If there's any gray boxes with question marks, try reloading the page until they don't pop up anymore, then reload the page again just to be safe Alternatively, use TurboWarp (not recommended for those aiming for rankings, cloud variables there are temporary): https://turbowarp.org/1061088569 = = STORY(??) = = Somewhere within the evil scary Proto Man's castle, a group of small flying robots, dubbed as Rounders, ambush Mega Man! Go beat them up = = CONTROLS = = [Arrow keys] to move [Z] to jump and to select in menus [X] to shoot, hold down the button to charge up your arm cannon [C] or [Down+Jump] to slide; slide button can also be held to fastforward some non-gameplay parts (controls can be rebinded ingame) Some extra options are also included: Autoshoot: "OFF" - how it works normally, repeatedly press the Shoot button to rapidly shoot "TOGGLE" - press Shoot to start firing, press Shoot again to stop "HOLD" - hold down Shoot to rapidly shoot Autocharge: "OFF" - hold Shoot to charge up a shot "ON" - automatically charge up when not shooting (You can still change these options later on) = = VERSION HISTORY = = 1.0 - [8/31/24] - release 1.1 - [8/31/24] - slightly extended the pause between a normal rounder's attack and the next rounder's attack - added telegraphing for the round5 rounder type 1.2 - [9/1/24] - fixed bug where a normal rounder could attack twice before leaving - fixed some sound bugs 1.3 - [9/24/24] - rounder contact damage reduced: 4 -> 3 - made it so that music mutes upon death - fixed Mega Man losing his charge after the vertical screen transition - recolored castle bg for palette consistency - cleaned up code for the round5 rounder type 1.4 - [12/16/24] - cloud leaderboard added, along with a revamped menu - non-standard rounders should be more common after round 10 (3 guaranteed standard + 4 random available rounder types added by every 10 rounds -> 2 guaranteed standard + 5 random available rounder types) - slightly slowed down normal rounders and extended their stagger time when interrupted during their initial orbit around the player - Mega Man now has the color cycling effect when charging up - "TOGGLE" autoshoot option now shows a buster icon over the player when autofire is on - added music volume slider in options - some resprites and new sprite animations, also some more recoloring for consistency - some sounds replaced - lots of bugfixes 1.5 - [12/17/24] - optimized leaderboard code 1.6 - [5/9/25] - a shiny new variant of rounder has been added! every 5 rounds, one standard rounder will have a slightly different but glistening coat of paint. destroy it for a health pickup (10 hp) - changed how the standard rounder's drop attack works to not track the player's position as tightly - number of rounders added by every 10 rounds reduced: 7 -> 6 - speed multiplier applied post-round 40 now goes up much faster so its effects can be seen sooner (x0.025 added per round -> x0.05 added per round) - added hitboxes to buster shots - resprited the warning sign for the round27 rounder - fixed "TOGGLE" autoshoot not having a charging animation - shortened buster charging sound - toned down the bg flash on boss deaths 1.7 - [8/27/25] - leaderboard expanded to 10 places and people with the same highscore now share the same rank - added a pause where initially a rounder would attack right away (not sure how noticeable it was to other people but it bugged me a lot after discovering it) - shiny rounders now appear twice per 10 rounds, one on rounds ending in _4 and on rounds ending in _8 - on boss respawn, the boss loses 4 health for every 1/3 of the total rounder count taken out - health pickups now heal the 10 hp instantly - global audio volume reduced (i'll look out to keep volume around this level moving forward) - plenty of nerfed attacks and tweaked timings - a few sprites now flicker to hopefully clarify that they don't deal contact damage - when a round introduces a new rounder, they pop up separate from the pack at round start - changed boss death bg flash to be less of a full screen flashbang - gave all the menu fastforward functionality of the jump button to the slide button, and added the ability to skip the pause before the fadeout to the endscreen with the slide button - fixed some bugs that made you lose your charge shot if you let go of charging in specific conditions (went unfixed since the first version. Oops) - 1000+ blocks worth of code cleanup - many many other fixes and alterations = = CREDITS = = SPRITES - Sprites Inc., Spriters Resource, Mega Man 8-bit Deathmatch MUSIC: - Mega Man 5 boss and password screen music - Critical Combat by RRThiel (from Mega Man Y+1: Operation X.M.A.S.) SOUND EFFECTS - various Mega Man games, Kirby's Adventure, Shovel Knight Treasure Trove, Gunstar Heroes, Alien Soldier OTHER: - Mega Man Y+1 and MaGMML3 for the extra accessibility options CAPCOM for Mega Man