Reviews from

in the past


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.

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

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.

my favorite classic mega man, i dont care that its fanmade. difficulty is brutal but fair (for the most part) and the music is great


Good music and weapons, but checkpoint PTSD intensifies

This game is the Mega man 2 of fangames. Not that it's bad, its really good, and I will always respect it. But Rainbow man stage and Wily 4 are STUPID. Like really stupid. But hey, the final stage was beyond amazing.

absurdly high-quality for a fan-game; robot master designs are fantastic, and the music would be top-tier if this was an official game. stages are cool as fuck, although the difficulty is a little too much. like a lotta too much

Played on my laptop during my freshman year of college, and made it all the way to Yoku Man's stage before putting the game on the back burner for a while, due to complications with my controller's bluetooth connection. A year or so later, my hard drive gave out, so I lost the game and my save data. Some day, I'll redownload this game and see it through till the end.

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

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.

(Note this is not meant to be hateful slander towards MegaPhilX or anyone else who worked on this)

Ok usually whenever I talk about any games on this site I usually do so in a joking manner of one or 2 sentences or phrases mainly because I'm not really that deep with criticisms and just want to be funny. but I feel I should make an exception here, so with that in mind..

I am not particularly fond of Mega Man Unlimited

To get good stuff out of the way first: Of course, the visuals in the spritework and soundtrack are top notch, there's a reason why this was originally called Mega Man 10 before the actual Mega Man 10 came out, and if this was actually made by Capcom nobody could tell the difference which is incredible for a fangame made in 2013. additionally I think the bosses are great. they all have clever tells and neat gimmicks (Such as Glue Man's sticky shots or Yo-Yo Man swinging around the arena) as well as none of them not feeling they're hitting me with any cheap shots (say for Trinitro's self-destruct gimmick) even the Wily Stage bosses and the Wily Machine which I really dislike for how BS their patterns are especially in games 7 - 10 don't feel cheap. the same applies to the weapons having a nice balance of being versatile and balanced like the Comet Dash and Nail Sheild, and they even do the MMX thing of helping you find the YOKU letters which I appreciate as it's nice having a secondary goal in a Mega Man game that isn't just beating the Robot Master at the end of each stage

However speaking of those stages brings me to my one major problem with Unlimited, The level design itself

You know Mega Man III on Gameboy where a lot of the level design involves you getting maliciously decked in the face by a shield attacker or Up'n'down you couldn't react to in time because of screen crunch that conveniently is over a bottomless pit or volley of spikes? that's what a lot of the stages in this game feel like only now without screen crunch. Yo-Yo Man's stage for example has these platforms that fall and rise depending on if your standing or not and while that's happening you have these dumbass Yo-Yo sawblades that take up so much damn room that knock you into said pits or spikes, other times the level gimmick in question is just infuriating, Rainbow Man's stage is like Quick Man's stage from Mega Man 2 except if you don't react within literal picoseconds to shoot the prism enemies that fire an insta-kill beam that takes up half the damn screen. and don't get me started on the fucking Wily stages, you know people like to complain about Mega Man 9's Wily Stages for having the most dick-headed platforming and enemy placements, but I would gladly replay those stages a dozen times instead of the piece of shit underwater spikes on the ceiling and infinitely respawning enemies that jut out of bottomless pits that knock you to your death in Wily Stage 2, or Wily Stage 3 where if you fuck up once it basically takes you to the beginning of the stage where the checkpoint takes like 7 minutes to reach to.

Ughh... Again I have no animosity towards MegaPhilX and everyone else involved with this and I'm actually intrigued with the MMU2 project he's working on. It's just that this isn't my cup of Joe and would pick Mega Man Rock Force or the MAGMML series if I was ever in the mood to replay Mega Man fangames over this

This review contains spoilers

I fucking hated this thing.
The levels last for an eternity, instant kills everywhere, it feels like a meme game.
It does have my favorite MM stage of all time somehow, Yoku Man's stage was ALMOST perfection. There's one section were you have to die or guess were the next disappearing block is gonna be wich is bullshit but aside from that the stage is just sooooo goood, it made beating all the bullshit worth it. Kinda. I still hate this game.

The ending was just a slap in the face.
Motherfucking Zero fanboys.

So you're telling me a prototype version of the same guy that dies like 10 times in the X series, the same guy that in game can get hurt because a robo bunny touched him in the leg can't be harmed by any of Mega Man's weapons?????
Go fuck youself.

This fangame is difficult, but is definitely the best of the mega man fan games. It really feels I like something of the quality that Capcom would make. It’s super good!

A frustratingly, challenging experience that ultimately comes out stronger that the official Mega Man games that inspired it. As severely punishing as it is, the game is even more satisfying to master.