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CHAOS_FANTAZY | Mega Man RPG World Leaderboard

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CHAOS_FANTAZY

CHAOS_FANTAZY is a contributor and a legacy player of the Mega Man RPG World with a current battle point total of 15,932,294 and a zenny total of 9,800. CHAOS_FANTAZY created his account on January 12th, 2014 and has since completed 77 different missions, unlocked 3 playable characters, 31 robot fighters, 89 special abilities, and 56 field stars. CHAOS_FANTAZY's most-used playable character is Dr. Cossack, and his top 5 favourite robots appear to be Roll, Bubble Man, Proto Man, Toad Man and Bomb Man.

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CHAOS_FANTAZY
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Posted on February 25th, 2015 at 10:00pm in "Roleplay Bios" #1 ( Edited : 2015/05/05 at 7:19pm )
...Wait, did you think that was the end? Can't well have the King's Men without the King, can we?

Name: King EX
Designation: KMN-000
First Appearance: N/A--would have been in King's Gambit Challenge (Technically Mega Man & Bass)
Theme: King's Theme

Specs
(Specs are unavailable--they are identical to the original King, with one key difference:)
Type: Shield/Nature


Appearance
King maintains many of the aspects of his old appearance, but his travels have seasoned him greatly. Bluish war paint still marks his face, but his regal golden armor has been replaced with that of a fair rusted copper color. His cape, dyed a brilliant red, is tattered from travel toward the ends, but also proudly marked with various medals and other trinkets. Finally, he no longer scowls, but smiles warmly at those who would greet him.

Background
King has had a chance to wander the world over, to raise a troop as dedicated to his objective as himself, and to hone his understanding of the world and his skills in manipulating it. Now, he returns, and his first step in progress is to increase Robots' sense of worth by offering them knighthood--but only if they can pass his trial. As one might expect, he stands at the end of it.

Abilities
Like his armor, King's abilities are similar, but also much changed. His executioner's axe is used only as a last resort, a quick swing for when foes get too close for comfort. His primary weapon, now, is his reflective shield, though he is far from passive with it now, performing dashing shield bashes with this weapon. The X-shaped energy blasts of old still appear on occasion, but more often than not, they are replaced with an orb-shaped blast, that instead of launching forward like a projectile, slows in the air before bursting out into long strands of trailing, thorny vines. King aims to ensnare his foes in these vines before making a daring charge for massive damage.

Data Card
Good Point: Good speaker
Bad Point: Untrustworthy
Likes: Chess
Dislikes: Dr. Wily and other manipulative humans

So...that's that. That's the King's Men. I consider them free-use but I'd like to hear what you're doing with them.

EDIT: I must offer an apology to a dear friend.
I subconsciously pilfered the idea of the King's Men from a friend of mine, ProtoMan01. He wanted to approach a similar idea using his fanmade scientist, Dr. King. I have offered him the characters in consolation, but he denied them; yet, I no longer wish to claim I own them.
As such, I rescind ownership of the King's Men, and hereby declare them free-use for any project.
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CHAOS_FANTAZY
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Posted on February 25th, 2015 at 8:23pm in "Roleplay Bios" #2 ( Edited : 2015/02/25 at 9:01pm )
Next, the trusted adviser that King considers his equal...

Name: Queen
Designation: KMN-001
First Appearance: N/A--would have been in King's Gambit Challenge

Specs
Weaknesses: Nature Missile
Resistances: Crystal Explode
Immunities: Freeze
Type: Crystal/Freeze
73
112
76
139

Appearance
Queen is a very lithe and pale figure, with her entire body comprised of a translucent crystalline material, making her appear solid white when struck with light. A crown of similar material rests upon her soft grayish hair, and her baby-blue eyes gaze with intense clarity. When she smiles, it is said to be full of pride and radiance, but more common on her face than a smile is a chilling scowl.

Background
She was literally built to be a queen--she was codenamed Elizabeth, after one of the most beloved English monarchs of all time. Given a small, secluded control group to rule, the world stepped back, and watched how a Robot would act as a leader figure in isolation. When they returned, they found she had established an efficient but ruthless rule, where all accomodations were made but all punishments were brutal. This form of government, however, had long since become outdated; Elizabeth was deemed a failure and slated for scrapping.
In a rage, the deposed queen ordered her subjects to attack, and fled in the conflict. For a while, she fell into a cycle of hiding in the wilderness, plotting a wild and elaborate revenge scheme, executing it and almost succeeding (Becoming the scourge of England to the point where people began to call her "Bloody Mary" instead), and eventually becoming crushed and deposed and fleeing again--until, one day, she was at last imprisoned. Her execution was to be immediate and public, but no one expected the wandering King to be in the crowd--much less that he would jump up and defend her.
King argued that although the violence Mary had committed was undeniable, she was entitled to the same rights as the rest of the citizens of England--meaning, no death penalty. If it pleased the state, he would take her into his custody and ensure she never got up to no good again. The state, luckily, understood King as a once-misguided revolutionary, and Elizabeth was in no mood to be scrapped, so the arrangement was condoned, though their leave was to be immediate. To King, Elizabeth represented someone much like himself, but quite different, and he would appreciate her skills on their way to Robot rights. He offered her the chance to "be his Queen," and she accepted--and thus began King's retinue.*

(* If anyone was even mildly curious, King's troupe formed in this order: King > Queen > Knight > Bishop > Rook > Pawn.)

Abilities
Queen's powers are as cold as her stare. With mere gestures of her hand, she can create and control slabs of ice. These slabs can deflect any projectile, and she often smashes them onto the ground to form sharp shards of ice that she can then control. By using these abilities in tandem, Queen can cover a huge area in ice and land devastating blows against her foes.

Data Card
Good Point: Pragmatic
Bad Point: So full of herself she scarcely has room for anyone else
Likes: Companionship
Dislikes: Oppression, treachery
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CHAOS_FANTAZY
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Posted on February 14th, 2015 at 10:49am in "Roleplay Bios" #3
Fourth in line is the imposing form of the tower against the skyline...

Name: Rook
Designation: KMN-002
First Appearance: N/A--would have been in King's Gambit Challenge

Specs
Weaknesses: Earth Explode
Resistances: Water Shadow
Immunities: Nature
Type: Earth/Shadow
101
153
132
14

Appearance
In a crouched state, Rook resembles a miniature tower, but upon being approached, he rises to his full height. His hulking stature is three times that of even the tallest Robots (See also: Stone Man, Ballade, SunStar), with broad shoulders and bulky limbs capable of supporting literal tons of weight. Dark brownish stones cover the entirety of his form, covering his rock-solid jaw, and breaking away only for his eyes, which are seemingly irrevocably curved into a scowl. An almost crownlike structure covers his flat head.

Background
Originally known as Refrain, Rook was constructed as a high-power security Robot. He guarded the entrance of a secret research facility in Russia, and transported personnel from place to place. This occupation, however, led to said personnel treating him something like a machine; he would not be entrusted with the details of the research, and would often even be told he could not understand them. Resentful of this treatment, he abandoned his post and wandered through the blizzarding Siberian wasteland, until he happened upon an injured King and his wary troop. For the first time in a good while, he was happy to carry them into town for repairs, even if the people regarded him as imposing at best. When the job was done, King gratefully offered him a chance to dispel the humans' image of him, and he accepted, joining the troop and taking on the name "Rook."

Abilities
Rook's very visage is known to have an intimidation factor all its own, but his true strength, of course, lies in his massive power. He has strength enough to pick up and throw most foes with one arm, and he has a tendency to do so with rocks if no foes are available. His sheer weight allows him to form small tremors with a mere stomp. However, Rook's heavy plating slows him dramatically, so he also possesses artillery cannons in the palm of each hand, firing simple metal cannonballs that explode upon impact. It is also worth noting that part of his stone chassis is hollowed out, allowing him to house many people between these storage areas and upon his shoulders.

Data Card
Good Point: Gentle
Bad Point: Irritable
Likes: Stories, traveling
Dislikes: Snow
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CHAOS_FANTAZY
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Posted on February 3rd, 2015 at 5:08pm in "Roleplay Bios" #4
Then comes King's favorite techie...
Name: Bishop
Designation: KMN-003*
First Appearance: N/A--would have been in King's Gambit Challenge

(* If it is not evident, the serial numbers are based off of the point values in chess, going down in number as the pieces become more valuable. Technically, Knight and Bishop should share the same serial number, since they have the same point value, but I decided to have Knight precede Bishop because a knight can move on the very first turn of a chess game (And are traditionally moved right after the center pawns in the King's Gambit strategy), while bishops cannot. Nonetheless they should be considered to be more or less equals as far as the characters go; both are strong, but in different ways.)

Specs
Weaknesses: Shadow Space
Resistances: Laser
Immunities: None
Affinities: Crystal
Type: Laser/Electric
200
50
90
60

Appearance
Bishop is a tallish humanoid Robot wearing baggy, billowing cream-white robes that cover her body almost entirely. The sleeves cover her arms, and its base trails upon the floor. She has soft blue eyes, curly pinkish hair, and a smile that could light up a room. In her hand, she holds a dark black tome with a gilded cross upon it.

Background
Originally known as Hymn, Bishop was constructed as a religious missionary Robot, to travel and serve wherever she was needed. She was widely popular as she possessed a great number of skills, and as her fame increased, people began to call for her by name. On the side, she was studying to become the first official Robotic clergyman, and after years, she finally would be accepted--but only with certain caveats. She would not be allowed to perform sacraments, her sermons had to be scripted ahead of time...there were so many caveats, in fact, that she not only refused but retreated from service entirely, against the orders of her creators. For a brief moment in her life, she was hopeless and faithless--but it came that King himself had heard of her efforts, and came to her to request her service--in aiding him in his search for harmony between humans and Robots. Faith reinstilled, Hymn joined his troupe, taking on the mantle of "Bishop." She would later use her extensive knowledge of technology to hack into the communications mainframe so King could announce his return.

Abilities
As a foe on the battlefield, Bishop may not seem dangerous, but this facade quickly vanishes--though not physically strong by any stretch, she can use tricks of the eye to strike at her foe when they least expect it. Her open hand is capable of firing blasts of heat, light, and/or electricity, and, upon firing a beam of light straight up, she can trigger a secondary ability to bathe an entire area in blindingly bright light. This aura tends to stun opponents, but seems to enhance her perception and regenerate her vitality, adding to an already steadfast foe.

Data Card
Good Point: Kind
Bad Point: Pacifistic
Likes: Helping others
Dislikes: Deep wounds, the sight of oil
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CHAOS_FANTAZY
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Posted on January 31st, 2015 at 10:55am in "Celebration Thread" #5
Alright, alright, I'm goin' for it.
Arthur (Ghosts'n'Goblins) - Amaterasu (Okami) - Zombie (Plants vs. Zombies) - Elizabeth (Bioshock Infinite)
Jak & Daxter (Jak & Daxter) - Anthony Carmine (Gears of War)* - Crash (Crash Bandicoot) - Bowser (Super Mario)
Samus Aran (Metroid) - Sir Daniel (???) - Scorpion (Mortal Kombat) - Link (Legend of Zelda)
Sub-Zero (Mortal Kombat) - Zelda (Legend of Zelda) - Tom Nook (Animal Crossing) - Little Sister (Bioshock)
X (Mega Man X) - Spyro (Spyro) - Wheatley (Portal) - I don't remember her name but I know she's from Mass Effect...
Gastly (Pokemon) - Um...Mass Effect? - Ganondorf (Legend of Zelda) - Earthworm Jim (Earthworm Jim)


*At least, I think it's one of the Carmine brothers...
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CHAOS_FANTAZY
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Posted on January 29th, 2015 at 7:01pm in "Roleplay Bios" #6 ( Edited : 2015/01/30 at 3:28pm )
Time for the next one, the heavyweight warrior everyone loves to laugh with...wait, what do you mean you're not laughing with him?
(Also I deviated from the formula because it didn't allow me to give out all the information in a graphically appealing format—I would have to cram backstory, appearance, and abilities (Though it seems no one in this community cares about the former two) into the "Other" section in the Data Card bit, which would be unsightly at best.)

Name: Knight
Designation: KMN-004
First Appearance: The King's Gambit Challenge - Page 8
Theme: Hyper Camelot - Dual Mix

Specs
Weaknesses: Flame Explode
Resistances: Cutter Impact
Immunities: None
Type: Cutter/Impact
With SLVR-Lite:
130
100
130
120
Without SLVR-Lite:
130
100
130
40

Appearance
Knight is a brawny, musclebound figure, standing significantly taller than an average Robot, and he is clad from head to toe in a bright cerulean armor with majestic white trimming. A helm covers his head, with a cross-shaped slit for his eyes. SLVR-Lite, his companion and Robotic horse, is also covered in plate armor, its being a dull gray.

Background
Originally known as Paladin Man, Knight was constructed by a community team who wished to challenge and defeat the esteemed warrior known as Knight Man. He engaged the noble warrior, and the battle was long and valiant, but in the end, Paladin Man was defeated, and made into another notch on Knight Man's shield. When he failed, the team figured he had some programming defect, and he was left to his own devices. For a while, he found work as a mercenary or a bodyguard, but this was unfulfilling--until King appeared, and hired him for safe passage through the mountains. They were beset by many rogues, but Paladin Man defeated them all, and King marveled at the Robot's ability. At the end of the passage, King offered him a permanent purpose, and many worthy foes in the future--and he accepted, taking on the moniker of Knight and being the second to join King's troupe.

Abilities
The heavily armored Knight wields a monstrous heavy war axe* that he twirls about with ease, cutting down foes with it from a good range. His heavy armor coupled with his strength would make him quite slow, but he often charges into battle with SLVR-Lite, a literal Iron Horse that's just as armored as he is with a good gallop to boot. He cares deeply for it, and will call it back if he fears for its safety, and a staggering blow can throw him off SLVR-Lite's back--but don't think you're in the clear just because you've knocked him off his high horse!

(* Was originally a heavy lance, but in hindsight, lances aren't really that heavy; should have been something beefier from the beginning, and a broadsword is kind of generic.)

Data Card
Good Point: Noble
Bad Point: Brash
Likes: SLVR-Lite, A good challenge
Dislikes: Backstabbers
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CHAOS_FANTAZY
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Posted on January 25th, 2015 at 8:15pm in "Roleplay Bios" #7 ( Edited : 2015/01/26 at 11:06pm )
Well, since it's basically been all but established that the King's Gambit Challenge isn't going to see completion, I thought I'd start posting the Bios for the King's Men here. They'll all be up eventually, and they'll all be free-use (Though I would like to see what you're doing with them). Well, to start at the beginning...

Name: Pawn
First Appearance: The King's Gambit Challenge - Page 2
Designation: KMN-005

Specs
Weaknesses: [???]{wily_light}
Resistances: [???]{light_cossack}
Immunities: [???]{cossack_wily}
Type: Neutral (?)
Energy: 100
Attack: 100
Defense: 100
Speed: 100

Appearance
Pawn is a small humanoid figure, with no exceedingly notable traits. His armor is a shining, but ultimately plain marble-white color, and his greenish eyes peer out carefully from under his helmet.

Background
Originally known as Copy Man, Pawn was designed to be "Gemini Man done right"--a Robot who could adapt to his situation, split into several editions of himself, and therefore perform many tasks at once. He was initially left to cowork with only himself, but as he integrated into a human workplace, he noticed that humans didn't treat him like he would treat him. He wanted to better understand how humans interacted with one another, and how he could become a "better human"--and that was when King appeared. Copy Man was convinced that King knew the relationship between humans and robots better than anyone else, and thus he began to follow his troop, taking on the "Pawn" moniker and severing his bonds with his past life.

Abilities
Pawn is an exceedingly interesting opponent--initially the battle begins with only one of him, but upon taking a hit, he will use his signature ability to split into several slightly weaker editions of himself. After lasting a certain time in this battle state, any Pawn can utilize his surroundings, temporarily taking on elemental powers, though sustaining enough damage will cause all the Pawns to retreat into the original. These abilities in tandem could make Pawn a very dangerous foe, but his lack of self-confidence keeps him the least threatening of all the King's Men.

Data Card
Good Point: Clever
Bad Point: Unconfident
Likes: Gardening, peace
Dislikes: Explosions (Not violence in general, specifically explosions)
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CHAOS_FANTAZY
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Posted on December 14th, 2014 at 5:18pm in "The King's Gambit Challenge" #8
(Nice try, guys. Pen ink is primarily water-based and has no flammable contents. Let's see what really happened...)

Just as before, Knight pulled himself back onto his feet with his lance, slightly irked that his lavish armor had been stained by the black liquid. "You've done a fair number on my horse there...SLVR-Lite, retreat! We'll ride into battle together another day."

Nodding as if in response, the horse whinnied and galloped out the same stained-glass window it had smashed, leaving Knight alone to defend himself. As Insanity's outer shell came rolling towards him, he batted it away as he had before, noting that it seemed oddly lighter—and as his fist connected with Knight's helmet, he became enlightened as to why. The blow stunned him for a moment, but he resolutely remained on his feet, and as his head cleared, he swung at the air before his banded-together foes. "Come now, surely you are not above fighting me head-on!"
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CHAOS_FANTAZY
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Posted on October 26th, 2014 at 11:23am in "The King's Gambit Challenge" #9
(Alright, alright, it's been long enough. Let's get this show back on the road!)

The Gamble Bomb was quick to detonate, sending Knight flying off the back of his horse and onto the ground. For a moment, he lay completely still, smoke coming off of his heavily armored chassis in waves, then he reached for his lance and picked himself up with it, his iron horse flailing and fighting all the while. "Ho, now that was a good hit..." he said, "but it'll take more than that to stop me!" He dutifully trudged back toward the battle, and, approaching his Iron Horse, struck Print-Man with his lance. "I believe that that is mine!"
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CHAOS_FANTAZY
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Posted on October 7th, 2014 at 4:00pm in "The King's Gambit Challenge" #10
(Sorry for being away for so long. As you've probably predicted without me, I've been absorbed by Smash 4 Hype.

...And I probably will be for some time. I'm awfullysorry for getting you all excited and then letting this RP stagnate, but I feel like keeping you folks waiting on the edge of your seat is worse than being frank about it.

So for the time being, the King's Gambit Challenge is on hold. I promise we will finish it eventually. If I don't, you have the right to throw large, heavy objects at me. Stay tuned for more royal decrees after the break!)
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CHAOS_FANTAZY
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Posted on September 29th, 2014 at 7:21pm in "The King's Gambit Challenge" #11
Though his foes were quickly growing more angry, Knight's disposition had not changed from the start of the battle, laughing gaily as he swung his lance down at the heads of his foes. He allowed Insanity to rampage about, figuring that he was going to wear his combat systems down—though every time he stepped near a support pillar, Knight shouted and his iron horse charged straight into him, shoving him away from there.

Suddenly, without warning, he stopped in the center of the battlefield. "Try dodging this!" he cried, and, taking his lance in one hand, hurled it at Gamble-Man.
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CHAOS_FANTAZY
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Posted on September 24th, 2014 at 5:44pm in "The King's Gambit Challenge" #12
The horse that Knight rode stared down the Mage Fireballs, and ran headlong into them—and it appeared unfazed. Knight laughed again, the same hearty warrior's laugh, as he plowed through his foes. "Did you fellows really defeat little Pawn outside?" He continued to talk even as the battle progressed—truly this warrior radiated self-confidence. "It is not so wise to let your opponent hit you, and perhaps even less wise to discuss your battle plans where he can hear them!" He placed his arm out to weather the attacks, and as Insanity-Man came rolling at him, he swung his lance, sending him sailing through the stain-glass window which he had broken. "Now, let us try that again...try to knock me off my iron horse!"
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CHAOS_FANTAZY
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Posted on September 22nd, 2014 at 5:20pm in "The King's Gambit Challenge" #13
The interior of King's Tower was more lavish than it was before. Instead of dull greenish and bluish bricks, the place had been refurbished, and bright red banners displaying crests of different makes now adorned the walls. A couple more squat, dark humanoid Robots could be seen milling about, but as soon as they saw Gamble-Man walk through the doors, they exited in a hurry. Save for some support beams, it seemed to be a straight shot to the next staircase leading upward, but as the party crossed the circular room, they passed by a large stained-glass window depicting a weary King marching over hill and dale—which was suddenly broken as a figure came charging into the room, laughing gaily.

He was much larger than Pawn before him, and he was clad from head to toe in a bright cerulean armor with majestic white trimming. A helm covered his head, with a cross-shaped slit for his eyes, but most striking about the man was the giant lance in his hand, easily taller than he, and the Robotic horse he rode in on, which, like himself, was covered in a plate armor, dull and gray.

His horse came to a stop before the challengers, and he stared down the four of them. "Greetings, dear warriors!" he called out, his voice cheery and harmonious. A brief silence. "My name is Knight, second of the King's Men, and I am your next opponent!" ...Another brief silence. "What? Do you mistake me for Knight-Man, representative of the United Kingdom at the First Annual Robot Tournament? I assure you, I am not he...though I did once fight him. ...I lost, unfortunately...but that was a long time ago!

"Indeed, enough with the banter! Today, you will fight me like a man...or woman, if you prefer. Try to knock me off my Iron Horse!" As if in response, the metal horse underneath him whinnied and charged straight at the group.
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CHAOS_FANTAZY
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Posted on September 22nd, 2014 at 6:41am in "Winter Update Preview : Stat Limits and Alternate Outfits" #14
Indeed, the database does seem to have more entries than it did before—more than a few. I'd be willing to bet on Fake-Man, the four Dark-Men, maybe Doc Robot? Not sure why Alien or Bond would be there, though...they're supposed to be a secret.

Hm. Guess I'll see. Later rather than sooner, unless he tells me about it early for some reason.
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CHAOS_FANTAZY
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Posted on September 20th, 2014 at 4:36pm in "The King's Gambit Challenge" #15
Pawn smiled in satisfaction under his faceplate as the foe went sailing back. He was going to win this skirmish—or, he thought he was, until the unexpected "attack" from above struck his eyes...then his entirety. Knocked flat onto his back, he stumbled to his feet, only to be hit with a rose bush and downed again. In his momentary fury, he burned the bush, shouting "enough!"

Stumbling over toward the fountain, the one standing Pawn approached the seven downed ones, each of whom merged back into him as he approached. The end result was a single Pawn, less briused and battered than they had each been separately, but still clearly battle-worn. "As far as I am concerned, you have bested me. Go forth and fight your next foe!" With a snap of his fingers, the doors leading into the tower swung open. He stood silently looking around at the wreckage of the courtyard. "I'll...stay here, and...uh...clean up."
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CHAOS_FANTAZY
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Posted on September 20th, 2014 at 10:13am in "Just wondering..." #16
I have been practicing for a number of days at it, and I have managed to defeat Level 9 computer foes in one-on-one matches on Omega Battlefield as Mega Man. Between the improved AI of the computer foes and the fact that you're adjusting to a playstyle you're completely unused to (and the fact that you're playing as a character who's fundamentally different from anyone in Smash before), it is quite difficult to get good, but I managed.
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CHAOS_FANTAZY
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Posted on September 17th, 2014 at 3:51pm in "The King's Gambit Challenge" #17
(Alright, alright, sorry to put the brakes on this again real quick, guys...but this is more or less what I was afraid of when I allowed Mage-Man in. Mage Reflection is simply too good as it stands. It's a mirror shield with no danger...which would be fine, Enker is built around a very similar concept, but unlike Enker, Mage Reflection always immediately sends the projectile right back at the person who fired it, and is also accompanied by a very reliable sidearm in the form of Mage Fireball.

So I'm going to tweak it's mechanics, on the grounds that I'm the Game Master and therefore I can do that. Here's what we're looking at now:
Mage Reflection is activated with a mere snap of Mage-Man's fingers, summoning a mirror-shaped shield directly in front of him. This shield reflects all attacks (Even melee attacks—their fist will come back out of the mirror and punch them!), but it only remains active for a split second, meaning it needs to be summoned mere moments away from Mage-Man being hit with a projectile—and it won't be able to block too many.
If this doesn't coincide with the way in which you intended to use Mage Reflection, I'd be happy to hear a counter-proposal.)

(Oh, yeah, and from a quick search on Google, tungsten (Which is what the Pencil Buster fires, even though most pencils are made of graphite...) burns at ~2,900 degrees Celsius. I don't think Mage Fireball gets quite that hot.)

The flaming leaves glanced off of the Mage Reflection, returning them all to sender, and the Pawn couldn't do much about it. The leaves latched onto him, and he was left in a burning heap.
Only the firefighter was left standing. He stood still for only a moment, then spun around on one foot and charged Print-Man, with an intensity in his eyes that was conspicuously absent before. As he approached, he suddenly dropped to a crouch, then swung up at Print's jaw in a powerful flaming uppercut.
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CHAOS_FANTAZY
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Posted on September 16th, 2014 at 4:21pm in "The King's Gambit Challenge" #18
The figure Insanity-Man had run into stayed quiet and tried to keep to the shadows. From the light he had let into the room, though, he could see light reflecting off of his pure black visor—a visor that no light could penetrate...not that he probably particularly cared. As he left once again, he breathed a sigh of relief. "That was too close."

Down below, the Pawn that had launched the tree gingerly danced around the burning foliage, aiming to get close enough for a good blow. Meanwhile, the Pawn with the flaming fists jumped to his feet and continued his close-quarters fistfight with Mage-Man, swinging wildly as flames trailed off of his attacks. He laughed a bit when he felt one of his fists collide with the side of his head, and nodded ever so slightly to his comrade, who shot a number of leaves into the air as a response. Swinging upward, Pawn set the leaves ablaze, and continued his inferno of attacks towards Mage-Man. Things had taken a turn for the better.
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Posted on September 15th, 2014 at 5:38pm in "The King's Gambit Challenge" #19 ( Edited : 2014/09/15 at 6:31pm )
The courtyard was left in disarray. The explosion from the Count Bomb sent the two Pawns careening back into the fountain, leaving four of their deactivated frames sitting in the fountain in a heap.

The only two remaining Pawns looked at each other as they ran—they knew it was too late for them to win the fight, but they knew they had to cut their losses and land some hit on the challengers. As they continued to run, they deftly avoided the Mage Fireballs—one jumped and landed in the brush, while the other hit the ground and let the attack sail over him, reaching his hand up toward it as it went. As the former emerged, it threw its hands out toward Mage-Man, and a blast of tree branches and foliage came out of its hands, which the other Pawn (Still on the floor) set ablaze with a snap of its fingers. "Better than we expected...this must not be your first time! But let's see how you handle this!"
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Posted on September 12th, 2014 at 9:03pm in "The King's Gambit Challenge" #20
(Not much of a challenge for you to fight a character you're controlling, is it? :P)

The one remaining Pawn targeting Insanity swung clumsily with his bare fists, which glanced off of his shields quite easily. He seemed tired and weak, then suddenly, with great force, he snapped forward and swung rapidly, aiming to deliver a quick, powerful blow to his foe's face.

The Pawn in the fountain sat there for a bit, letting the water run over his damaged frame, before slowly and carefully getting to his feet. Raising his arms, he threw them both forward, before, without warning, the fountain's water rushed out of the fountain and in the direction Pawn was facing—straight towards Print-Man. The Pawn that was gunned down with the Pencil Buster was picked up by the deluge and hurled off towards Mage-Man.
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Posted on September 12th, 2014 at 3:04pm in "The King's Gambit Challenge" #21
(Hey, woah, slow down, folks. I know we're working together to tell a story, here, but I also have things I want to do. You control your characters, and I'll control mine. This does mean that I will often be dictating the pace of combat, and you may not need to post at times, but that's not necessarily a bad thing. Now, let's rewind a bit...)

Pawn was expecting to land gingerly on Print-Man's head, but found himself striking some sort of phantom mirror, that sent him coming back to from whence he came. He rolled upon hitting the ground and jumped to his feet, but he had only popped up just in time to get nailed in the chest with one of Gamble-Man's bombs. "Well..." was all he could mutter before the detonation was triggered, sending him reeling backwards and lying on his back.

"Looks like you got me," coughed Pawn, his chassis smoking. "Yeah...I am just a pawn, I wasn't supposed to be strong." Suddenly, he began to spark a bright cyan color, but he did not seem alarmed. "The good thing about pawns, though...is that they're expendable."
As his head hit the ground, Pawn's core exploded, and eight more Robots identical to Pawn burst forth from his shell. Hoping to take advantage of the shock of his foes, they rushed their foes, two on each of the opposing Robot Masters. Two buckled their shoulders and dashed to tackle Mage-Man; one hurled another over Insanity-Man's head, then they both ran at him at once; one threw another straight at Gamble-Man; and two went for the blow they had attempted before: planting both feet firmly on Print-Man's head.
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Posted on September 11th, 2014 at 8:25pm in "The King's Gambit Challenge" #22
True to the gatekeeper's words, as soon as Insanity-Man stepped into the courtyard, he noticed a figure, meandering about and tending to the plants. He was nearly identical to the gatekeeper, but he was a bit taller, and clad in white; unlike the gatekeeper, who seemed a bit sickly, this one seemed far more ready for action.

He meandered about with his watering can, initially not even noticing that his foes had arrived, but when more of them walked in and they continued their not-unheated discussion, he dropped it and turned to face them. "Hello," he said, rather flatly. "Here for the fighting, I presume?" He seemed rather nonchalant about the whole thing. "Well, I didn't want to be in this gauntlet, I'm not much of a fighter, but what King says is best must be, so..." he got into a fighting stance, but only with balled fists—he did not seem to have any weapons to speak of. "I am the first of the King's Men. I am known as Pawn. I assure you, this will be easy for you. Let the battle begin."

Stepping forward, Pawn rushed Insanity-Man, fist aimed to punch him squarely...but that was not his intention. Instead, as he neared, he leaped into the air, sailing through it with deft speed, and aimed to plant his feet firmly on the head of Print-Man.
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Posted on September 9th, 2014 at 10:44pm in "The King's Gambit Challenge" #23
(Regarding Bt Man: In truth, I must admit that I am somewhat wary about you. You have encouraged many things I would condemn in a more traditional Role-Playing atmosphere. And this character is a little shaky in the personality department—I can see what you were going for, but it lacks creative flair. And yet, I see their fighting ability, and I see that this character has the potential to be quite interesting. Accepted. But I've got my eye on you.)

(Hooray! The roster is assembled. Now the actual game can begin!)
---
Hours passed without sight or sound on the stone path leading into King's Tower, but eventually, four Robots made their way out of Monstropolis and down the lonely cobblestone—not Robots with dedications, but deserters, Robots that had abandoned their purpose for existing and sought out some form of individual purpose...or had no purpose (Most of them were, anyway). As they walked, they came to the grand Tower's gates, and when all four had gathered, a trumpet sounded once more.

A squat little humanoid Robot, painted solid black, peered out from his lookout post above. "Ah ha, the challengers have arrived!" He waved sheepishly to them, and continued, regardless of whether or not he got a sheepish wave back. "You're here for the King's Gambit Challenge, right? Ah, of course you are—there are four of you, after all, just like King said there'd be! Anyway, take a good long look at the fellows around you, maybe introduce yourself, ask them how they're doin'...because as of right now, the four of you are a team!"

The little black Robot laughed at their apparent shock—a long, rasping laugh, as if it was hilarious. "Didn't see that comin', did ya?! Part of King's instructions. Sometimes, ya have to work with people ya don't want to work with in order to defeat a common foe! It's all part of the job." He laughed, and turned away from the challengers far below him to turn a large, heavy wheel inside his station. As he did, the gates to King's tower swung open, revealing its majestic courtyard, with doors entering the tower proper on the other side. "The challenge begins the second you step through these gates. Good luck!" He turned away again, muttering something under his breath, and glancing out the window to monitor the challengers.
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Posted on September 9th, 2014 at 9:59pm in "My review of the MMRPG Prototype." #24
Alright, alright, time for me to get off my horse and see you on even ground.

I've seen you going on and on for about three days now, and I still don't get how you had any trouble with the beginning of the game. And don't you dare discredit my following statements just because "it's been a while"—my memory is sharper than a foil; the only thing that has changed since I played is Bomb-Man's Danger Bomb getting a hilarious buff (Which I still say is dumb and Adrian needs to change).

So you start the game, you predictably lose your first battle and get Roll, so then you have 2 people and 8 Robots to take down. So what do you do? Why, you start where every other Mega Man player starts, my friend: with Cut-Man. Since Light Buster increases Defense every time you charge it, you can take the edge off of his attacks (And every other "attack-power-heavy" weapon in the game—seriously, the percentage weapons like Crash Bomb and Rain Flush are way worse), and since you gave it to Roll as well, you smart cookie, you can easily defeat Cut-Man in a Xover-esque slapfight without even trying.

Boom. Done. You just killed Cut using only Neutral-type weaponry; that means he joins the team and adds Rolling Cutter to your arsenal. You know how it goes from here. Once you have a weapon, this game becomes so easy it's scarcely even funny. Hitting an enemy with their weakness (Which you'll always know, thanks to Scan) puts a multiplier on the Experience Points you receive, deals double damage as well, and can one-shot a mecha even more consistently than a charged Buster shot (Though I'd still charge the buster first just so I have that stat boost). And if you'd rather have more Robots on your team than have bonus EXP...just slap Light Buster on that Robot you just got and keep running (Though do pick off the Mecha with weapons for the bonus EXP since they don't count)! If not through skill and tactics, you can easily overwhelm the first chapter with sheer numbers.

If that's somehow still not enough, replay an old level for Ye Olde RPG EXP Grind. I know, I know, it's unfortunate that they have to exist, but it's an inevitable part of nearly every RPG that we've all come to accept. And to be frank, if a little XP grinding completely ruined your opinion of MMRPG, I dare to call that shallow. Also, decentralize your character levels! "B-BUT CHAOS—!" Butt me no buts. One Level 50 character is way more dangerous than 5 Level 10 characters, simply by the design of the game's machinations.

Overall, is the beginning of MMRPG easy? No. Is that a bad thing? Heck no. Thinking tactically and applying general RPG conventions, the first chapter of the game is easily solved, if it is a bit challenging. And if you're a Mega Man fan, you know what is reasonable challenge and what is not. Or I would hope you know.

That is all.
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Posted on September 5th, 2014 at 11:36pm in "The King's Gambit Challenge" #25
(Regarding Spinstrike: ...Woah, geez! Now that... is an exemplary Bio! Take note, fellow players; he clearly outlines his character's motivation and gives him a specific goal to work toward. Not sure how much I approve of the phrase "tin-plated tyrant," but other than that, everything about this bio is warmly welcomed. Accepted wholeheartedly.)
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Posted on September 5th, 2014 at 8:10pm in "The King's Gambit Challenge" #26 ( Edited : 2014/09/05 at 8:45pm )
(Woah crumbs, three bios already? Let's see what we've got here.

Regarding MegaBossMan: Neato. I like this guy's flavor; madmen are normally interesting characters to fight as and against. As I expressed once before, Range Claw seems like it has the potential to be very broken, so I'll be keeping a close eye on this guy, but I like where he's going—especially with the interchangeable fists and the fact he gets supercharged with lightning a la Spring-Man. Accepted.

Regarding Tobyjoey: Ah ha, nice to see Gamble-Man again! I see he's been retooled a bit for this piece, becoming a Cossack bot instead of a Wily bot. A little bizarre, though...looking at the patterns of his creations, Cossack's Robots are normally for the purpose of research. What does Gamble-Man research? Statistics? Ha ha, that's a...that's a little joke. Kind of a minor nitpick, though—could easily be remedied by picking some miscellaneous scientist out of the hat. Accepted.

Regarding Retro Pikachu: Nah, using someone else's Bio format was totally acceptable. I expect it to get fairly same-y. Part of the points in Bios in professional atmospheres is that they are consistent. But I digress! Guy seems a little complicated for a Robot Master, don't you think? On top of that, he's not really trying to disguise the fact that he's just Blaziken given a metallic sheen. Perhaps if it were tweaked and toned down in some ways, I could see it working, but as it is, it's neither original nor a Mega Man Classic Robot. Rejected.)
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Posted on September 3rd, 2014 at 6:51pm in "10 Years Later..." #27
...

Okay, you know what? No. Just...no. I could tolerate the barbaric script format, and I could let the gratuitous Dragon Ball Z-esque violence slide. I could even tolerate the sheer lack of a cohesive, interesting plot. But this... an entire Role-Play dedicated to recolors without personality, reason, or even a real justified purpose for existing? It's gone too far...
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Posted on September 2nd, 2014 at 9:56pm in "Role-Play Formatting Help" #28
They're not his sprites, though; they're MMRPG's sprites given new colors. From my experiences working with these sorts of creators in the past, they're more honored than anything to have their game featured (As long as they get credit, of course). Even then, hard to really claim ownership on a recolor.

And don't get me started on how hard it is to communicate to Japanese developers...
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Posted on September 2nd, 2014 at 9:23pm in "Role-Play Formatting Help" #29 ( Edited : 2014/09/02 at 9:37pm )
Hey, Adrian! If we're getting some fancy-schmancy alternate palettes for the Robot Masters, why not have a set of palettes for the Robot Masters' Enraged palettes from Rockman 4 Minus Infinity? It's a very famous ROM hack, and I'm sure the people who recognize them will get a kick out of them. I even came prepared with possible palette examples...



And there's a little bit of flair on them because this is MMRPG, of course. Two palettes for Toad because I'm not sure which looks better. And, I admit it, I cheated on Pharaoh-Man...but I wasn't a big fan of how the white mask looked on him and all. Could be altered back if it really needs to, I suppose.
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Posted on August 4th, 2014 at 6:12pm in "Make-A-Moveset: What If..." #30 ( Edited : 2014/08/04 at 6:23pm )
This is the last bio of the round, folks. A dearly beloved that you unfortunately lost many moons ago. In the back of your mind...in the deepest recesses of your dreams...it's Shield Knight.
---
Name: Shield Knight
Designation: WAN-002
Class: Persistent Protector Robot
Core: Shield

Weaknesses: Crystal Electric
Resistances: Cutter Impact
Immunities: None
Affinities: None

Energy: 130
Attack: 70
Defense: 110
Speed: 90

Quotes
Start: "I am here to shield the defenseless from harm! No evil will pass through my shield!"
Taunt: "A good defense makes a great offense!"
Victory: "As long as I'm still here, no innocent shall be harmed!"
Defeat: "I've made a mistake...in protecting everyone else, I forgot to protect myself..."

Signature Moves
Shield Rush
Learned at Level: 1
Power: 10
Accuracy: 100%
Speed: 5
Energy: 2
Range: Front
Description: The user rushed at the opponent to damage them! Although the power is low, the move is quite fast, covers two types, and the Defense stat is boosted by 17%!

Shield Rise
Learned at Level: 10
Power: N/A
Accuracy: N/A
Speed: 3
Energy: 4
Range: Select (One ally)
Description: The user leaps into the air and hovers there, keeping a shield held up as a platform. An ally on the bench uses this as a platform to jump up and hit the foes with another attack. Note that while the player chooses who gets to use the shield, the ability the selected ally will use is random!

Shield Reverse
Learned at Level: 20
Power: 23
Accuracy: 95%
Speed: 3
Energy: 8
Range: Select
Description: The user throws a large buckler shield at the target for a fairly large amount of damage. This leaves the user defenseless, unable to use this ability again and with their Defense decreased by 50%, but after the following turn, the shield will boomerang back around, hit the target once again, and fly back to the user.

Description: The best offense can sometimes be a good defense, and Shield Knight took that philosophy to heart. Shovel Knight's former partner in adventuring, they went on many grand adventures, until one day, the duo found a mystical treasure. Despite Shovel Knight's warning of the danger, Shield Knight ventured on, but was ultimately unprepared for the sudden ambush ahead. Shield Knight preferred to fight with her Shield, another unconventional weapon, focusing on either blocking with her astounding defense or attacking with it! Shield Knight is even better with allies such as Shovel Knight, blocking her teammates then helping them defeat the opponent! Shield Knight was confident and tenacious, although reckless at times, which led to her assumed demise. While Shovel Knight was in depression due to the loss of his teammate, a new force attacked the land, with their base of operation being the newly-unsealed Tower of Fate, the place where Shield Knight disappeared. With a new resolve on his mind, Shovel Knight sent out to find answers and to save the land! And so, our adventure began!
---
And with this, our journey is over. Really, that's it. You...you can go home now. ...Bonus bosses? What's a bonus boss?
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Posted on August 3rd, 2014 at 5:33pm in "Make-A-Moveset: What If..." #31 ( Edited : 2015/06/25 at 11:37pm )
Shovel Knight is a really fun game with a lot to do. A fistful of bonus bosses, replayable stages, and a number of achievements. But when it comes down to it, the Hero must smite evil and destroy the Villain. And there...lurking in the deepest, darkest recesses of the Tower of Fate...the Villain awaits...in the form of The Enchantress.
---
Name: The Enchantress
Designation: AFN-001 (Agent of Fate Number 001)
Class: Ruinous Sorceress
Core: Crystal

Weaknesses: Shield Cutter
Resistances: Shadow Earth
Immunities: Crystal
Affinities:

Energy: 84
Attack: 105
Defense: 100
Speed: 111

Quotes
Start: "If you truly wish to face me...Then we shall dance together into the abyss~!
Taunt: "You chase ghosts. You pine for people and times that are dead and gone. How pathetic."
Victory: "This entire land is headed to ruin...and there is nothing you can do to stop it."
Defeat: "This body is fading? It can't...You will not escape your fate, we will both go down!"

Signature Moves
Flame of Ruin
Learned at Level: 1
Power: 15
Accuracy: 100%
Speed: 3
Energy: 2
Range: Front
Description: The user hurls a ball of magical flame at the target. For each time this ability is used in succession, it activates one time more, but also costs the proportional amount of Energy (e.g., on its third use, it fires 3 times and costs 6 energy).

Chaotic Curse
Learned at Level: 15
Power: 1%-10%
Accuracy: 100%
Speed: 3
Energy: 4
Range: Select
Description: The user casts a curse that whittles away at the target, randomly reducing their Attack, Defense, or Speed by a random percentage, between 1% and 10%. The curse continues until the target is disabled or Chaotic Curse is used on another target (But not if the user is disabled!).

Nightmare Impact
Learned at Level: 20
Power: 18
Accuracy: 100%
Speed: 6
Energy: 4
Range: Select(5)
Description: The user burns the ground on 5 robots of their choosing for three turns. The hit targets will have their Power dwindle down by 1-6% each turn until the three turns have passed. If Chaotic Curse is used on a robot with this status effect, the damage will rise up to 30, although their status condition will be up.

Terrible Fate
Learned at Level: 30
Power: 50
Accuracy: 100%
Speed: 1
Energy: 8
Range: Self
Description: The user primes themselves for destruction in a last-ditch effort to destroy their foes. Upon death, the user will send out a wave of pure energy at every enemy, hitting for massive damage.

Description: Out of all the cruel beings in this world, none compare to the Enchantress. As she occupies the Tower of Fate ever since it's dramatic unsealing, she and her Order of No Quarter have been attempting to bring the world into a new age of chaos and ruin. Despite her mystifying and enchanting appearance, she's more brutal then any knight out there, having a whole dimension apart of her and the other knights out there in terms of power and cleverness. Warriors who have faced her have cowered even before the battle, due to her unsettling dialogue. The source of her grand and terrible magical powers appear to be the amulet around her neck, proving this could be a weak spot of sorts. Her motives are foreign, but her presence feels correct and familiar, expected, even....
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Posted on July 27th, 2014 at 11:30pm in "Make-A-Moveset: What If..." #32 ( Edited : 2014/07/27 at 11:41pm )
Look! Up in the sky! It's a bird! It's an airship! No, it's Propeller Knight! This high flier is my favorite Knight in the game. I hope I did him justice!
---
Name: Propeller Knight
Designation: OQN-006
Class: Flying Machinery Robot
Core: Wind

Weaknesses: Wind Impact
Resistances: Earth Explode
Immunities: Cutter
Affinities: None

Energy: 87
Attack: 100
Defense: 80
Speed: 133

Quotes
Start: "Oh, you would like to duel? Very well, then! En garde!"
Taunt: "I'm as light as a feather, I'm as free as a bird! I'm too high to be brought down!"
Victory: "High above the land, the earth so far away...this is where I belong!"
Defeat: "How uplifting...how riveting!...Thank you...for the duel..."

Signature Moves
Propeller Thrust
Learned at Level: 1
Power: 15
Accuracy: 92%
Speed: 3
Energy: 4
Range: Front
Description: The user pulls the target towards them with a gust of wind, then stabs at them with a rapier. If the move connects successfully, it activates again, targeting the next foe in line, up to three times. If there are less than three members left on the opponent's team, this ability shall cycle back around to the first target in line.

Propeller Airstrike
Learned at Level: 20
Power: 25
Accuracy: 90%
Speed: 3
Energy: 8
Range: Random
Description: The user summons a mighty airship to rain down an assault of cannonballs and bombs on the opposing team. This move hits three randomly selected Robots on the enemy team, receiving the full damage as if they were in front regardless of position. If there are only two foes left, one of them will randomly be hit twice, and if there remains only one foe, they shall receive the full three blasts of the attack.

Description: Propeller Knight used to be a simple adventurer a lot like Shovel Knight, but ever since he purchased an airship with the money from his conquests, he's become a member of high society—in more ways than one. He is an avid fencer, and he couples his skills with his blade with his cutting-edge propeller helmet to deftly soar through the air. Though he acts very prideful and considers himself one to be looked up to, he is also known for being a thrill-seeker, and respects anyone who can show him a good time. He cares not for the Enchantress's objective; he only serves her because he thought it would be fun. In truth, he feels he already achieved his dream—the dream of soaring freely through the air.
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Posted on July 26th, 2014 at 1:48pm in "Make-A-Moveset: What If..." #33 ( Edited : 2014/07/26 at 2:20pm )
Time for the next member of the Order of No Quarter...haha ha. I spent all night awake on this one...HA! It's the explosives expert of the crew, Plague Knight!
---
Name: Plague Knight
Designation: OQN-004
Class: Vitriolic Alchemy Robot
Core: Explode

Weaknesses: Earth Water
Resistances: Wind Explode
Immunities: None
Affinities: None

Energy: 90
Attack: 110
Defense: 97
Speed: 103

Quotes
Start: "Haha...hahahaha! It's time that someone taught you a lesson!"
Taunt: "Who's the fool now, fool?! Seems like I've fooled you! Ha ha!"
Victory: "Bad...bad bad bad...bad people get punished! The sooner you learn that, the less painful life will be."
Defeat: "Hee...hee hee..." *Hack hack* "You haven't...heard the last of me...!" *Wheeze*

Signature Moves
Plague Vial
Learned at Level: 1
Power: 10
Accuracy: 92%
Speed: 3
Energy: 4
Range: Front
Description: The user throws a chemical vial at the target that explodes violently on contact. It does no damage on contact, but at the beginning of every turn thereafter, the target will take damage multiplied by the number of times they've been hit with this attack (e.g., if hit 5 times, they take 50 power's worth of damage). Removing the target from the front for two turns will reduce the count by 1.

Plague Beaker
Learned at Level: 15
Power: 50
Accuracy: 100%
Speed: 3
Energy: 8
Range: Select
Description: The user places an oversized beaker of a dangerous chemical in front of one ally of choice (Including themselves), acting as a "shield." Whenever they are next hit, the beaker violently explodes, dealing damage to both the attacker and the ally.

Description: Plague Knight was originally a schoolteacher, but after he was found with dangerous materials in the classroom, he was promptly kicked out. After hearing of the Enchantress and her Order of No Quarter, he decided to use this chance to get revenge on those who stole his credentials and obtain dangerous and rare liquids for science! He uses dangerous combinations for attacks, and sometimes uses a colossal beaker for protection! With a maniacal attitude and a crave for creating explosive blasts, this guy's more of a mad scientist then a Knight!
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Posted on July 25th, 2014 at 3:06pm in "Make-A-Moveset: What If..." #34
I knew I left the next Shovel Knight bio around here somewhere...oh, that blasted Treasure Knight must have made off with it! That greedy snake will get what's coming to him one day...
---
Name: Treasure Knight
Designation: OQN-003
Class: Avaricious Pirate Robot
Core: Water

Weaknesses: Space Explode
Resistances: Wind Flame
Immunities: Water
Affinities: None

Energy: 92
Attack: 93
Defense: 143
Speed: 72

Quotes
Start: "Let us battle...winner take all."
Taunt: "Sink and drown....With all the treasures of the deep."
Victory: "All of the treasure...is only for me...no one else."
Defeat: "The gold...it shines...so bright..."

Signature Moves
Treasure Anchor
Learned at Level: 1
Power: 17
Accuracy: 95%
Speed: 3
Energy: 4
Range: Front
Description: The user fires an anchor on a chain at the target, then pulls it back to them. This ability fires twice (Once for the initial firing, then again while the anchor is coming back). Upon contact, there is a 5% chance that this move will also steal an item from the target's inventory, which the user shall immediately use.

Treasure Box
Learned at Level: 20
Power: 60
Accuracy: 25% and up
Speed: 2
Energy: 8
Range: Front
Description: The user throws down an empty treasure chest, which opens and generates a whirlpool to pull in the target. If the move is successful, the chest slams shut and bursts, dealing massive damage to the target. The accuracy of this move increases according to the percentage of maximum health that the target is missing (e.g., accuracy is 50% when target is at 75% health (25% health missing + 25% base accuracy).

Description: For the longest time, Treasure Knight has been infatuated with gold. For a long time, he fought criminals and collected bounties, but as his love for it grew greater, he turned to more dishonest means. He serves the Enchantress through robbery and pillaging, and many people suffer due to his avarice. He fights with all sorts of underhanded trickery, including his signature anchor cannon, which has become all but famous for catching his opponents off guard. With no respect for anything except his gold, Treasure Knight is one fellow you do not want to cross...or he'll rob you blind.
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Posted on July 24th, 2014 at 4:53pm in "Make-A-Moveset: What If..." #35
And so the collaboration begins, with a handshake and a...blast of confetti? First up in the evil Enchantress's Order of No Quarter, it's King Knight!
---
Name: King Knight
Designation: OQN-001 (Order of No Quarter Number 001)
Class: Supercilious Usurper Robot
Core: Swift

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

Energy: 120
Attack: 100
Defense: 100
Speed: 80

Quotes
Start: "Who let these filthy peasants in here?"
Taunt: "All shall bow down before me!"
Victory: "Long live the king!"
Defeat: "My crown! My kingdom! All in shambles..."

Signature Moves
King's Scepter
Learned at Level: 1
Power: 20
Accuracy: 85%
Speed: 4
Energy: 4
Range: Front
Description: The user dashes forward at the target, striking them with a golden scepter. If this move misses, there is a 50% chance it will stun them instead, preventing them from using an ability that turn if they haven't used it already.

King's Herald
Learned at Level: 20
Power: 10
Accuracy: N/A
Speed: 3
Energy: 8
Range: Entire Battlefield
Description: The user summons an orchestra of trumpets to play a herald in his honor, blasting confetti all about the stage. At the beginning of every turn, each Robot on each side of the battlefield will be hit with a confetti projectile raining down, which deals Swift/Wind damage. This effect will disippate after 5-7 turns.

Description: King Knight was born to rule...or so he says. For many a year, he wandered the land, deposed and stamped upon due to his haughty attitude toward the "filth of the world," until he heard of a dark sorceress and her schemes to throw the land into chaos. Eager to participate, he joined her force and usurped the throne of Pridemoor Keep as a display of his loyalty. Despite being a rather large fellow, King Knight can move with great speed, and has been known to call down heralds in his name in the middle of battle. Though King Knight appears to care only for the lavish life of a ruler, he's never been given a chance to prove his effectiveness as a leader figure—he's always been kicked off his throne too quickly. Perhaps now will be his big chance...?
---
With luck, he'll get a Field and Mecha all to himself sooner or later, too. For now, though, we'll be focusing exclusively on the main characters as Robots.
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Posted on July 24th, 2014 at 3:34am in "Make-A-Moveset: What If..." #36
Well, of course. I felt like Shield Knight, Black Knight, and The Enchantress would all be shoe-ins for a bio. The Order of No Quarter, too. I'm mostly concerned with the Director-For-a-Day "bonus bosses," comprised of Reize Seatlan, The Baz, Phantom Striker, and...um...Mr. Hat? What type would Mr. Hat be, anyway?

Nice work with that Bio! If you'd like to do a Spinstrike-style collaboration, I would be overjoyed with that. Of course, I'd do most of the work, since you have canon stuff to work on (Then again, so do I, but I'm much less dedicated). How about it?
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Posted on July 23rd, 2014 at 4:00pm in "Make-A-Moveset: What If..." #37
I said I might be back soon, and I decided, "what the heck."
So...it's time for justice.
SHOVEL JUSTICE!
---
Name: Shovel Knight
Designation: WAN-001 (Wandering Adventurer Number 001)
Class: Chivalrous Excavation Robot
Core: Earth

Weaknesses: Cutter Laser
Resistances: Earth Nature Shadow
Immunities: None
Affinities: None

Energy: 110
Attack: 85
Defense: 100
Speed: 105

Quotes
Start: "Prepare to taste justice...SHOVEL JUSTICE!"
Taunt: "I don't need a blade to fight evil."
Victory: "As long as you fought honorably, you will always have your dignity."
Defeat: "...I'm sorry...I...have failed..."

Signature Moves
Shovel Slash
Learned at Level: 1
Power: 12
Accuracy: 99%
Speed: 3
Energy: 4
Range: Front
Description: The user steps forward and slashes at the target with a shovel. This move is fairly weak, but covers two types and costs little energy.

Shovel Burrow
Learned at Level: 10
Power: 45
Accuracy: 85%
Speed: 3
Energy: 8
Range: Front
Description: The user burrows underground for a turn, then bursts from underneath their opponent for massive damage.

Shovel Bounce
Learned at Level: 20
Power: 25
Accuracy: 90%
Speed: 3
Energy: 8
Range: Front
Description: The user leaps upon the target, striking them from above with a shovel. If the target used an offensive ability in the same round, this move will activate twice.

[Description exempt, because I don't know how to tackle it for a fellow like this]
---
So that's what we're doing today. What do you guys think, who from Shovel Knight deserves one of these (Aside from the obvious main characters)? The Order of No Quarter? The other Wandering Adventurers?
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Posted on July 22nd, 2014 at 8:20pm in "Make-A-Moveset: What If..." #38
Well, I'm bored of waiting for Spinstrike to get back on board with Skullgirls Wave 2. I guess I'll pass the time by making some Skullgirls Fields...

Name: New Meridian Streets
First Appearance: Skullgirls (2012)
Primary Core: Nature
Multipliers: Nature x2 Freeze x1.3 Earth x1.3
Robot: Filia
Description: The sprawling streets of New Meridian are not for the faint of heart. Curious people walk by this junction all the time, and it's not uncommon for a fight to break out. The concrete jungle seems to extend out in every direction, towers of cold, unfeeling stone as far as the eye can see. A certain homeless girl can often be found in this part of town...
Music: Since Skullgirls's soundtrack is out of our legal zone, I'll be using WizzyWhipitWonderful's original themes for the Skullgirls characters, starting with Filia's Theme.
---
Name: Medici Tower
First Appearance: Skullgirls (2012)
Primary Core: Impact
Multipliers: Impact x2 Explode x1.7 Crystal x1.3
Robot: Cerebella
Description: Space is limited as you engage your foe in an elevator, rising up to the office of the head honcho of the Medici himself. You climb up, and up, and up, passing various billboards and advertisements, including for a curious "Salt Co." Due to the close quarters, any attack that covers a fairly large area will be effective here.
Music: Cerebella's Theme
---
Name: Anti-Skullgirl Lab 8
First Appearance: Skullgirls (2012)
Primary Core: Laser
Multipliers: Laser x2 Electric x1.7 Shadow x0.9
Robot: Peacock
Description: Perhaps the only place where you are even vaguely safe from the Skullgirl's grasp is in this little hidden building, where the creatures designed to kill her are built. Machines of all sort are everywhere, most of their functions unknown.
Music: Peacock's Theme
---
Name: Glass Canopy
First Appearance: Skullgirls - Fukua Update (2014)
Primary Core: Explode
Multipliers: Explode x2 Cutter x1.7 Impact x1.2
Robot: Parasoul
Description: This high-society ball arranged by Princess Parasoul also coincidentally has some of the most powerful figures in the Canopy Kingdom military attending! High-class guests watch on as you battle it out, perhaps making idle-minded comments about how one or two of those ruffians are actually kind of handsome. Mind the heavy glass chandeliers above your head; would hate to shatter one of them, would we?
Music: Parasoul's Theme
---
Name: Maplecrest Village
First Appearance: Skullgirls (2012)
Primary Core: Earth
Multipliers: Earth x2 Cutter x1.7 Electric x0.6
Robot: Painwheel
Description: The quiet suburb of Maplecrest is where Carol grew up...before she became the...thing she is now. As everyone else locks their doors and windows, do battle on a dusty plain outside, and hope you don't hurt her too badly.
Music: Painwheel's Theme
---
Name: Little Innsmouth
First Appearance: Skullgirls (2012)
Primary Core: Water
Multipliers: Water x2 Swift x1.7 Flame x1.4 Explode x0.7
Robot: Ms. Fortune
Description: This Dagonian slum on the outskirts of the Canopy Kingdom is full of naught but docks and water! Do battle atop a bamboo platform, surrounded by others, practically designed for freerunning and good-natured fun. There's a certain cool cat around here who has made this place her home.
Music: Ms. Fortune's Theme
---
Name: Grand Cathedral
First Appearance: Skullgirls (2012)
Primary Core: Time/Space (Counts as a Fusion Field)
Multipliers: Shadow x2 Time x1.4 Space x1.4
Robot: Valentine and Double (In separate encounters)
Description: In the dim candlelit light, the grand visages of the Divine Trinity suddenly don't seem so welcoming. All is silent, save the sound of your combat, and every sound echos deeply through the vast, yawning rooms. No place to run, no one to hear you if you scream. Trinity help you.
Music: Valentine's Theme or Double's Theme

I might be making some more full bios soon enough...but I'm not sure.
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Posted on July 10th, 2014 at 2:11am in "Make-A-Moveset: What If..." #39
What an excellent first post. I didn't intend for the "Robot" "Field" "Mecha" bits to actually be part of the template, though...that was just to indicate which one is which.

Also, the "Robot" part of the Field template is simply to indicate which Robot calls that Field its home (e.g., Abandoned Warehouse is Cut Man's Field). The other Robots that can appear on a Field are determined by core matches—so (As of right now, anyway, since not every Flame core Robot is done) Heat Man, Pharaoh Man, and Flame Man can all appear in Steel Mill.
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Posted on July 9th, 2014 at 2:32am in "Make-A-Moveset: What If..." #40 ( Edited : 2014/07/09 at 12:45pm )
Been a while since this thread's seen the light of day! I figured that in light of all the updates going around, it might be a smart idea to shake the dust off this topic and see if people have any clever ideas.

...Unfortunately, I'm not here to put forward anything right now. I should have something interesting to post sooner or later, but for right now, I'm only here to give these templates a once-over.
---
Robot
Name:
Designation:
Class:
Core:

Weaknesses:
Resistances:
Immunities:
Affinities:

Energy:
Attack:
Defense:
Speed:

Quotes
Start:
Taunt:
Victory:
Defeat:

Signature Moves
[For Each Move]
Name (+ Type)
Learned at Level:
Power:
Accuracy:
Speed:
Energy:
Range:
Description:

Description:
---
Field
Name:
First Appearance:
Primary Core:
Multipliers:
Robot:
Mecha:
Description:
Music:
---
Mecha
Name:
Designation:
Class:
Core:

Weaknesses:
Resistances:
Immunities:
Affinities:

Energy:
Attack:
Defense:
Speed:

Quotes
Start:
Taunt:
Victory:
Defeat:

Signature Move:
Name (+ Type)
Power:
Accuracy:
Speed:
Energy:
Range:
Description:


Field:
Description:
---
(Note that stats, in this instance, are the base stats, i.e., the stats they would have at level 1. Traditionally, Robots and Generation 3 Mecha get 400 points to distribute between the four categories, Generation 2 Mecha get 300 points, and Generation 1 Mecha get 200 points.)

(Also note that a Robot's Description is normally a good paragraph or so long, while Mecha and Fields only need one or two sentences. See MegaBossMan's bio-making topic for more information.)
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Posted on June 18th, 2014 at 4:20pm in "Prototype Devroom : New Robot Masters" #41 ( Edited : 2014/06/18 at 4:51pm )
The fact that you have a drawing of a ripped Professor Layton tacked to your bulletin board amuses me greatly. What's that over to the right of the GenV starters, though? Well, not to get sidetracked; I came here with a mission...

As many of you already know, whenever I think of Shark-Man, instead of being led to his appropriate Battle Network counterpart, my mind meanders towards Shark-Man, from Mega Man 3 DOS; however, I know that, like the Constellations, the chances of the DOS Robots getting representation is slim to none. I still think it would be neat if he had a Shark Boomerang ability, to reference the obscure DOS counterpart.

I imagine Hallow-Man being somewhat similar (Design-wise) to Boberatu's concept RM, Spook-Man (Seventh row, second column). I'd imagine him possessing the ability to manipulate shadows directly, concealing himself in them or blinding his foes with them (To reduce their accuracy). As for his actual combat abilites...not sure.

That's the start of my thoughts. I might return with more later.
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Posted on June 18th, 2014 at 1:37am in "Prototype Devroom : Robot Quotes" #42
...Eh. Personally, I don't think mirror quotes are necessary for Duo-Alpha and Duo-Omega. Unlike the Trio Robots, or a Robot pretending to be some other Robot (Think of Copy Robot impersonating Mega Man, or Dark-Man impersonating Proto Man), they're more of their own distinct individuals.

Also, that second set of quotes might work...if the Robot's name was Hollow-Man. The name is Hallow-Man, as in (I believe) "All Hallow's Eve," more commonly known as Halloween. So just a Robot Master themed around horror and darkness.
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Posted on June 18th, 2014 at 12:24am in "Official Question and Answer Thread" #43
Okay, I give up.

How the heck do I access someone's Contributor/Developer Credits from their player profile? I've been trying to figure it out for weeks, tested it on both my own profile and others' profiles, pressed every button...and I can't figure it out. How do you do it?
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Posted on June 17th, 2014 at 11:47pm in "Prototype Devroom : Robot Quotes" #44
No one else? Guess I'll seize the opportunity before someone else does...

Gate Man
Start: "None shall pass."
Taunt: "The penalty for trespassing...is death."
Victory: "I said that none shall pass. You...are no exception."
Defeat: "I am bested...you may go through."


Color Man
Start: "You look like you could use a little more COLOR in your life!"
Taunt: "Can you paint with all the colors of the rainbow?!"
Victory: "No need for colorful vocabulary...you lost, simple as that!"
Defeat: "I've gone gray..."
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Posted on June 16th, 2014 at 8:59am in "Prototype Devroom : Game Suggestions" #45
I know this one is already in consideration, but I wanted to echo the sentiment that it's needed.

Now that Disco has received her newer (Smaller) sprites, it seems only natural that Roll should get a respriting as well. What's the logic behind this? Why, just look at their sprites side-by-side.

roll disco

It seems to me that Disco now appears much smaller next to Roll. Before, they were (More or less) the same size, and it seemed about right, but that's changed now that Disco received a respriting. I would think that, if anything, the proper relationship would be that Disco has a larger, more commanding presence than Roll (Which would mirror the relationship between Mega Man and Bass—despite being of roughly the same make and body type, Bass appears taller than Mega Man does). The Mobile Roll sprites are too tall for their own good, anyway—measuring by the position of the eyes, that makes her one pixel taller than Mega Man, when (Checking several official height charts) they're supposed to be the same height.
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Posted on June 14th, 2014 at 10:45pm in "Spring Update Preview : Mega Man Goes Shopping" #46
If you don't mind me playing detective a bit, I notice that there is a move between Copy Shot and Energy Fist that is conspicuously absent in this update...what was it, and what happened to it?
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Posted on June 12th, 2014 at 3:05pm in "Mega Man Fangame Discussion" #47
Woah, take it one step at a time there, Bossman! It takes a bit of thought to write out these things. And I don't quite count 7FC and 8FC as "fangames," even though they technically are, simply because they were part of my canon experience.

Anyway, let's see here...Street Fighter x Mega Man was a pretty fun game, in my experience. The stages were never exactly thrilling, but they were more than made up for by the boss battles. SFxMM's bosses, instead of being pattern-based and systematic, have a fistful of moves and attack that they use randomly—and quickly. This leads to reactionary boss battles that were (To steal the catchphrase of Savage Worlds) Fast, Furious, and Fun. Couple this with their ever-famous Super Bar attacks and the energizing boss battle music, and the fantastic boss battles wash out the lackluster stages, and it all goes down smoothly. See how good a fangame can be when you don't have to waste your time worrying about things in the engine being grossly inaccurate?

The only complaint I can think to lodge against SFxMM is the common one, which is that a majority of the bosses were edited from Mega Man, and even then, the edits in SFxMM were done with such artifice that they still look presentable (Though I do admit that the ones that were not edited, such as Urien, look better). I give it Nine World Warrior Tournaments out of Ten.
---
I would be quite curious to hear what the name of that game is, Reisrat, but if you insist.
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Posted on June 12th, 2014 at 10:37am in "Mega Man Fangame Discussion" #48 ( Edited : 2014/06/12 at 11:04am )
Just to keep things moving along here, I'm going to do what I guess is best called a "Fangame Profile," on a game I only just started—and finished!—yesterday. Ladies and gents, it's Rockbot.

Rockbot is a fairly strange fangame. Apparently its creator set out to create a functional and reliable Mega Man engine that could be played on any console—and oh, how interesting it would be if he had succeeded. Instead, we get a very clunky game that resembles Mega Man in name alone (Indeed, not even the Blue Bomber himself is present; the two playable characters are two new ones named Rockbot and Betabot). From the obvious changes (Such as the player's ability to draw out a shield to block projectiles) to the painful mistakes (The player's jump arc and their knockback) to the silly overlooked nuances (One can hold down the slide command to slide indefinitely), Rockbot is full of little mistakes that make it practically incomparable to Mega Man. For that matter, if a boss isn't too easy to mow down, it's because they have a cheap move that makes them practically impossible to defeat without their weakness and a small stack of E-Tanks (I'm looking at you, Dynamite-Bot).

Overall, I have a hard time finding nice things to say about Rockbot. If forced to assign a rating, I would give the game Five Buster Pellets out of Ten—definitely a failing grade. There is no questioning that Rockbot was a huge disappointment, but it was decently fun while you played it, even if in a sort of mindless way. The game feels like it has soul, the creator loved it, but it is sadly being limited by its hardware. That's really the ultimate key to Rockbot's failure: setting out with the mission statement to create a highly functional and accurate Mega Man engine and returning with this is laughable at best.
---
If anyone's curious to hear what I have to say about any other fangame I've played, give me a shout and I'll do what I can.
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Posted on June 10th, 2014 at 3:35pm in "The E3 Discussion!" #49
I've had many recommendations to buy Kid Icarus: Uprising, but for some reason I never do. I think that after the various disappointments I've had on my 3DS, I'm averse to buying new titles for it.

You really think so? I think Ghirahim has so much moveset potential, it's hard to shove it all into one moveset. He has his blades, namely his cutlass; he has his demonic red razor things that he can summon on demand; he has the ability to block attacks and steal weapons with his bare hand...and his metal-skinned form in the third fight gives him a shoe-in ability for his Final Smash.

Magolor would be a bit tougher, I admit, but he has a fair number of abilities under his belt as well. In Return to Dreamland, he's got magic out the wazoo, and in Dream Collection, it's more of the same, only he also possesses the ability to summon other things (Mostly other Kirby enemies). They could probably theme a character off of that (Using his good form, of course, since that's the one he currently is), summoning other stuff to do battle with with traces of magic blasts and such, and then maybe make a Final Smash based upon Ultra Abilities/the Master Crown?
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Posted on June 10th, 2014 at 1:47pm in "The E3 Discussion!" #50
Yes, yes, Smash4 hype, etc etc. Actually, I'm not too thrilled about the announcement of Palutena. I had no desire to play as her, I never even knew all that much about her, and there are many more characters I'd want to see first (Like Ghirahim and Magolor). Ah, well, there's always one Smash character I'm not excited about at all. We can play as Miis, though, and they don't look like garbage! I can scarcely wait to use that Reggie Mii I got from SpotPass.

I...think Nintendo can properly benefit from the use of Amiibo's technology, actually. Unlike Disney Infinity or Skylanders or (Going back even further) UB Funkeys, you're not missing a big part of the game if you don't buy one, and you don't have much obligation to collect them all unless you really want to. I think it would be both awesome and hilarious if Amiibo became a new sideshow at Smash tournaments: people bring their specially trained and conditioned Amiibo figures to fight one another in glorious combat, like some glorified Pokemon match.

Wooly World definitely has potential. It might be the first good Yoshi game since the original Yoshi's Island. I'll have to keep an eye on it.

I knew the Captain Toad mini-stages were popular, but I didn't know they were popular enough to warrant their own spinoff game! It could be charming and fun, though, quite like hte original. It'll depend mostly on the price tag they attach to such a game.

Before I was wary about Hyrule Warriors, but it's slowly gaining appeal. How can I say no to an all-star cast with all my favorite Zelda characters? I'm sure I can adapt to the new controls...right?

Splatoon looks...surprisingly interesting. I guess after Battle Quest, Nintendo realized their big, goofy gamepad isn't so bad for fast-paced shooting action. I admire them for trying something new. I might pick it up.

Zelda U is performing with bold experimentation, per the usual. I'm not sure how to feel about an open-world Zelda (R.I.P. Linear Dungeons), but I'm more than willing to give it a shot.

I'm honestly a little surprised they didn't spring a surprise F-Zero title on us and announce C. Falcon for Smash4 at the same time. We all know he's coming, after all; it's only a matter of when. I guess the dust needs to settle some more after Mario Kart 8's release before they start talking about another racer (If, indeed, that new game is coming at all).
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Posted on June 10th, 2014 at 1:58am in "Mega Man Fangame Discussion" #51 ( Edited : 2014/06/10 at 2:18am )
Well, by fleshing it out, I mean that I'm going to actively participate in this topic to try and keep it alive. I'm not just going to sit around and say "You can talk about fangames and stuff here;" I'm going to actively mobilize people and get them to try the fangames in question. It's why I posted the link to CutStuff's Mega Man fangame compilation. It's why I'm giving you guidance right now. It's why I'm on this bizarre tirade!

Alas, the woes of sharing a computer with people. I transcended that boundary years ago. Best thing to do there would probably be to talk it out—explain why you're downloading Mega Man fangames, explain that they should be totally harmless (Back up claim with new antivirus software if needed), and maybe tell her each time you go to download a new game. If that doesn't pan out, you can at least enjoy Rokko Chan, which is one of my favorite fangames, since that one is played in a browser.

If you already possess such controllers, it would seem to me that all you need now is Joy2Key or a similar software. Look around, I'm sure you can find one.
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Posted on June 9th, 2014 at 9:50pm in "Mega Man Fangame Discussion" #52
Did you? Well, curses. I just wanted to drum up some discussion on this gone-quiet forum, and this was the first way I could think of to do so. That topic wasn't quite as fleshed out anyway.

If the idea of an insecure download bothers you, the easy solution that is to get an effective antivirus software (Though I've never gotten a virus from any of my downloads). My personal recommendations are using COMODO Antivirus for routine scans and MalWareBytes for when you get a tough bug you can't get rid of.

I understand I'm in the minority, but I have no problem with playing Mega Man on a keyboard. As far as I see it, you would have two options in that case: one, learn to play with your keyboard, for which I would recommend Super Mario Bros. Crossover (The original one) as your training grounds; or purchase a gamepad and download Joy2Key, which will allow you to map your gamepad controls to the buttons on the keyboard you would need for the game.
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Posted on June 6th, 2014 at 11:43pm in "Now Character Bios" #53
For the record, I think it would make sense to provide descriptions for only the single fields. After all, the Fusion Fields would be difficult to make unique explanations for, and it's way easier to just have the blanket explanation of "The Prototype took data from [x location] and data from [y location] and synthesized them together to create a new location with new features."

As an aside, I'd tackle them the same way I've tackled my brief descriptions of fields in the Make-A-Moveset topic: tell a little bit about it, perhaps its historical significance (e.g., which Robot made claim to it, and perhaps why, if such information is known), and then describe its appearance in brief...or maybe skip that part, since they'll be accompanied by the field's sprites.
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Posted on June 6th, 2014 at 11:43pm in "Prototype Devroom : Robot Quotes" #54
In light of recent information, I have nary a single doubt that the Evil Energy Robot shall be making a surprise guest appearance in MMRPG.

As such, I'd like to repost the quotes I made for him back in the Make-A-Moveset topic.

Start: "Everyone has evil about them! Allow me to reveal yours."
Taunt: "Feel your inner evil taking over! You want to kill, you love to hate!"
Victory: "Remember that this was your own injustice, not mine!"
Defeat: "Hahaha...even though I die, the evil will live on..."
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Posted on April 27th, 2014 at 10:55pm in "cant get past chapter four." #55
Upon reviewing your profile, I can indeed see that you have beaten Chapter 4 with Wily, but not with Light or Cossack (Or at least that's what your profile says—if you have evidence to the contrary, please take it to the glitches section!).

In order to beat Chapter 4, you must go through Final Destination again, as the Dr. Light player and as the Dr. Cossack player. Then you will be able to advance to postgame content.
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Posted on April 15th, 2014 at 9:46pm in "The Birth of Mega Man!" #56
> Proto Buster, not Proto Blaster. Plus it wasn't originally built off of the Proto Buster at all (See Point #4).

> Magnet Beam wasn't given to Mega Man by Doc Light, it was found in Elec-Man's stage. Maybe it was intended to be fashioned out of a broken down machine, or whatever...point is, it wasn't just given to him.

> Mega Man was inherently equipped with the Variable Weapons System to begin with; only before, it was the Variable Tools System, which allowed him to copy the data of and emulate various tools used for construction instead of combat weapons. The Mega Man armor is linked with the "upgrade" to the Variable Weapons System.

> Mega Man didn't have the ability to charge his Mega Buster until Mega Man 4, where he became equipped with the "New Mega Buster." This allowed him to absorb additional solar energy and fire more condensed, more powerful plasma shots.

I might be able to get into it a bit more if the canon was more accurate.
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I was hoping for a summoning Final Smash where he brings in a bunch of Robot Masters from across the entire game series to rampage around the stage and help you beat up guys, but this is nice too. I like it, even if the archetypal "Giant Screw You Laser" isn't really something super new or innovative for a Final Smash.

I'm also glad X isn't an alt. costume, but I'm not exactly an X fan so whatever.
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Posted on April 6th, 2014 at 6:12pm in "[closed] The Survey of MMRPG 2! Music!" #58
Lightning-Man in general is basically every Electric Robot Master ever put together and combined with a ninja, so his song sounding like someone else's is understandable.

True enough, but it at least made the song fresh again. It's very hard to appropriately remix what most MM players consider the most overrated song in MM history and make it listenable again, and I think this one did it very well. (I might have posted Rockmen R's Wily Stage 3 or Rapid-Man here, but it's not available anywhere.)

Really, now? I thought 2 was the worst Weapon Get theme. 4MI's Weapon Get gives off such a powerful feeling of "Heck yeah! I got an awesome new weapon!" that makes the player shiver, especially when they just broke the face of a hard-as-nails boss to get it. 2's didn't do anything like that.

[404: Christmas Carol Comment not found]

Some songs in SFxMM are really lackluster, but Dictator always stuck with me for how atmospheric I was. Combined with the scenery, it perfectly gave off the vibe of a great and threatening evil descending upon you. It was perfect for the (sub-)final boss theme. Although, the normal boss theme was very good too.

My big problems with MMU were its totally excessive difficulty and its plotline; the music is alright, although the Boss Battle theme in MMU is absolute garbage. Yoku-Man's stage was the best/worst part of MMU for me—his stage drove me, like it did everyone else, to the brink of insanity—but his theme song was always really nice. Yo-Yo-Man's theme was pretty good too, though.
Glue-Man's theme was pretty good and a bit of an earworm, but his instrumentation reads fairly neutral (Though what sort of instrumentation are you supposed to use for glue, anyway?), and his song doesn't give off any emotional vibe.

Rokko Chan blurred the line between MMClassic and MMX in places; one way in which it did this was by borrowing the dash mechanic to make the game more fast-paced. Maybe this, too, crossed the line; though I, for one, hated all of X1-X3's boss battle themes. I really like this piece in specific because it's action-packed, tense, and displays both the power and the sinister-ness of your foe—most boss themes only touch on a few of these, or do one of them really well. Hearing them all done so well made it one of my favorite boss themes to date.
---
I guess it's true that I play Mega Man fangames really habitually, but I think it's part of the experience of being a Mega Man fan, now—CapCom doesn't love us anymore, so the only way we're ever going to get anything even resembling the experience we fell in love with is to make it ourselves/give it to one another. I think every Mega Man fan out to play a fangame, if for no other reason than because a handful of them are really, really, really good.

(I have now successfully and completely derailed this thread. :) )
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Posted on April 6th, 2014 at 4:51pm in "[closed] The Survey of MMRPG 2! Music!" #59
@MegaBossMan: I respectfully disagree. Any MM fangame, with enough of polish, can look, feel, and play like it has a place alongside the original games (Whether or not this feel is desirable is another question entirely). Even so, say what you will about the games themselves; some of them have pretty awesome music.
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Posted on April 5th, 2014 at 3:23pm in "[closed] The Survey of MMRPG 2! Music!" #60 ( Edited : 2014/04/05 at 3:57pm )
Lame, but fine, I'll go along with it.

Favorite MMClassic Theme:
> Fake-Man's Theme (MM9). Man, this guy had the first really intense Mega Man theme that really gave me goosebumps. And it's still one of my favorite songs to this day.
> Quick-Man's Theme (MM2). The first Mega Man song I can say I ever loved, right here. It has such an air of speed, of franticness, even, that went perfectly with Quick-Man's Stage.
> Tomahawk-Man's Theme (MM6). Hoo hoo, bet I surprised some of you with this one! I really like this theme; it's very atmospheric. It sounds perfect for a walk through the desert, which is what Tomahawk-Man's Stage is.

Favorite MMX Theme:
> Zero's Theme (X3). I hate Zero a lot, but his X3 theme is one of the best things to ever come out of the X series.
> Central Highway Theme (Maverick Hunter X). Expecting more old-school stuff? Too bad! I loved this theme when I first heard it, and I still do. It really gives off a vibe about what the X series is all about. ...Now, if only X were as powerful a protagonist as his theme song suggests.
> Launch Octopus's Theme (X1). Admittedly, this song is a bit too crazy for a water stage like Launch's, but it's one of my favorite songs because of just how darned action-packed it is.

Favorite Boss Theme:
> Final Boss (MM5). Easily one of the best Final Boss themes I've ever heard. Ever. I just...there's nothing more to say.
> Robot Master Battle (MM10). It's got a very "bare-knuckle brawl" feel to it that I've never heard any other Mega Man theme capture before. Most of them at least set the mood well, but this one does it so well—it's atmospheric, it conveys the threat of your foe, all that good stuff a boss battle should do.
> Bass Battle (MM7). This one is on here quite reluctantly, as the song itself isn't good, but the fanmade remixes and demakes of it are quite so. It's good for a recurring enemy like Bass, especially when the other demakes have it get much louder and "BASS IN YA FACE!". Tells a lot about what Bass is like as a character.

Favorite Soundtrack: I'm not voting on this one because I'm very bad at judging entire game soundtracks as wholes.

Favorite Music-Themed Name:
> Rock. It provides an excellent double-meaning—not only does it do the whole "Rock'n'Roll" thing with his sister, but it also makes him seem strong and determined, like a rock. It's a great name for a protagonist.
> Punk. The perfect example of how to define a character based on their musical theme, Punk looks like a punk rock star, from his sharp mohawk to the spike decorations covering his body. He's very thematic, and I like that.
> Treble, Bass's dog. I love how well it fits in with Bass—Bass clef, Treble clef. I could have mentioned this under Bass as well, but I don't like Bass's name that much, because he's a very "in-your-face" style character, whereas the bass line tends to fade into the background. Kind of unfitting.
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Posted on April 5th, 2014 at 1:05pm in "[closed] The Survey of MMRPG 2! Music!" #61
Aw, maaan. Favorite Fangame Music didn't make the cut. Maybe next time.

So...can I get some elaboration on what "Favorite Musically-Named Character" means?
- A canon character with a musical name?
- A fan-made character with a musical name?

And should I be judging them on how well they embody their name or just how much I like them? I am confused and puzzled all at once. I am...confuzzled.
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Posted on April 3rd, 2014 at 10:18pm in "New character, try to find him!" #62
@MegaBossMan: Actually, it's not just fanmade anymore.
You threw a reference to "Buster Queen Roll" in your little Pokedex-style Bio entry for Roll.
And Adrian said he was adding those to the game next edition.

So not only is she canon, but you're to blame/credit for it! Thanks, actually; I was honored when you threw that tidbit into the Bio, and even moreso now that it's going into the actual game.
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Posted on March 16th, 2014 at 11:13pm in "Introduction to Mega Man!" #63
Oh, if you wanted to introduce someone to Mega Man, you should really spare all the unnecessary details and get straight to the good stuff. Here's a cut and revised dramatic narration of MMClassic's origin from a fanfiction I wrote once, told from Mega Man's perspective.

"My name is Mega Man, and I’m a humanoid robot. One of the first ever built, actually, along with my two siblings. We were built by two astounding scientific professors, Doctor Light and Doctor Wily, who wanted to show how such intelligent robots could shape the world. Shortly after us two—I had yet to discover my third sibling—came eight more Robots. Called the Robot Masters, each one had their own purpose to further society. One for reclaiming wilderness, one for research in Antarctic areas, one for researching time travel...effectively, Robots as workers that were far more efficient than humans.

"The world was impressed, to say the least, and Light was quickly placed in the spotlight for his great achievements. Wily, however, was bitter, as most of his work had been ignored. Eventually, he had had enough—he stole all eight of the Robot Masters, reprogramming them for combat, and said that the world was about to see what these Robots could really do. It was pretty obvious to us by now that Doctor Wily’s main objective was world domination.

"At first, my sister and I were distraught, and had no idea what to do, but eventually, I knew what had to be done. I volunteered myself to Doctor Light, offering to be turned into a combat robot like them, and I would go off and save the world. He was reluctant to see his dear 'son' go off to war, but eventually, he realized he had no other choice, and he agreed.

"And, well...since then, life has never been quite the same. Doctor Wily is a cunning man, and each year, he returns with a new army of Robots for the same old objective—even going as far as to steal other good scientists' Robots."
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Posted on March 9th, 2014 at 3:40pm in "How to get Megaman 3 weapons?" #64
After you beat the Prototype, you will unlock a pair of bonus fields. In one of these, Robot Masters, including Robot Masters that are unfinished, will appear. This includes Mega Man 3's Robot Masters.

You must engage these Robots in combat, and when one steps up to fight you, hit them with a Copy Shot from a Copy Core Robot. In this way, you can earn their weapons and have them added to your arsenal.
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Posted on February 17th, 2014 at 6:59pm in "Make-A-Moveset: What If..." #65
I'm back again! Oh, no, not that guy! I'm here again to try my hand at a canon character, actually—today I tackle the Evil Energy Robot.

Name: Duo (More commonly known as the Evil Energy Robot)
Designation: EXN-002
Class: Evil Energy Robot
Core: Space

Energy: 110
Attack: 105
Defense: 105
Speed: 80

Weaknesses: Neutral Nature
Resistances: None
Immunities: Space
Affinities: Shadow

Quotes
Start: "Everyone has evil about them! Allow me to reveal yours."
Taunt: "Feel your inner evil taking over! You want to kill, you love to hate!"
Victory: "Remember that this was your own injustice, not mine!"
Defeat: "Hahaha...even though I die, the evil will live on..."

Signature Moves

Energy Fist - Obviously, he would need this as one of his starting moves.

Evil Infusion
Learned at Level: 5
Power: N/A
Speed: 4
Energy: 4
Accuracy: 100%
Description: The user infuses one friendly target with the power of Evil Energy, costing them half of their remaining life points to double their Attack.

Tyranny Meteor
Learned at Level: 12
Power: 50
Speed: 3
Energy: 6
Accuracy: 95%
Description: The user charges forward, enveloped in Evil Energy, and slams into the active opponent for massive damage!

Name: Deep-Dark Cosmos
First Appearance: Mega Man 8-Bit Death Match v3 (2012)
Primary Core: Space/Shadow (Counts as a fusion field)
Multipliers: Space x1.7 Shadow x1.7 Time x0.8 Earth x0.4 Impact x0.2
Description: Space. A dark, quiet expanse, and the silence seems deafening. The players find footing atop a small asteroid (Or maybe even float freely in space!), and the place seems notably...hollow. Only a few scant stars can be seen twinkling in the abyss.
Robot: Evil Energy Robot
Mecha: None. Just you and the EER out here.
Music: Mega Man 8's Final Boss Theme kinda sucks, but it's the only option...unless we decided to use MM8BDM's Final Boss Theme just for Evil Energy Robot.
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Posted on February 15th, 2014 at 7:08pm in "Check out these songs!" #66
I've heard most of the album.

I wish the songs were more like "CrasherVania" instead of relying on sex jokes...
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Posted on February 11th, 2014 at 7:00pm in "Make-A-Moveset: What If..." #67
I was actually kind of thinking about doing the Skullgirls cast, myself. If we go past the original roster, though, that's a lot of characters (42). And I don't think they have a snowball's chance in hell of getting in, at that.

Nonetheless, they're the best option on the list from my perspective. And if you want any help, you can hit me up.
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Posted on February 11th, 2014 at 7:00pm in "THE MEGAMAN RPG SURVEY RESULTS!!!!!" #68
Argh! You folks would choose Shadow over Sword? Why? Shadow's not even that cool!

Eh...whatever. Good game, everyone.
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Posted on February 5th, 2014 at 6:13pm in "Make-A-Moveset: What If..." #69
I would make Ra Thor faster than that. Those "teleport" moves he does aren't actually teleporting—that's his natural movement speed.

Also, shouldn't he at least have some relationship to Shadow-type attacks? He (And Ra Moon) are kind of themed on negative emotion (Ra Moon taught humans to hate), and he incorporates black holes into his moveset (If I recall correctly) besides.
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Posted on February 4th, 2014 at 9:58pm in "Prototype Devroom : Robot Quotes" #70
I'm still not sure if they each get their own lines or what (Since apparently he's three unique units with only one database entry), but even without the knowledge, I'm going to tackle Trio by covering all the bases.

Trio
Start: Show me what you are capable of, Robot!
Taunt: Are you so sure your power is enough to match us?
Victory: You never had what it took to survive.
Defeat: Seems there is more to you than I once thought...

Triodiy
Start: Show me what you are capable of, Robot!
Taunt: Can you really overpower me?
Victory: You don't have the strength to live.
Defeat: You are much stronger than you look...

Triomin
Start: Show me what you are capable of, Robot!
Taunt: Can you truly outsmart me?
Victory: You don't have the wits to live.
Defeat: It would seem I underestimated you...

Triosol
Start: Show me what you are capable of, Robot!
Taunt: Can you keep hope even now?
Victory: You don't have the will to live.
Defeat: Perhaps you are more than a Robot after all...
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Posted on February 3rd, 2014 at 11:08pm in "Mega Man Trivia Thread" #71
Mega Man changing colors when he got a weapon was originally a mistake; during testing of the Rolling Cutter weapon, Mega Man somehow took on the palette of Rolling Cutter. The developers liked the idea and decided to incorporate it into the game.
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Posted on February 2nd, 2014 at 1:39pm in "Fan Character Inclusion?" #72
I believe it's already been said that these will come later (After canon content, of course), and of course these new Robots would need the whole nine yards to be formally added: stage, spritesheet, balanced stats and abilities, etc etc.

Of course, when that time comes, I would be willing to help with said weaponry, making sure it's all balanced and fitting and such.
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Posted on February 1st, 2014 at 9:55am in "The Survey of MMRPG Tiebreakers!!!" #73
Sword Man.

Neutral.

Jewel Satellite.

Energy Swap.

Flash Man's Stage.

Skipping out on the flashy colors this time because I just want to get this over with.
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Posted on January 26th, 2014 at 3:45pm in "Make-A-Moveset: What If..." #74
Hey again! After the wild success that was the Rokko Chan Robots, I thought I'd come back for one more Data Sheet. This one's for the cold-hearted girl that's a thorn in Roll's side throughout the entire course of Rockmen R: Dr. Wily's Counterattack, Piano!

Name: Piano
Designation: SWN-002-02*
Class: Cold Manipulator Robot
Core: Neutral

Energy: 135
Attack: 95
Defense: 80
Speed: 90

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

Quotes
Start: "Pathetic weakling...I will crush you underneath my heel."
Taunt: "Isn't the weather beautiful out here?!"
Victory: "Don't cry. Now that you're scrap, you'll be rebuilt as our ally."
Defeat: "I'm really starting to hate you, Robot...!"

Signature Moves
Piano Buster
Learned at Level: 2
Power: 15%
Speed: 3
Energy: 2
Accuracy: 97%
Description: A weapon crafted in likeness to the Roll Buster, but far more devastating in power. Upon charging, the user recovers only 5% of their total life energy, but firing does massive damage to the enemy's shielding system!

Deep Freeze
Learned at Level: 4
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, freezing the general vincinity and making snow fall. The weather lasts for 4-6 turns, and during its time, the power of all Freeze-type abilities are increased, and the power of all Earth- and Nature-type abilities are decreased.

Weather Shot
Learned at Level: 4
Power: 40
Speed: 3
Energy: 4
Accuracy: 97%
Description: The user draws part of their environment into their buster, and fire a powerful blast. The type of damage this weapon does determines on the weather presently in effect (e.g., using Weather Shot while Deep Freeze is in effect will make it do Freeze damage). This ability will fizzle out and do nothing if there is no weather...

Furious Storm
Learned at Level: 8
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, calling down a storm with thunder strikes and ample amounts of rain. The weather lasts for 4-6 turns, and during its time, the power of all Water- and Electric-type abilities are increased, and the power of all Flame-type abilities are decreased.

Tempest
Learned at Level: 12
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, kicking up massive winds and causing leaves to fall. The weather lasts for 4-6 turns, and during its time, the power of all Wind- and Nature-type abilities are increased, and the power of all Freeze-type abilities are decreased.

Sunny Day
Learned at Level: 16
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, increasing the brightness of the Sun to near-ridiculous amounts. The weather lasts for 4-6 turns, and during its time, the power of all Flame-type abilities are increased, and the power of all Water- and Shadow-type abilities are decreased.

And her stage:

Name: Dizzying Heights
First Appearance: Rockmen R: Dr. Wily's Counterattack (2009)
Primary Core: N/A
Multipliers: Experience x2.5 Damage x2.0 Recovery x0.5
Robot: Piano
Mecha: None. It's just you and Piano up here.
Description: This version of Wily's Castle, situated in the frozen North, reaches up to higher heights and down to colder temperatures than should be possible. Everything is frozen over, and snow drifts down from the top of the screen (Deep Freeze in effect by default). There are only a few platforms and ladders against an otherwise empty, bleak sky background, and everything seems to be quiet...like a calm before the storm. (Level in question can be seen here)
Music: Rockmen R - Unused Track (RMRUNU in this music pack; believed to be a Piano Battle theme?)

* Piano technically fills the same "Roll Counterpart/Bass's Little Sister" that Disco does, meaning she, too, would technically be SWN-002; and I thought this the most agreeable compromise.

Tried to put a unique spin on her, make her support-unit-like, and also introduce the typical Pokemon concept of weather playing in the battlefield. I'm probably not going to do the rest of Rockmen R's Robots, mostly because they aren't even ripped, let alone sprited for the Classic style (The only reason Piano is is because I ripped her sprites...).
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Posted on January 25th, 2014 at 10:03pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #75
Woah, cool! I...didn't even know MMRPG had a Facebook page, actually! I'm really honored to hear that you like it. It means a lot to me. Most of what I do is an experiment, and hearing that it worked is always nice, but from the source of my inspiration is something even greater.
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Posted on January 25th, 2014 at 8:37pm in "Prototype Devroom : Game Suggestions" #76
Well, let me just take a look around.
...
...Well, now I just look silly! Apparently, he decided to cover the Bonus Stages (Which, as we all know, were the MMKs' stages) as part of his MM10 campaign, so he did the songs in question about two months ago.

Enker
Punk
Ballade

...Oops.
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Posted on January 25th, 2014 at 7:57pm in "Fan-game talk!" #77
Hoo, boy. Fangames!

Copy-pasted list of every MM fangame I've beaten from my profile page, alphabetized for your convenience:
> Hard Hat: The Rebellion
> Hard Hat III
> Hard Hat IV: The Doc Robot
> Mega Man 8-Bit Death Match
>> MM8BDM Powered Up Expansion Pack
>> MM8BDM Rockman No Constancy Expansion Pack
> Mega Man's Christmas Carol
> Mega Man's Christmas Carol 2
> Mega Man's Christmas Carol REMIX
> Mega Man: Day in the Limelight
> Mega Man: Day in the Limelight 2
> Mega Man Revolution
> Mega Man Rocks!
> Mega Man Rock Force
> Mega Man Unlimited
> Mega Pony
> Rockman 4 Minus Infinity
> Rockman No Constancy
> Rockmen R: Dr. Wily's Counterattack
> Rokko Chan
> Street Fighter x Mega Man
> Star Man - Upgraded -
> SuperDanny Powered Up
> SuperDanny 2
> Super Mega Man 3

I've also played Hard Hat II: War Ensemble and Mega Man 42, both of which I couldn't stand to finish due to a very low quality.

My best experiences were in Rokko Chan, Rockman 4 Minus Infinity, and in Mega Pony; while the worst were in (Excluding HH2 and MM42, obviously) Mega Man Unlimited, Hard Hat, and Rockmen R. Despite the fact that it had poor physics, I really liked Rockmen R's character design. As far as character designs go, Rockmen R, Rokko Chan (Again), and Rock Force have been some of my favorites. As previously stated, if I could add one game's worth of content to MMRPG at the snap of my fingers, it would be a tough call between Rockmen R and Rokko Chan.

If anyone wants to talk fangames, I am your man.
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Posted on January 25th, 2014 at 6:04pm in "How did you hear about MMRPG" #78
As mentioned in my intro post, someone mentioned it over at CutStuff (Home to MM8BDM, a website I frequent for that reason), and after months of telling myself I'd wait for the full release, I decided to give it a try out of boredom.
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Posted on January 24th, 2014 at 9:53pm in "Prototype Devroom : Game Suggestions" #79
It has come to my attention that the MMK Battles utilize Mega Man 2 Wily's Castle 1 as their theme, rather than their actual Mega Man Killer themes. I would like to see them get their own themes, or at least placeholders while we wait for TheLegendOfRenegade to cover them (As I know he hasn't).

Enker Candidate (By RushJet1)
Punk Candidate (By 8BitDancoot1)
Ballade Candidate (Also by 8BitDancoot1)

Naturally, permission would be required, but other than that, I see no reason to not use them.
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Posted on January 24th, 2014 at 8:33am in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #80
No, you are right about that; there's not a lot to support this incarnation of Roll's existence. Her defining canon characteristic is her dream of opening a hospital and helping the people of the world (Her MM&B card describes her as "helpful but cowardly," and I basically ignore the latter—most people seem to, anyway). Basically, the idea behind Battle-High Roll is that she's placed on the front lines by circumstances beyond her control, and as she fights, she grows to love fighting, almost to the point of addiction.

I know, I'm strange.
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Posted on January 23rd, 2014 at 9:46pm in "Ask MegabossMan anything!" #81
The name of the topic was "Ask Megabossman anything," so I was trying to literally ask you "Anything?". As a joke. You know. Funny.

You liked Unlimited, are happy that Call model F won, and disliked MM8BDM...well, I'm going to have to disagree with you on all three fronts there.
Unlimited had some pretty awful stage design (And a handful of bad boss fights), in addition to the worst storyline I've ever seen.
Although Call F has some potential, she's basically a cuter, weaker-looking version of Roll, and even though I'd love to see Call move on from the shoved-into-the-corner Roll she was based on, I'd like to bury the hatchet and get a fresh start rather than be reminded of Roll every time I see her. I would have preferred Call E or even H.
MM8BDM made a shooter fan out of me, and those 3D boss battles at the end of each story chapter are so much fun.

I think saying "your own game" is a bit of a copout answer, because, I mean, come on, what sort of self-respecting character designer wouldn't like to see their character's name in lights (With their own beneath it, of course)? Of course, given the decidedly small number of fangames you've played (Especially in comparison to me—check out my list on my profile), I suppose that's acceptable. If it were me (Ignoring my own games here), it would be a tough choice between Rokko Chan and Rockmen R: Dr. Wily's Counterattack.
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Posted on January 23rd, 2014 at 7:57pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #82 ( Edited : 2014/01/23 at 8:09pm )
Wow, surprised I impressed people to this magnitude with this work. Not that it's bad, by any stretch; I don't post anything that's bad. It's just not very refined. I wrote this in, like, an hour, tops, with frequent breaks. I guess Roll being brutal with a twinge of sadism as well as powerful is a real eye-catcher.

It's not the first time I've written for this Roll (Who is appropriately nicknamed "Battle-High Roll"); she originated from a dramatic narration of an MM8BDM single-player run I did as Roll. I guess my time playing MMRPG reminded me of her a bit, so I brought her in and wrote for her again. She's very fun to write for, for reasons not even I can pin. I've been considering doing more with her as a character lately...

I wonder what Adrian thinks of all this.
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Posted on January 23rd, 2014 at 4:09pm in "Ask MegabossMan anything!" #83
Anything? ...No, wait, that's not what the title meant.

Which Mega Man fangames have you played? Which ones have you beaten? Which was your favorite? Your least favorite?

In the most detail possible, what is your opinion on Mighty Number Nine? Did you back it?

If you could add one Mega Man game's (Offical or fanmade) worth of content to MMRPG right now, at the snap of your fingers, which game would you choose, and why?
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Posted on January 22nd, 2014 at 9:54pm in "Prototype Devroom : Robot Classes" #84 ( Edited : 2014/01/22 at 10:05pm )
Well, it looks like the only guys that don't have roles yet are the new RPG characters.
So let me take a swing at those.

Slur: Galactic Judge Robot
Trill: Galactic Judge Assistant

Solo: Intergalactic Chairman Robot

And, assuming Trio gets split up into the Body/Mind/Soul idea I concocted:
Triodiy (Body): Physical Embodiment Robot
Triomin (Mind): Mental Embodiment Robot
Triosol (Soul): Spiritual Embodiment Robot

Sorry, Cosmo Man, Planet Man; I don't have enough (Any) dirt on you to write titles for you.
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CHAOS_FANTAZY
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Posted on January 22nd, 2014 at 3:24pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #85
I was trying to imply that they were both data copies, with the line about how Dive-Man "breaks back down into harmless bits of data." Why do you ask?
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CHAOS_FANTAZY
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Posted on January 22nd, 2014 at 3:06pm in "The Survey on MMRPG (Prototype)" #86 ( Edited : 2014/01/22 at 3:23pm )
Hey, uh, MegaBossMan told me to vote in this.
So I'm gonna vote in this.

Favorite Robot Masters:
- Quick-Man He's a guy about going fast; he looks good; he's got a neat stage, a neat theme, a good weapon. What's not to like?
- Sword-Man I'm a sucker for guys with swords.
- Time-Man I dunno what it is about him, but something about him makes him look and feel cool.

Favorite Core Types:
- Neutral Core type of Roll, who is, of course, my best character.
- Water Core type of Bubble-Man, who I used to clear the Final Boss Sequence of Dr. Wily's campaign.
- Impact A clever catch-all for those tougher-to-pin RMs.

Favorite Favorite Classic Series Weapons:
- Jewel Satellite Arguably too good of a shield weapon, but wildly useful, especially in its origin game.
- Chill Spike To this day, I don't get why I'm the only one who likes this weapon that freezes every enemy you shoot it with.
- Flame Sword It's fun to just melee guys in Mega Man, and Flame Sword is no exception.

Favorite Abilities:
- Energy Swap I love it when an enemy whittles my health down to almost nothing, then switching health bars with them and finishing them off! Great fun; easily the best power in the game.
- [Wily Buster]{neutral_attack} It boosts attack. Nothing more needs to be said.
- Rain Flush "SPAM RAIN FLUSH" has become something of a recurring joke, ever since that's basically what Toad-Man's AI does. It's nice, it's strong, and it's fun to use.

Favorite Classic Series Stages:
- Fake-Man's Stage (MM9) Stages like that are a pinnacle of challenge, while still being fair about it! Particularly delightful is how it's only available in Time Attack Mode, so you can't die while playing it at all.
- Pump-Man's Stage (MM10 This stage's gimmickry is really fun. It's challenging, but it doesn't get old.
- Flash-Man's Stage (MM2) Despite this stage's slippery surface, it was excellent for learning the base mechanics of Mega Man when I had just started playing.
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CHAOS_FANTAZY
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Posted on January 22nd, 2014 at 1:17pm in "What About When We're Not a Prototype?" #87
The primary reasons I bring it up now is, for one, I don't have much to worry about right now as far as the development of this game goes; and, two, I don't want to sink hour after bleeding hour of my time into doing things in the Prototype if I'm just going to lose it all. While it is true that plans could change over the course of the Prototype as game mechanics etc. change, I'd like to at least have some form of ground plan.

Now, if I were in charge, I'd probably handle it something like this:

> Wipe the leaderboards of all the Battle Points. As noted elsewhere, there are a handful of exploits in the system which allow for mass BP harvesting, and in general it seems to be unclear just what BP are representative of anyway, aside from being arbitrary points earned for completing missions.
> Let players keep their database entries. They exist only to show what you've seen and own; much like a Pokedex, you gain no real advantages from having them (Aside from the advantage of knowledge, but veterans would have that anyway!).
> It might just be easier to toss Prototype character levels and abilities. Previously, a system where you can transfer them in once you beat the game a la Pokemon seemed best, but that could lead to complications like there being two of the same Robot with a player, and chances are by the end of the campaign, we'd have all the levels and abilities we had before (And more!).
> Star Forces, likewise, can be reinstated once the player beats MMRPG (e.g., defeats the Final Boss), provided that the bonuses provided by it have no impact in online Player vs. Player (A feature Adrian wants to add), and perhaps can be turned on and off at will.
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CHAOS_FANTAZY
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Posted on January 21st, 2014 at 6:04pm in "Prototype Devroom : Updates Queue" #88
Hey, uh, what all do you need for fields? I'm a guy with ample amounts of free time and access to all the necessary textures; I'd be happy to push development along if I can.
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CHAOS_FANTAZY
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Posted on January 21st, 2014 at 5:49pm in "Field Star Screenshots! Show Your Star Force!" #89
You know, it's kind of cool that as you progress through the Prototype, you understand more and more lingo used by the veteran players.

Once you've beaten the three beginning campaigns, you understand what "Fusion Fields" means.

Once you beat those, you understand where the Mega Man Killers fall into place.

And now I guess I'm a veteran player too.

CHAOS's First Star Force
CHAOS's First Star Force. Well, actually, his fourth, but he didn't even think to start taking pictures of them until now because he is a dummy.
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CHAOS_FANTAZY
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Posted on January 21st, 2014 at 5:24pm in "Official Typos and Misprints Thread" #90
Nah. In Powered Up, he didn't make puns so much (Though he did, on one occasion, shout "You're fired!"); instead, often comparing his own flame to the fire of justice. 2:24 in this video is one of my favorite lines from him.

It's not like the Powered Up personalities are absolutely correct, though; most writers I see for Ice-Man almost never play off of the Commander/Soldier split personality he had in Powered Up.
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CHAOS_FANTAZY
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Posted on January 20th, 2014 at 3:33pm in "Prototype Devroom : Plot Discussion" #91
Okay; now that I have some context, it makes more sense. Except for one thing.

I've seen Slur referred to as "he," "she," and "it" now. What gender is the Robotic judge?

I think it's worth noting, at least, that a lot of people have given the "Evil Energy Robot" the fan name Solo. You should have your explanation of the Galactic Council ready at all times, this being the case.

So, if there are three identical Trio units, I imagine a battle against him would just be fighting the same Trio three times over? That doesn't sound very exciting. What if Trio was, instead, composed of three separate units that communicated to one another and judged races, much like the Duo units? As I interpret it, they would be less inclined towards their morality (Like the Duo units are/were), and more about their power as a people. Perhaps they could be composed of Body, Mind, and Soul? I don't know, it's kind of an on-the-spot idea...
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CHAOS_FANTAZY
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Posted on January 20th, 2014 at 3:09pm in "Official Question and Answer Thread" #92
Apologies if I seemed pushy with my questions. As previously stated, my focus has always been canon first, and even though I know a thing or two about game design, I've never really had to balance anything like an RPG before. What I intend with these questions is not to challenge your reasoning, but to understand it. Sorry once again if I came across as pushy.

I...am probably not in the best position to defend the Constellations' inclusion, given that I haven't actually played Rockman Strategy. You do bring up a good point about how there are already a lot of space Robots in this game—it is difficult to incorporate everyone in, I suppose. If I had to take a shot at it, I would say that the Constellations appeared on-site to vouch for humanity's redeeming qualities (They did help save the Constellations' home planet by giving them the secrets of producing plant life), but that's mostly a crack idea without thought (Or knowledge of if the StarDroids already fill that niche, which is a distinct possibility). I dunno; I've just always found them really nice from a design standpoint; there really aren't any Robots in the series quite like them. But you've addressed me fairly, so I guess I have nothing more to say on the matter.
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CHAOS_FANTAZY
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Posted on January 20th, 2014 at 6:37am in "Official Question and Answer Thread" #93
Well, Magic-Man isn't themed off of "wands and wizardry" magic so much as he is stage magicians. He's more based off of sleight of hand and such. Considering Magic Card is the only other weapon that saps health, maybe it could share a Crystal typing with Grab Buster? I dunno, just thinking out loud here. Though Crystal/Cutter sounds pretty cool.

Black holes are called black holes because not even light can escape them; thus, when you shine light on them, nothing returns. This makes them pretty shadow-oriented by default. In fairness, though, Space/Explode and Space/Shadow are both two typings that don't appear anywhere else in the game...

And that's great and all, but it doesn't answer the question of why you don't like the Constellations. I mean, I can understand feeling like Apollo was kind of SunStar over again, and even I think Luna looks stupid, but the rest of 'em? Come on, they're cool.
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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 2:52pm in "Prototype Devroom : Plot Discussion" #94
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
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Posted on January 19th, 2014 at 2:08pm in "Official Question and Answer Thread" #95 ( 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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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 1:52pm in "Official Typos and Misprints Thread" #96
I see. That makes sense, at least. I've always been a guy who operated on the rule of "canon first," and accidentally naming Time Stopper "Flash Stopper" is a very common mistake, so I thought I would correct it.

That being the case, however, what prompted the name change from Dive Missile to "Dive Torpedo"? They both feature the name of the RM in question (Dive-Man), and Dive Missile isn't explicitly a torpedo as it functions fine out of the water.
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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 12:15am in "Make-A-Moveset: What If..." #97 ( 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 in "Make-A-Moveset: What If..." #98 ( 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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CHAOS_FANTAZY
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Posted on January 18th, 2014 at 11:13pm in "Make-A-Moveset: What If..." #99
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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CHAOS_FANTAZY
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Posted on January 18th, 2014 at 11:03pm in "Make-A-Moveset: What If..." #100 ( 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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