Mega Man Unlimited

Mega Man Unlimited

released on Aug 14, 2013

Mega Man Unlimited

released on Aug 14, 2013

8 robots have gone on a rampage and are wreaking havoc on the city and throughout the world! The robots are Dr. Wily’s creations! However, Dr. Wily claimed that the robots are not under his control and has vowed to help fix the problem along with Dr. Light… But just as they both start to work on their investigation of the mysterious force that took control of Wily’s robots, a shadowy figure breaks into the lab and kidnaps Dr. Wily!


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cool robot masters but underwhelming

i can see some of what people like in this game, but it really does take some of the worst of 9 with level and game design, and ends up becoming the mega man 2 of fangames in terms of being overhyped. plus, the ending is the biggest example of one of the worst trends in the classic mega man community story-wise.

pra um fã game é muito bom. O Boss Prototype Zero é incrível!

it's pretty good
for the first 8 stages, after that it drops in quality SO HARD OH MY GOD

The weapons are mostly pretty fun (I wasn't a big fan of Tank Arsenal but it still had useful points) and the music actually just slaps the whole way through, utterly phenomenal soundtrack.

The boss fights are actually mostly fine I think, they're a bit twitch-reflex but they feel learnable enough for the most part.

The levels themselves though HOO BOY. I played on Normal, so I can't say if Easy changes this at all, but... put in a single extra checkpoint, and I think the length would be fine. But this goes by the old standard of 1 checkpoint mid-stage, and one before the boss, so you've just gotta slug it out with these gauntlets. Which, wouldn't be quite as big of a mark if it weren't for how much this game LOVES throwing instant-kill hazards around every obstacle with do-or-die platforming that you just have to learn by either sight-reading everything immediately or dying and marching your way all the way back to them. They're perfectly learnable, perfectly beatable - I just think they ask a bit much for how much a punishment failure is. Again, I think a second mid-stage checkpoint would, on its own, making the high-demand design a lot more enjoyable to learn and work through.

The final level is definitely the worst offender. The standard robot master gauntlet is fine, but they each have mini-stages beforehand which, hey, you guessed it, have their share of instant-kill hazards, and you have to go through them for any and every attempt at the respective boss. And then you have a 3-stage final boss (admittedly, the first stage is relatively easy) with a single baffling attack design in the 3rd phase. Like, everything about it would be mostly fine if not for the attack where it literally just walks at you and you have to Comet Dash or Rush Coil to get past it. I have no idea what the thought process there was.

Weirdly I think the best stage is Rainbow Man. Like yeah it's basically just a Quick Man laser gauntlet with some new mechanics, but it's by far the shortest stage and massively benefits from the shorter length.

I think it's still probably worth playing if its good points intrigue you, or you're less inclined to be frustrated at the rough edges on some of the levels. I mean, I did beat it, so it's hardly the most impossible game ever made. It's just a game with some irritating design at points that holds it back from being something I could more readily recommend.

This game tries so hard to be a ''hard'' game it's actually tasteless. Engaging into fun challenges in it like no weakness or no Energy tank becomes a chore solely because of the added padding in every stage/boss to make the thing difficult. Why is every single checkpoint 2 continents apart ? Why the hell did the boss rush have to have 9 bosses instead of 8 ? Why was it decided that adding a platforming section before the boss rush was a good idea ? This just limits the amount of practice you can get from the bosses and adds more opportunities to makes mistakes and lose a life. The platforming in itself was well executed aside from yoku man's stage and the bosses too are hard without being obnoxious to beat without weaknesses but goddamn do they need to chill with the amount of extra stuff that's there to make more room for mistake.