Attention! This is a legacy build of the Mega Man RPG from 2015 and is no longer being maintained. Reported bugs will not be fixed and any progress made here will not be saved. Return to the archive index for more legacy content or play the current version of the game for all the new stuff.

MMX100 | Mega Man RPG Prototype Leaderboard

( 1923 Players )
 
Contributor
MMX100

MMX100 is a contributor and a legacy player of the Mega Man RPG Prototype with a current battle point total of 15,751,326. MMX100 created his account on or before January 1st, 2013 and has since completed 35 different missions, unlocked 3 playable characters, 29 robot fighters, 61 special abilities, and 0 field stars. MMX100's most-used playable character is Dr. Light, and his top 5 most-used robots appear to be Mega Man, Roll, Proto Man, Guts Man and Bass.

MMX100's Leaderboard

MMX100 has created a total of 72 Posts Limit To
10 | 50 | All
Sort By
New | Old

Showing 50 Newest Posts

 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 6th, 2014 at 2:22am in "Prototype Devroom : Game Suggestions" #1
I think you've said before that you want to incorporate a shop in the prototype later on. I'm thinking it should sell items, special power-ups that can only be bought (not dropped by enemies), alternate character color schemes and other little secrets. To buy items you pay with your battle points (if possible).

Speaking of items, are we ever going to see the coveted 1-UP make an appearance in the game? If a bot goes down in battle it would be interesting to see a teammate/opponent make a comeback.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 5th, 2014 at 1:05am in "Thanks to everyone who helped the Wiki!" #2
Thanks for the comp.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 11:18pm in "Archie Comics Fanboy Fun Time (or ACFFT)" #3 ( Edited : 2014/01/05 at 12:02am )
Thank goodness I've kept up with the issues but if I hadn't I'd throw some boulders at you for spoiling some parts.

For such a topic I suggest a spoiler warning at the beginning made by you Mr. Mega Man. Or for each user to write 'SPOILERS' before writing a key point of the plot.




Also, POSSIBLE SPOILER:

Mega Man X coming up in issue #34!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 11:18pm in "Thanks to everyone who helped the Wiki!" #4
I wasn't around to help (sorry bout that) and didn't even know this was happening in my absence, but this story about your noble goal just sounds amazing!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 11:17pm in "Merry Christmas!" #5 ( Edited : 2014/01/05 at 1:06am )
I didn't get this for or do Christmas but by coincidence I opened it up that day LOL!

^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 11:02pm in "Metal Man Revamp : New Sprites by Sean Adamson" #6
@ Sean:
Really nice redo. Love the sparks in the dash and the red you chose but...

@ Adrian:
I knew the red wouldn't agree with you! :p Send me the red you intend to use so I can incorporate it when I redo GutsMan.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 9:41pm in "Official January Update Preview" #7
Wow, so many updates coming up. Really digging the new Robot database redesign. Cool, how each page designates a game. Though... what about the MM3 Masters? When are we gonna have those guys under our command?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on January 4th, 2014 at 9:22pm in "Ghost of Japan !" #8 ( Edited : 2014/07/25 at 4:38pm )
Bwa ha ha ha! So you've met my IMPROVED Yamato Man X! I designed him to have a back up power supply and included light reflecting armor to make him invisible!

Well actually I didn't and this sounds like that ol' bug that was supposed to be gone.

EDIT: My goodness! This is a thread in the bug report section. Please do not clog threads outside of the general section with irrelevant comments. The crack I made of creating a new Yamato was only because I MADE the sprites for him.

If you're looking to make puns, there is a thread for this already - Pun thread

^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on October 13th, 2013 at 2:40pm in "8-bit sprites of the MM7 and MM8 robot masters" #9 ( Edited : 2013/10/13 at 2:43pm )
Well this is something Adrian will most likely answer sooner or later. If he doesn't, you can always send a direct tip through here - http://megamanpoweredup.net/rpg2k11/contact/
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on October 7th, 2013 at 1:52am in "The Visuals of the MMRPG Prototype - Characters - Snake Man" #10
@ElecMan:
Thanks and you're going to have to wait until who knows when as Adrian said that there would be little to none MM3 content in his upcoming update.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on October 7th, 2013 at 1:45am in "8-bit sprites of the MM7 and MM8 robot masters" #11 ( Edited : 2013/10/07 at 1:51am )
Sorry but Adrian has already chosen 8-bit sprites from fan games: Rockman 7 FC, Rockman 8 FC, Rockman & Forte FC. Follow these links to see the sprites for yourself.

MM7 - http://megamanpoweredup.net/rpg2k11/community/development/137/robot-sprite-editors-mega-man-7/

MM8- http://megamanpoweredup.net/rpg2k11/community/development/138/robot-sprite-editors-mega-man-8/

MM&B - http://megamanpoweredup.net/rpg2k11/community/development/141/robot-sprite-editors-mega-man-bass/
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on October 6th, 2013 at 2:50pm in "Item Sharing? I'll Have NONE of That!" #12
Can't wait for that fix and entire update.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on September 12th, 2013 at 10:12pm in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #13
@ Adrian Marceau
Great but again, when exactly are we gonna get this update implemented?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on September 9th, 2013 at 2:20pm in "The Visuals of the MMRPG Prototype - Characters - Spark Man" #14 ( Edited : 2013/09/09 at 2:26pm )
@ MetalMan
Thanks for the compliments.
"Sometime ill spend what seems like eons just starring at the original sprite sheet, trying to figure out how I'm going to make certain poses work."
So true, right now I'm working on Wind Man right now but he only has six sprites to work with and two of them are unusable. Hey, don't forget you too can post on your sprite work for the MMRPG. As I am curious how you get these sheets done as well.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on September 5th, 2013 at 6:40pm in "Co-Op & PvP Possibility" #15 ( Edited : 2013/09/05 at 7:00pm )
@ Adrian
but maybe a little too... optimistic about another

Yeah I happen to be that sometimes. I addressed this topic as I'm sure it is one that many players have thought about at one point or another. Of course I'm sure that this feature is completely off the table right now as this game is still a prototype. There are other more pressing matters to program & de-bug. But just maybe when the prototype is a completed game and only special-extra characters remain to be worked on, maybe that feature can be taken a look at.

I'd also like to say that this prototype is amazing as is already. As I'm sure it has fooled many players (including me) at some points to feel not like a prototype anymore but like the full game already. If it is this great already, surely the complete game without synchronous multiplayer will still be a blast (pun mercilessly intended).
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on September 5th, 2013 at 6:36pm in "Robot Sprite Editors : Mega Man 6" #16
Seeing how Wind Man might not be taken yet (maybe). I'll take him too if Sean hasn't started on him yet. Got in touch with him, hasn't replied that he has begun on Wind.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 31st, 2013 at 6:57pm in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #17 ( Edited : 2013/08/31 at 6:58pm )
Nice update, this helps as I don't have an FB.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 31st, 2013 at 6:47pm in "Developers plz read" #18 ( Edited : 2013/08/31 at 6:55pm )
You might have a chance getting a fan-made character into the game.

Adrian said - "After that for expansion three I can release MM7, 8, and MM&B, etc. etc. I'd like to throw some custom robots in there as well as some robots from other fangames, but that's still pending too."

He said characters from fan games but I think there's a few in the database that aren't from any game. I think there's some more replies to this topic on the: Official Prototype Suggestion Thread in the Development section.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 7th, 2013 at 10:56pm in "Time Arrow" #19
Definitely a bug with maybe all speed decreasing attacks as Ice Man's ice slasher 99% of the times drops my speed to 0. And what's worse when you try to recover speed all you get is : Roll's mobility improved!
Roll's mobility was not effected…
As if your speed were at maximum or something.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 7th, 2013 at 9:42pm in "Prototype Devroom : Robot Classes" #20
WHAT HAVE YOU DONE?! You're going to bring the cheesiest out of me!


Bright Man: Bright Thinking Robot

Toad Man: a) Green Thumb Robot b) Hopping Farmer Robot c) Agriculture Keeper Robot

Drill Man: a) Explosive Excavation Robot b) Volatile Excavation Robot

Pharaoh Man: Ancient Investigator Robot

Ring Man: Ring Juggling Robot

Dust Man: Scrap Contracting Robot

Dive Man: Submerged Warfare Robot

Skull Man: Dead Executor Robot

To tired to think of more, might come up with more later!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 11:09pm in "Prototype Devroom : Website Suggestions" #21
Seeing how users are getting into posting links to videos, how about being able to embed videos in the forums?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 10:39pm in "Robot Sprite Editors : Mega Man 9" #22 ( Edited : 2013/08/06 at 10:48pm )
Thank you Adrian for letting me work on the entire MM9 Bunch as I have a soft spot for this game. But I also want to say sorry to anyone who was working on or planning to work on these characters. This is the first & will be the last time I'll be surprise claiming an entire game or any single character.

@MetalMan
No I have not completed & sent any MM9 Sheets as I am still working on Turbo Man.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 9:43pm in "Art Thread" #23
Nice I made some myself of MM1 and they look almost (or completely) just the same, but I wanna really revise a lot more on the tiny details.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 9:40pm in "Greatest MMRPG Achievement" #24
Whether it is shadownico's Mega Man that can single-handedly destroy a team of level 100 8 vs 1 :/

I've done that too before, when the game was easier to take advantage of.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 9:38pm in "AMVs (Anime Music Videos) " #25
BA-WEEP-GRANNAH-WEEP-NI-NI-BONG
LOL I wanna use the beginning of that video to end it with Kup & Hot Rod being attacked by the Quientison patrol guards.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 9:29pm in "Mechanics Update : Player Battles" #26
2 Defeats and 1 Victory already? Really!? Oh well these statistics don't really matter when live player vs player hasn't been implemented.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 6th, 2013 at 9:29pm in "Mechanics Update : Weapon Energy!!!" #27
Finally, this will really make battles much more interesting. No more of the "spamming away strategy"
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 2nd, 2013 at 3:11pm in "Prototype Devroom : Game Suggestions" #28 ( Edited : 2013/08/02 at 3:25pm )
@ Brorman
Nice, this is what I've been asking from Adrian for a Guts Man re-color. He has delivered, YES THANK YOU!

I work first in MSPaint then finish up with Gimp. You should get it as it's free, and legal. It's also updated occasionally to compete with software like Photoshop.

http://www.gimp.org/

I really need to start writing some threads about my work here on the MM RPG so I can give out some little tips here and there.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 2nd, 2013 at 2:56pm in "Prototype Devroom : Plot Discussion" #29 ( Edited : 2013/08/02 at 3:10pm )
Quote: i[/i]
@ Adrian Marceau
Can I get a little explanation?
Also, I just discovered about RM Strategy as well the other day, so yeah I was just asking as I haven't even seen the designs of those Masters yet.

Hey after completing your game, I think it should still have the word Prototype in the title as is fits very well with the story!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 2nd, 2013 at 2:47pm in "AMVs (Anime Music Videos) " #30
TRANSFORMERS!!! I'll watch that one later! Still waiting for an arcade
beat-em up game based on that movie.

So is that what AMV really stands for? Anime? Not Animated?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 2nd, 2013 at 2:41pm in "If Bass's partner is Treble..." #31
I think Tango would fit Proto Man's style more. They're both wanderers and sneaky. I feel they fit better as well after reading MM Gigamix.
Plus, Beat is too up-beat for Blues.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on August 2nd, 2013 at 2:39pm in "How did you hear about MMRPG" #32
@ BladeWolfe1
I'll check it out.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:28pm in "Robot Sprite Editors : Mega Man 9" #33
YES YES, thank you! If you were talking to me.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:28pm in "Prototype Devroom : Sprite Submissions (CLOSED)" #34
Good, explanation. This would've really helped the first time ha ha.
Hopefully you accept my Yamato sheet as many forms are out of the 40x40 containers. That info was the most helpful for me even though I'm on my 'somethingth' sheet.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:28pm in "Prototype Devroom : Plot Discussion" #35
Wow, shock twist. That's quite the different story I was thinking about from the usual: "Go Wily #s, attack Mega Man!"
Working with virtual versions of the characters sounds like a good, easy explanation for bringing back all the robot masters as their fates after the games is very unclear as Inafune or Capcom has never revealed anyting about that. Speaking of aliens from the MM universe, were you planning on using every character from every game including from Japanese only games or only from games brought to the west.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:15pm in "Stat & Weakness Updates : Mega Man 2 Robots" #36 ( Edited : 2013/07/28 at 1:22pm )
@ Brorman
There's always that very popular video site that has the word 'tube' in it somewhere. That is if you can't read the comics regularly like if from another country or something.
The MM series was the first comic I ever tried to seriously collect as it's the first one I ever started from #1. Though convention variants easily killed my collection unfortunately.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 2:26am in "What plans or objectives you have for MMRPG PROTOTYPE? " #37
Finish my called sprites in a more timely manner! (That means to quit hanging around the forums and get to work! lol)
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 2:26am in "How did you hear about MMRPG" #38 ( Edited : 2013/07/28 at 2:36am )
I came here from TMMN, unpredictable fellows though mostly all the readers are negative as shown in their comments.

@ BladeWolfe1
I wanna see, link?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 2:08am in "Favourite Mega Man themes?" #39
Thank you Shadownico
1. MM9 - Flash in the Dark (Wily Stage 1) FTW
2. MM - Fire Man
3. MM2 - Wood Man
4. MM3 - Spark Man, Blues Theme
5. MM4 - Skull Man
6. MM5 - Napalm Man
7. MM6 - Mr. X Stage 1
8. MM7 - Destroyed Street (Intro Stage), Wily Stage 3
Guts Man's part in the robot museum theme (Love that BASS)
9. MM&B - Cold Man (SNES)
10. MM9 - Galaxy Fantasy (Galaxy Man)
11. MM10 - Nitro Rider (Nitro Man)
These are the only ones I can remember without looking at any lists but really I love 90% of all the music in the games!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 2:02am in "Mega Man and Me." #40
Nice, I'm glad you like MM4 more now as it's one of the higher ones on my list. Wow I use the Complete Works Book as well sometimes, right now the most I've used it for is for Yamato Man. I love the pages where you see every side to the character at the back of the book.
Hey and opening and playing a new and good game is one of the best feelings ever huh? But the car ride home waiting to do that is one of the worst! XD
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:43am in "Stat & Weakness Updates : Mega Man 3 Robots" #41
I remember Spark Man having his 'mini-spark wave' attack then a charge up attack. I'm guessing the charge attack doesn't pack enough of a punch to make him a tank.

I'm also thinking how Needle Man would have really tough armor as lasers I believe are usually used to go through the toughest materials and that's what Needle's weak to. But if you take into account the movement of the characters, Needle Man practically floats down after jumping and looks as light as a feather.
My respect to you if you can get to the end of all these charcters without going crazy deciding the stats!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 28th, 2013 at 1:40am in "Stat & Weakness Updates : Mega Man 2 Robots" #42
So, another user who reads the comics. Are you a casual reader of the series or a collector?
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 17th, 2013 at 1:42am in "Robot Sprite Editors : Mega Man 9" #43
I have six slots open but I really wanted to do all the masters from 9 as it is my secret favorite. I didn't even know we could skip games. One of my e-mails even said this (I let other characters slide as well) but I don't know if that list was ever even valid.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 16th, 2013 at 11:33pm in "Prototype Devroom : Game Suggestions" #44 ( Edited : 2013/07/17 at 1:33am )
When I read about this game before ever trying it, I imagined how a classic series MM-RPG would be like. I thought it like this:

-Each level is composed of 2 rounds.
. First round is against a group of small enemies from their respected
levels from the original games.
. Second round is against the Robot Master only



Reasons I think players find the game to be too easy:

- Enemy Robot Masters are usually under-leveled
. Maybe when a player chooses their character then begins the level, the
system first detects the levels of the characters chosen by the player
then adds (idk) 5-10 levels to the cpu enemy robot master. Then the
game will stay true to the classic series difficulty.

- Unbalanced Teams (8vs1?really?)
. Again using the system that detects your character's levels if your
party consists of 2-4 members the cpu's level is +4-5 levels for every
extra member you bring and if your party consists of 5-8 members cpu
level is +2-3 levels for every extra member you bring.

- Unlimited Weapon/Recover/Breaker Energy
. Every time I play I notice this feature, weapons from enemies are not
limited. Well what does the player do now? Just spam the weapon that is
the Robot Master's weakness & occasionally recover health. Special
weapon energy should be limited for copy core bots. If you want to
recover weapon energy use a new weapon recover ability or shoot the
enemy with the 'buster shot' to do so.
. Recovery/Breaker abilities should also be limited to avoid having cpu
bots use health recover over and over again or avoid spamming of other
recovery or breaker abilities.


One other menu thing:

- Recovery & Breaker Abilities should be separate from Weapons
. I would love to able to equip abilities without having to sacrifice
weapons. Maybe while in-battle there is a Attack choice and a Ability
choice. In 'attack' all your weapons you have equipped your character
would be here. And in 'ability' all the recovery/breaker options you
your character would be here of course.
. I know having this option would make the game easier but it's something
that I've thought about for a long time. Also in the games MM would have
up to 9 weapons (mega buster included). But here it would make more
sense as players in the final product will have over 80+ weapons to
choose from and only 7 or less slots is so little (that is you equipped
one ability).


I think I'm done, though co-op with others online has just popped into my head as I imagined a party of players taking on a lvl 300 Mecha Dragon with the MM2-Wily Stage 1 from RM2:ComWorks playing in the background. Lvl 300 you ask, well maybe for my ideas to work, I wouldn't mind for cpu enemies to cheat and go over the lvl 100 bar so the game will continue to always be a fun challenge even though you have lvl 100 characters.
Wow I hope this post is more of an interesting read than a headache!
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 16th, 2013 at 10:59pm in "Robot Sprite Editors : Mega Man 3" #45 ( Edited : 2013/07/16 at 11:32pm )
Cool, more red is better than that magenta-ish color from before.
"It's good to have you on the bad side..." Magnet Man
(If you're a fan of the cartoon you know what I'm talking about. :p)

*What about Guts Man? Hint Hint* Though is it an optical illusion to me or is the new red of Magnet Man different than the red of Proto Man? If they are different, I like Proto's red more for Guts Man whenever you get to that.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 16th, 2013 at 10:49pm in "Robot Sprite Editors : Mega Man 5" #46
Leaving the jewel in Stone Man's chest to indicate he is offline is pretty neat.
Since I haven't seen Napalm Man in action, I never would've guessed the shells in his hands would be flashing. If you've seen it in action before and you think they look good, I'm sure most likely everyone will agree as well.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 16th, 2013 at 10:42pm in "Robot Sprite Editors : Mega Man 6" #47
Yeah they're way better now, thanks. Sorry for incomplete work.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 16th, 2013 at 10:28pm in "Music Update : TheLegendOfRenegade Sega Genesis Remixes" #48 ( Edited : 2013/07/16 at 10:34pm )
I was expecting a RM: Complete Works direction but this is good as well. Though by personal choice I prefer Sony's sound chip in Nintendo's SNES.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 8th, 2013 at 10:45pm in "Robot Sprite Editors : Mega Man Killers" #49
Enker:

- Letting you know that I purposfully left Enker's hands white since I don't really touch up on the colors anymore but they are actually blue in the official artwork.
^ Top
 
Contributor
MMX100
15,751,326 BP
8 TP | 72 PP
Posted on July 8th, 2013 at 10:45pm in "Robot Sprite Editors : Mega Man 3" #50 ( Edited : 2013/07/09 at 12:01am )
Mistakes -
Magnet Man:

- My fault again, since the original sheet. I left a unerased white spot in all my 'victory sprites' right in between his raised hand and his 'audio receiver' if you want to get technical.
^ Top
Mega Man and all related names and characters are © Capcom 1986 - 2026.
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)