At the risk of already making things complicated... I'll create a thread for which I am unsure of the location.
Tomorrow (September 14th) will mark two full months since the fan made game "Mega Man Unlimited" initially released and I don't know how long since the first (and presumably last) major update. This thread is for the discussion of the game; what you liked about it, what you didn't like about it, experiences with it, etc. If I goofed and this is in the wrong thread, hopefully one of the Moderators will let me know.
I made a section specifically for fan games, I think there's enough of them now that it should do fine.
How is the game? I have yet to try. Does it have gamepad support?
I hope that means you made the section later, but I suspect I just missed it. XD
I enjoyed the game quite a bit. Originally I found the difficulty quite off putting, but after I finally realized I shouldn't expect to ace this like an old NES game (well, I did miss 9 and 10 so everything else is so familiar), and realizing Bolt "grinding" and save reloading (for optimizing effective performance) is intended, I beat it and started finding it comparable to older games. It still has plenty of challenge, though: if I am having an "off day" I might have to just hang it up, or else grind a bit to buy extra lives, E Tanks, W Tanks, Spike Guards, Beats (tries to save you from bottomless pits, can fail if you aren't careful), and most important of all:
Eddie! While using him can fail and I mean spectacularly, it is mostly a matter of saving him for when you can use anything. I've never had him, for instance, just spit out small Bolts. When you get lucky, you tend to get very lucky - right before this edit I was at zero lives and damaged, and I got Extra Life, Extra Life, Large Life Refill, small Bolt, and small Life Refill; well worth 40 bolts. Plus, unlike Spike Guards and Beat (which are also good investments), you can choose to hold off on Eddie. This is important in case you fall into someplace very bad, like a bed of spikes or pit that careless play (or an unfortunate glitch) keeps you from escaping in time, or at least without wasting half of the relevant Item.
The update for the game includes two additional difficulty variations: Easy and One Hit Kill. Easy is very easy: many pits and spikes are covered, some enemies are nerfed. One Hit Kill (might have the name wrong for that) sets Mega Man's Life Bar to one unit, with the inability to fill any higher (despite all the open black space above it, as if he was just damaged), and any hit is death. Haven't done much with it, because I am not a "No Damage Run" kind of player. Original, despite the name, also features some tweaks like modified enemy placement and "regular" platforms not in the original release. Note that at the time of editing this post, I have only completed about 1/3 of the game again on original.
There are only a few touches that make it obvious it is a fan game, like certain cameos. I really encourage people give it a try. It is supposed to have gamepad support, but as I don't own a gamepad (at all), it doesn't do me any good. I did realize that shifting the controls to the arrow keys and then using "0" on the Number Pad as "Fire", "." on the Number pad as "Jump", and "Enter" on the Numper Pad as Slide was quite comfy. I set "1" as "Previous Weapon" and "2" as "Next Weapon" (again, on the Number Pad). I left the main "Enter" Key as "Start" and "Esc" as "Select", since setting them elsewhere ended up being worse (accidental bumping).
As someone that owned the Nintendo Game Cube version of the Mega Man Anniversary Collection, infamous for inverting Jump and Fire buttons (with only that one control scheme), this was very easy to get used to, and much more pleasant than the typical Up, Down, Left, Right is W, S, A,F set-up that seems to be the default for most computer games. I do touch type and last I checked had an decent WPM of 70 but have been playing games on home consoles since Mega Man 3 for the NES was new (if people believe that relevant).