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Found 6 Threads, 262 Posts 268 Results Total
 
Contributor
Spinstrike
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Posted on February 14th, 2014 at 8:38pm #161
In Mega Man 9, if you beat the game after equipping Roll with her Mega Man 8 outfit, she will be wearing it in her scene with Jewel Man in the ending credits.

Also, Dr. Light's laboratory in the opening sequence was originally going to be one of his buildings from Rockboard.
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Posted on January 1st, 2011 at 12:00am #162
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Spinstrike
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Posted on February 12th, 2014 at 6:02pm #163
@CHAOSFANTASY: Yeah, I was thinking the original roster, plus Marie and a 2-4 DLC characters. Help would be much appreciated!
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Spinstrike
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Posted on February 10th, 2014 at 7:12pm #164 ( Edited : 2014/02/12 at 9:49am )
For my next project, I'll be creating a series of movesets like I did with the League of Evil Exes. I have a few ideas, but I want your input.

-The mercenaries from Team Fortress 2
-The members of FOXHOUND from the original Metal Gear Solid
-The cast of Skullgirls (Probably just the original 8, maybe a few more)
-The Mighty Numbers from Mighty No. 9 (My personal pick)
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Contributor
Spinstrike
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Posted on February 10th, 2014 at 6:48pm #165 ( Edited : 2014/02/10 at 6:54pm )
Two sugestions:

1. A thread to discuss names for the remaining Robot Master fields (3, 5-10, and MMAB).

2. An option to choose between the original NES music and the Genesis remixes. TheLegendOfRenegade is great, don't get me wrong, but some people (myself included) would appreciate it.
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Contributor
Spinstrike
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Posted on February 5th, 2014 at 5:06pm #166 ( Edited : 2014/02/06 at 8:48am )
Here's Ra Thor, the robot created by Dr Wily using Ra Moon's alien technology in Super Adventure Rockman. He also appears in the Archie Comics adaption of the game.

Name: Ra Thor
Desegnation: NWN. 001
Class: Extraterrestrial Conqueror Robot
Core Type: Space

Energy: 100
Attack: 76
Defense: 99
Speed: 125

Weaknesses: Electric, Shield
Resistances: Nature, Swift, Explode
Affinities: Space
Immunities: Shadow

Quotes-
Start: "Submit to Ra Moon or die!"
Taunt: "Your puny Earth weapons are no match for mine!"
Victory: "Your services are no longer required, Doctor..."
Defeat: "Long live Ra Moon!"

(Abilities and Field will be added later... -_-;)
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Spinstrike
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Posted on February 4th, 2014 at 6:21pm #167 ( Edited : 2014/02/04 at 6:36pm )
Not exactly a fact, but it is believed that Napalm Man's stage in Mega Man 5 is based of Vietnam. Here's some evidence:

-The jungle-like setting.
-The robot tiger enemies. Indochinese Tigers are native to Vietnam.
-The underground tunnel (the one with the drilling robots). During the Vietnam War, South Vietnamese guerillas used a vast network of underground tunnels to sneak around unnoticed.
-The spike pits in his stage resemble punji traps, concealed pits of wooden stakes employed by the South Vietnamese.
-Napalm Man himself. Napalm was a flammable liquid used by the U.S. Air Force during the Vietnam War; its use was banned by the United Nations in 1980.

In fact, rumor as it that Mega Man 5 was banned in Vietnam, as Vietnamese would find Napalm Man and his stage offensive.
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Contributor
Spinstrike
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Posted on February 2nd, 2014 at 6:51pm #168 ( Edited : 2014/02/05 at 4:17pm )
I'm surprised no one's done Quake Woman yet. Might as well do her myself...

Name: Quake Woman (Mega Man by Archie Comics, Issue #13)
Designation: LMN.001
Class: Geological Survey Robot
Core Type: Earth

Weaknesses: Impact, Water
Resistances: Earth, Explode
Affinities: None
Immunities: None

Energy: 100
Attack: 117
Defense: 84
Speed: 99

Quotes-
Start: “So, you want to battle? Alright…”
Taunt: “Let’s get this over with…I’m starting to feel a little claustrophobic…”
Victory: “Now that that’s over with, I’d better be getting back to work…”
Defeat: “I’m trapped! Help me, Doctor!”

Signature Moves-
Quake Drill
Learned At: Level 1
Power: 16
Accuracy: 100%
Speed: 3
Energy: 4
Range: All
Description: “The user causes an earthquake to deal damage to all robots on the opponent’s side!”

Quake Burry
Learned At: Level 5
Power: 24
Accuracy: 94%
Speed: 3
Energy: 8
Range: Front Row
Description: “The user causes a cave-in, burying the target robot in rubble to deal damage and prevent switching for five turns! This ability’s effects can be ended early with an Explode-type move…”

Field: Collapsed Mineshaft
First Appearance: N/A (Original)
Primary Core Type: Earth
Type Multipliers: Earth x2.0, Impact x1.4, Flame x0.7
Mecha: Caricarry, a robotic mine cart designed for hauling ore. With its Carry Haul ability, it can throw rubble at foes. While it has excellent speed and decent attack and energy, it suffers from poor defense.
Description: A caved-in mineshaft miles below the Earth’s surface. Broken-down mining equipment and massive rockslides dominate the background, with more rubble raining down from above. Several Caricarry can be seen rocking back and forth amongst the debris.
Music: “Macbeth” from Star Fox for the SNES (Original Version(Sega Genesis Remix
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Contributor
Spinstrike
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Posted on February 1st, 2014 at 11:19am #169
Shadow Man

Swift

Thunder Beam

Bright Burst

Flash Man's Stage
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Contributor
Spinstrike
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Posted on January 26th, 2014 at 7:19am #170 ( Edited : 2014/01/26 at 9:33am )
Hey, this seems pretty interesting! Mind if I drop in?

Top Man: Okay, I think I've found a way to make a slightly more game-accurate version of Top Spin). According to Adrian's initial post regarding the MM3 weapons, Top Spin had to be changed from its game counterpart because it would require a new sprite for every robot, which would be too time-consuming. For my version of Top Spin, the user would balance on a giant top (Similar to the spinning top platforms right before Top Man's boss door) and "charge" it for a turn (Like Super Arm or a Shield ability) before jumping off and sending it at a front-row target for massive damage. However, it could be stopped early with an Impact-type ability. The existing Top Spin would remain in the game under a different name (something like Top Throw).

Spark Man: If I recall, Spark Man has a move where he charges a ball of electricity above his head and throws it at you. This move always struck me as an Electric-type version of Pharaoh Shot, and could probably use the same mechanics. As for a name...Spark Charge?

Snake Man: This one isn't really based off anything. The user would summon a Snakey from Snake Man's stage to bite the opponent and deal damage, lowering attack by 10% in the process. Snake Bite seems like a fitting name.

Hard Man: Oh boy, this one's a doozy. It's also based of Hard Man's ground slam attack. The user would leap up into the air for a turn, then crash down to cause a earthquake that would deal damage to all robots on the opponent's side. This attack could be stopped early with a Missile-type move, just to use those upward-turning sprites Magnet Missile and Needle Cannon have. As for a name, I was thinking Hard Quake. Guts Man could be given a similar move.
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Contributor
Spinstrike
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Posted on January 15th, 2014 at 6:09pm #171
Just wondering...how do I unlock the field support ability?
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Contributor
Spinstrike
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Posted on January 14th, 2014 at 6:41pm #172
I don't know what the weather is like for you guys, but for me it's been nothing but Rain (Flush). It's been going on for so long, I'd even take some nasty Wind (Man) or a Blizzard (Man). I can't wait to see the Sun(star) again!
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Contributor
Spinstrike
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Posted on January 14th, 2014 at 8:55am #173
Glad to see things are back to normal (at least for the moment). I haven't been commenting much, what with all the negative air around here. :(
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Contributor
Spinstrike
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6 TP | 262 PP
Posted on January 12th, 2014 at 3:18pm #174
Shame the Prototype is still down. ): In the meantime, I'd like to make a few edits to my preexisting quotes.

Flash Man
Start: "Stop! In the name of Love!"
Taunt: "This'll be over in a flash!"
Victory: "How illuminating!"
Defeat: "My light is fading..."

Crash Man
Start: "I am the destroyer!"
Taunt: "I'll blow you to smithereens!"
Victory: "You hardly stood a chance!"
Defeat: "How did you...Inconceivable!"

Knight Man
Start: "Taste my steel, knave!"
Taunt: "Enough foolishness! Have at you!"
Victory: "Thou were a fool to think thy could win!"
Defeat: "Forsoth...I have fallen..."
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Posted on January 1st, 2011 at 12:00am #175
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Posted on January 1st, 2011 at 12:00am #176
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Contributor
Spinstrike
4,502,757 BP
6 TP | 262 PP
Posted on January 6th, 2014 at 5:11pm #177 ( Edited : 2014/01/09 at 4:26pm )
Get equipped with: Update!

In celebration of the field-centric Star Force Update, you can now create fan-made fields! I mean, what's the point of making bunch of awesome fan-made robots without some place for them to kick each other's butts?

A complete field MUST contain...

-The field's name. Composed of two words or phrases (three or four if you're pushing it, don't even think about five).
-What game (Mega Man or otherwise) the field comes from.
-The Field's primary core type (determines what type the 10% boost go collecting this field's star is).
-The field's multipliers (Core types, damage, recovery, experience). Primary core type gets an automatic x2 multiplier.
-The Robot (fan-made or otherwise) associated with the field.
-The Mecha (fan-made or otherwise) associated with the field.

Optional:

-A short description of what the field looks like (1-2 sentences is good).
-Music that plays during battle (link to YouTube or another video/music-sharing website).
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Posted on January 1st, 2011 at 12:00am #178
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Contributor
Spinstrike
4,502,757 BP
6 TP | 262 PP
Posted on January 4th, 2014 at 5:38pm #179 ( Edited : 2014/01/05 at 7:59am )
Ah, I understand. When you collect a star from a field, you gain a boost to abilities that share the same core type as the feild. For example, the Rainy Simulator field (Rainy Sewers+Space Simulator) is Water and Space type, so its Fusion Star gives a 10% boost to both Water and Space type moves.

One question: will you be able to collect more than one of each varieyt of star? For example, can I collect 2 Rainy Simulator stars to gain a 20% boost to my Water and Space type abilities?
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Found 6 Threads, 262 Posts 268 Results Total
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