearance: Rokko Chan (2011)
Primary Core: Nature
Multipliers: Nature x2.0 Earth x1.7 Cutter x1.3 Swift x0.5 Electric x0.2
Robot: Forest Man
Mecha: Tribal Joe (Tribesman with a tiki-like shield and spear in his hand; decent all-around stats with especially high defense, but has relatively low health) - See Page 8 of the Rokko Book](http://king-soukutu.xsrv.jp/rokkobook.html)
Description: Disgusted with the mechanization taking place, Forest Man once took over this forest to preserve its flora and fauna. The background is predominantly dark, with trees and underbrush sticking out against what is otherwise a black umbrage. There may be a pit of mud here and there. Tribal Joes can be seen practicing spear-throwing on one another, and Poinsettias sit idle. Occasionally, a Mecha-Monkey will pop out of the trees.
Music: Forest Man's Theme - Original OST - Official Chiptune Arrangement

Alright, that's all six of Rokko Chan's Robots and Rokko herself...but wait, there's more...!
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 11:03pm #107 ( Edited : 2014/01/18 at 11:06pm )
...Right, then! Moving right along to the gyroscopic fiend that most Rokko Chan players take down first...Rolling Man!

Name: Rolling Man
Designation: DMN-005
Class: Space Training Robot
Core: Impact

Energy: 78
Attack: 108
Defense: 150
Speed: 147

Weaknesses: Missile
Resistances: Impact Space
Immunities: None
Affinities: None

Quotes
Start: "Roll up! Roll up!"
Taunt: "Suffering from vertigo, I see! You've just got to roll with it!"
Victory: "Let the good times roll!"
Defeat: "Woah...woah, I'm getting dizzy!"

Signature Moves
Rolling Ring
Learned at Level: 1
Power: 28
Speed: 3
Energy: 2
Accuracy: 90%
Description: The user fires three purple rings that ricochet off walls at the target. There is a 45% chance that this attack will also hit a benched opponent for half the damage.

Rolling Rampage
Learned at Level: 5
Power: 13
Speed: 3
Energy: 4
Accuracy: 50%
Description: The user spins in a circle and fires multiple plasma shots at the foe. They have a low accuracy, but it fires ten shots total.

And the stage:

Name: Vertigo Simulator
First Appearance: Rokko Chan (2011)
Primary Core: Space
Multipliers: Space x2.0 Impact x2.0 Shadow x1.7 Shield x0.6 Cutter x0.4
Robot: Rolling Man
Mecha: Circle-Six Train (Train-like mecha with a conductor's hat on top of the engine; has high speed and defense, but lacks a good method of attack) - See Page 7 of the Rokko Book
Description: Rolling Man took over this gravity-defying simulator designed to help astronauts train for deep space. The battle takes place inside the base, with a few windows showing a starry sky outside. In some contained pits, perhaps over spikes, Circle-Six Trains can be seen driving back and forth. Occasionally, the entire stage background flips, swapping the places of the floor and ceiling, and leaving the Circle-Six Trains to fall (This has no effect on combat).
Music: Rolling Man's Theme - Original OST - Official Chiptune Arrangement

Did I mention how much fun I have writing these out?
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 8:32pm #108
The good news is, during our forced leave, I managed to finish all of the data sheets for Rokko Chan's Robots! Next up is our high-flyer-death-defier, Jet Man.

Name: Jet Man
Designation: DMN-004
Class: Aerial Acrobatics Robot
Core: Missile

Energy: 93
Attack: 154
Defense: 101
Speed: 172

Weaknesses: Nature
Resistances: Wind
Immunities: Missile
Affinities: None

Quotes
Start: " It's a bird! It's a plane! It's Jet Man!"
Taunt: "...Should've rolled."
Victory: "Wait, I won? ...As expected, of course!"
Defeat: "Looks like Jet Man is blasting off again..."

Signature Moves:
Jet Missile
Learned at Level: 1
Power: 25
Speed: 3
Energy: 2
Accuracy: N/A
Description: The user fires a homing missile at the opponent. This attack can never miss.

Jet Dive
Learned at Level: 5
Power: 30
Speed: 3
Energy: 4 to prepare, 0 to fire
Accuracy: 95%
Description: The user takes to the skies, flying above the action. Any attacks aimed at them will miss. On the next turn, they dive back down to the battlefield, crashing into the active opponent. (Note: even though this ability is Wind/Impact, only Wind-core Robots can equip this ability.)

And the stage on which he battles:

Name: Eagle Skyline
First Appearance: Rokko Chan (2011)
Primary Core: Wind
Multipliers: Missile x2.0 Wind x1.3 Electric x1.2 Flame x0.7
Robot: Jet Man
Mecha: Hover Cannoneer (Orange and yellow humanoid mecha with a cannon over its shoulder that can spin its legs to fly; has low energy and defense, but makes up for it with very high speed and decent attack) - see Page 6 of the Rokko Book
Description: Jet Man once occupied this air base, with high heights and higher danger. The floor suddenly drops away in places, and is sometimes replaced by large propulsion fans. Eagle Jets can be seen zipping by in the background, and some Hover Cannoneers can be seen hovering in the air. (Seeing as this is the stage where Beetle Jet is unlocked, having Beetle fly by in the background rarely might be a nice easter egg.)
Music: Jet Man's Theme - Original OST - Official Chiptune Arrangement

Were I to follow Brorman's Weakness Guidelines, it would seem that Rokko Chan's Robots seem a bit unbalanced, but ultimately I am unsure.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 8:18pm #109
I return!

Ah, it's good to be back again. Three days of silence wasn't easy, but I did it. I think it was really funny when Adrian was the only guy online, meandering about the community and answering questions. Like a guy alone in a room talking to himself. Huh? Huh? ...I'm the only one who found it amusing, aren't I?

In any case, yay, we're back in business! Now I can get back to playing the video game.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 8:11pm #110
Might I inquire about how much swearing is too much? I can easily filter myself if need be, but in most forums I frequent, the general audience is at least to the age where they've heard every word in the book. One of them even said their policy was "Talk like a gentleman, swear like a sailor." Like said before, I can tighten the chain if need be, but I need to know what's acceptable. Most people have the policy of "Keep it down to a 'dammit' and 'hell' every now and again," but I figured I'd ask.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 18th, 2014 at 8:04pm #111 ( Edited : 2014/01/19 at 12:51am )
If I may speculate, at least on the topic of Mega Man:

> Thunder Beam, along with Ice Slasher and contact damage from a Big Eye, are the three things in Mega Man history that do a whopping ten damage to the player. Some people even theorize that Thunder Beam is Mega Man's weakness because of this. Hence, Electric Weakness.

> Mega Man's Wind Weakness likely stems from the ever-popular NicoNicoDouga video, "Airman Ga Taosenai" ("Air Man Cannot Die," or "I Can't Defeat Airman").

> His resistance to Shadow probably pertains to Evil Energy, him being one of only two canonical examples of having it being used as a weapon against him and surviving (The other being Duo, obviously).

Also, Roll probably has a resistance to Wind because [Insert clever joke about vacuum cleaners here].
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CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 16th, 2014 at 5:26pm #112
Wait, you're paying to host a game you won't get any monetary benefits from?

...I mean, respect and all, that's really admirable, I don't think anyone would ever do that. On the other hand, it does make me kind of scared to think the game could be lost forever if suddenly the funding gets cut for whatever reason.

Nonetheless, as much as I wanted to play MMRPG today (And probably the days after it), playing a much more efficient MMRPG later sounds much better. Keep on keeping on, Adrian.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 16th, 2014 at 5:09pm #113
Shocking how quickly I'm going through these. ...You can shoot me for that one.

Name: Lightning Man
Designation: DMN-003
Class: Electronic Communications Robot
Core: Electric

Energy: 110
Attack: 168
Defense: 99
Speed: 191

Weaknesses: Impact
Resistances: Swift
Immunities: None
Affinities: Electric

Quotes
Start: "Let's make this an honorable battle we can both be proud of!"
Taunt: "You must be quicker than that! Quicker than Lightning!"
Victory: "You were cocky and made many mistakes, and that led to your downfall."
Defeat: "There is no honor in a loss..."

Signature Moves
Lightning Flash
Learned at Level: 1
Power: 28
Speed: 3
Energy: 3
Accuracy: 95%
Description: The user fires a blast of lightning at the opponent. This weapon ignores external shields.

Double Lightning
Learned at Level: 5
Power: 28
Speed: 3
Energy: 6 to charge, 0 to fire
Accuracy: 95%
Description: The user calls down a bolt of lightning to strike them, charging this attack in addition to giving a 25% chance to evade the next incoming attack. When fired, the attack fires two blasts of lightning with the same properties of Lightning Flash.

And the stage:

Name: Communication Base
First Appearance: Rokko Chan (2011)
Primary Core: Electric
Multipliers: Electric x2.0 Swift x1.5 Laser x1.3 Shadow x0.4
Robot: Lightning Man
Mecha: Thunder Gate (Stationary battery-like foe that blasts out electric waves; decent attack and defense, but barely any speed) – See page 9 of the Rokko Book
Description: Lightning Man once took over this media base as part of a scheme to keep the public uninformed about Dr. Mad's war on humanity. Television screens in the background display a peculiar green static, and lightbulbs randomly flash on and off. Thunder Gates stand like looming sentinels in the background, occasionally sparking with electricity. Unfortunately, no more maps are ripped, but keep an eye on this VGMaps topic; that's where I got the first few. Or just go play the game to get a feel of the remaining stages' themes. I linked it up in the post featuring Rokko herself. Go on, I'll wait.
Music: Lightning Man's Theme – Original OSTOfficial 8-Bit Arrangement (Give that back, Other CF!)

Unlike the others, I actually am sure that the Thunder Gate is properly named—a friend once translated their name for me.
I really am having a ball over here. I know the likelihood of them being added to the game is basically nil (Unless I misread Adrian, there are no grounds for adding this sort of thing to MMRPG), but at least King-Soutuku would be receptive to the idea.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 16th, 2014 at 4:18pm #114
More (Or at least more functional) reasons to play as each player character.

I understand that right now, we don't have any choice as to who tackles what mission, but as I understand it, the finalized version of the game will give us that choice. The three Doctors share their Robot armies (They can be passed back and forth) as well as their weapons technologies (One can give a Robot a Player-specific weapon, then pass them to another Player, and they will keep that weapon—my Roll was once equipped with the Wily Buster & Disco Buster on the Light team). Presently, the only real thing to compel you to put [x Robot] on [y Player] are the meager stat bonuses: Robots with their aligned Player receive a flat 25% stat bonus (Light's being Defense, Wily's being Attack, and Cossack's being Speed), and Robots away from their aligned Player get a bonus to their EXP, much in the same way traded Pokemon do.

Is this really enough incentive to play the Robots with a certain Player? Not from my perspective, it isn't.

Possible Solutions:
> Make it so that at least some (If not more than some) abilities can only be used when the Robot is with a certain Player (e.g., Mega Man can only use Super Adaptor when with Dr. Light).
> Add some form of abilities used by the Player themselves (e.g., Light might summon Eddie to give an item to the active Robot, which they use immediately).
> Make Robot/Ability transfers less painless. (Admittedly not the best option)
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Posted on January 1st, 2011 at 12:00am #115
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Posted on January 1st, 2011 at 12:00am #116
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CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 15th, 2014 at 8:53pm #117 ( Edited : 2014/01/16 at 6:45am )
Yay, I got someone else to post!

I'm really burning through these. Speaking of burning, here's the Fire Archetype of Rokko Chan...

Name: Volcano Man
Designation: DMN-002
Class: Volcanic Research Robot
Core: Flame

Energy: 150
Attack: 189
Defense: 160
Speed: 65

Weaknesses: Freeze, Shield
Resistances: Earth
Immunities: None
Affinities: Flame

Quotes
Start: Here comes the metal meltdown...
Taunt: I'm practically falling asleep over here.
Victory: Can I go back to sleep now?
Defeat: ...Oh, forget it. I'm goin' back to sleep.

Signature Moves
Volcano Cannon
Learned at Level: 1
Power: 40
Speed: 3
Energy: 3
Accuracy: 75%
Description: The user fires a chunk of volcanic rock at the active foe for massive damage. Upon a successful hit, the rock will explode violently, hitting the active foe and the benched foe directly behind them.

Volcanic Barrage
Learned at Level: 7
Power: 35
Speed: 2
Energy: 5
Accuracy: 60%
Description: The user fires four or five hunks of burning volcanic rock into the air. On the next turn, they come crashing down, hitting randomly selected foes on the enemy team for big damage.

And his Field:

Name: Meltdown Volcano
First Appearance: Rokko Chan (2011)
Primary Core: Flame
Multipliers: Flame x2.0 Earth 1.5 Explosive x1.1 Nature x0.2
Robot: Volcano Man
Mecha: Flame Rider (Small wheel-based droid with flamethrower on its head; mid-high attack, high speed, but mid-low health and defense) - See page 5 of the Rokko Book
Description: Volcano Man once took over this broiling research base built into an actual volcano. The background is rocky, and some lava flows can be seen. Flame Riders are riding about everywhere like madmen. See also, Volcano Man's map.
Music: Volcano Man's Theme – Original OSTOfficial 8-Bit Remake

The same asterisks from the first time around still apply.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 15th, 2014 at 6:58pm #118
Seems this topic has gone somewhat quiet. Hopefully my posts will galvanize it a bit.

Name: Hockey Man
Designation: DMN-001 (Dr. Mad No. 001)*
Class: Professional Sports Robot
Core: Freeze

Energy: 150
Attack: 85
Defense: 300
Speed: 112

Weaknesses: Electric
Resistances: Flame
Immunities: Freeze
Affinities: None

Quotes
Start: Let's drop the puck!
Taunt: C'mon, if this takes any longer, I'll be called for delay of game.
Victory: And Hockey Man gets the game-winning goal!
Defeat: That just went right by me...

Signature Moves
Ice Shield
Learned at Level: 1
Power: 23
Speed: 3
Energy: 3 to prepare, 0 to fire
Accuracy: 95%
Description: The user surrounds themselves in a shield made of snow and ice, raising Defense by 15%. The shield can then be thrown at the target for a fair amount of damage, plus a 35% chance to freeze the foe in place.

Hockey Puck
Learned at Level: 3
Power: 18
Speed: 3
Energy: 0
Accuracy: 98%
Description: The user drops a hockey puck on the ground, and slaps it at the target. It does comparatively fair amounts of damage, but has no special effects.

And the stage on which he fights:

Name: Cold Storage
First Appearance: Rokko Chan (2011)
Primary Core: Freeze
Multipliers: Freeze x2.0 Impact x1.6 Swift x0.7 Earth x0.7 Flame x0.4
Robot: Hockey Man
Mecha: Bunny Hopper** (Big Eye-esque mecha that does heavy damage upon collision and can take a few hits, but is relatively slow) – See Page 4 of the Rokko Book
Description: Hockey Man took over a small, chilly facility that appeared to be storing things in exceedingly cold temperatures. The predominantly blue background has many breaks in it, in which the player can see mechanized claws moving boxes, and icicles hang from the ceiling. A few Bunny Hoppers** can be seen jumping about. See also, Hockey Man's map.
Music: Hockey Man's Theme – Original OSTOfficial 8-Bit Arrangement

* Rokko Chan's RMs do not actually have serial designations; the order and serial numbers of the Dr. Mad Robots were determined by the order in which they appeared.
** I don't know if those enemies are actually called Bunny Hoppers; the Rokko Book contains their true name, but in Japanese, a language I do not know. In the absence of a true name, I christen them what I find fitting.

Not really sure if these are balanced; I tried moderating Hockey Man using Wood Man's specs as a form of guideline, but I might have still made him too weak. Would be easier to tell if people would talk about them, but eh. Beggars can't be choosers.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on January 15th, 2014 at 4:58pm #119
I, for one, am very confused by this "Slur" fellow. I was previously led to believe that Robots such as himself and his companion Trill were the new AI given physical form, but that seems to not be the case. If he is the AI, why would it be aware of happenings off of planet Earth, and why would he suddenly go rogue? If he is not the AI, why does he seem to know everything about the virtual world in which the AI dwells, and—perhaps more importantly—who is the AI? Does the AI even take on a physical form in the virtual world? What is the AI, anyway?

I would make further commentary, but there's an awful lot here that I'm not being told. Like where "Trio" falls into all of this.
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Found 7 Threads, 121 Posts 128 Results Total
Pages 1234567
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