History ThatOneLevel / MegaMan

2nd Feb '16 8:27:51 PM gophergiggles
Is there an issue? Send a Message
** Adding to the irritating nature of the whole thing is the boss at the end of the second Rocketboard Section, who is very easily ThatOneBoss because he can only be hurt using the friggin' Mega Ball. It's basically a soccer ball that you can only "aim" by estimating where the ricochet goes. And considering that you don't get the Mega Ball from a Robot Master, and it's only just handed to you, it seems more like this boss was only added to justify the ball's existence. What's the real [[IncrediblyLamePun kicker]]? If you die fighting this boss, you do the Rocketboard section ''again.''
to:
** Adding to the irritating nature of the whole thing is the boss at the end of the second Rocketboard Section, who is very easily ThatOneBoss because he can only be hurt using the friggin' Mega Ball.Ball[[note]]While you ''can'' use Astro Crush and Ice Wave as well, you only get four shots with the former and the latter does only one sliver of health per hit[[/note]]. It's basically a soccer ball that you can only "aim" by estimating where the ricochet goes. And considering that you don't get the Mega Ball from a Robot Master, and it's only just handed to you, it seems more like this boss was only added to justify the ball's existence. What's the real [[IncrediblyLamePun kicker]]? If you die fighting this boss, you do the Rocketboard section ''again.''
21st Nov '15 12:29:17 AM MisterVercetti
Is there an issue? Send a Message
to:
* Drill Man's stage can be a nightmare about midway through: there are switches in the background that you have to touch in order to reveal the next ledge to jump on. This wouldn't be so bad, if there weren't a ton of flying enemies and falling rocks whose sole purpose are to knock you into one of the many pits scattered about the area. Having the Skull Barrier can alleviate much of the pain, since it can destroy the hazards in this area without personal risk, but without it, have fun getting knocked into pits over and over and over...

to:
* Crystal Man's stage is no slouch either, since it's laden with crystals that fall from tubes in the ceiling, and they're ''always'' placed in large series over pits. It wouldn't be so bad on its own, but the crystals fall at completely random intervals, making much of the level a LuckBasedMission.
1st Oct '15 12:37:17 PM ed3891
Is there an issue? Send a Message
[[folder: Mega Man Zero/ZX]]

to:
[[/folder]]
1st Oct '15 12:13:10 PM ed3891
Is there an issue? Send a Message
to:
* The second X-Hunter stage, while being mercifully short, is nonetheless filled with absurdly long spike pits requiring precision use of the Crystal Hunter weapon, which seals enemies and allows them to be used as platforms. The terrible bit is that only so many enemies can spawn on screen at any given time, and are literal GoddamnBats that both charge for X's position and can be easily missed by the compartively slow-moving Crystal Hunter projectile. You may find yourself in a position where you can't edge the screen far enough over for any of the enemies to respawn, meaning a suicide on the spikes and restart of the entire level is your only option.
21st Sep '15 4:08:45 PM ACESpark
Is there an issue? Send a Message
** Occupied Wily Castle 3 also has a section full of Yoku Blocks and Yoku Spikes that you have to traverse ''[[GravityScrew while upside down]]''!
to:
** Occupied Wily Castle 3 also has a section full of Yoku Blocks and Yoku Spikes that you have to traverse ''[[GravityScrew while upside down]]''!down]]''! * ''VideoGame/MegaManRevolution'', while not that hard of a game, had an absolutely brutal Wily Stage 2 - which basically amounted to a [[ScrappyMechanic pixel perfect spike drop]], [[InterfaceScrew a section almost entirely in darkness]], and [[GravityScrew gravity screw]] at the end of the stage just to top it off. The kicker, is, yes, this stage also contains the game [[ThatOneBoss really nasty Devil fight.]]
16th Jul '15 5:13:42 PM Exusia
Is there an issue? Send a Message
to:
* Armored Armadillo's stage if you're playing as Vile in ''VideoGame/MegaManMaverickHunterX''. It takes away the mine carts that made this stage enjoyable as X, leaving you to traverse the whole level on foot (you don't even get the Ride Armor for long). This replaces the leap of faith at the end of the level with a bunch of horizontally-moving platforms and enemies swarming you from off-screen. And the Heart Tank requires you to either take a leap of faith towards a not-synchronized platform or [[GoodBadBugs exploit a bug with Vile's midair movement]] that allows him to hover towards it.
14th Jun '15 8:14:18 PM yunatwilight
Is there an issue? Send a Message
As soon as an Atomic Chicken comes on screen, stop moving. That's all. They'll jump right over you. Good luck thinking of it though.
* Wood Man's level isn't too bad... until you get attacked by Hot Dogs whose fire attacks are almost impossible to dodge and can cause a ton of damage. The Atomic Chickens near the end of the level are no better.
to:
* Wood Man's level isn't too bad... until you get attacked by Hot Dogs whose fire attacks are almost impossible to dodge and can cause a ton of damage. The Atomic Chickens near the end of the level are no better.simple on Normal mode but require an extremely unintuitive action.
5th May '15 4:49:19 PM MetalSmasher86
Is there an issue? Send a Message
** While Yoku Man's stage is more of a BrutalBonusLevel because it is entirely optional, the portion of Occupied Wily Castle 4 based off of his level is ''not'' optional. As his name implies, Yoku Man is all about disappearing blocks. Not only are there disappearing platforms, there are disappearing ''spikes'' and fake disappearing blocks that turn into enemies after spawning.
to:
** While Yoku Man's stage is more of a BrutalBonusLevel because it is entirely optional, the portion of Occupied Wily Castle 4 based off of his level is ''not'' optional. As his name implies, Yoku Man is all about disappearing blocks. Not only are there disappearing platforms, there are disappearing ''spikes'' and fake disappearing blocks that turn into enemies after spawning.spawning. ** Occupied Wily Castle 3 also has a section full of Yoku Blocks and Yoku Spikes that you have to traverse ''[[GravityScrew while upside down]]''!
5th May '15 4:43:58 PM MetalSmasher86
Is there an issue? Send a Message
to:
* In Needle Man's Doc Robot stage, right after killing Doc Air Man, you come across a long Rush Jet section with enemies coming from all sides trying to knock you off. If you get knocked into the pit or if you miss an energy refill, you have to start back at the beginning of the section, and if your energy is too low, you may have to Game Over to refill it.
13th Mar '15 1:43:02 AM porkyThegrumpiest
Is there an issue? Send a Message
* ''Zero 2's'' Arms Factory, filled to the brim with lava and exploding Telebombs and not much room to maneuver. And to top it off, the boss is an absolute nightmare who can only be hit at certain points even with the right element; if you attack, he'll dodge and counteratttack, and his counterattacks are damn hard to avoid. Worse still, one of the Cyber Elves hidden here is pure GuideDangIt material. You essentially have to play ''SpaceInvaders'' in one section, kill every enemy while being blocked by moving platforms that hurt you if you touch them, and after that have to hit the fast-moving UFO in the three seconds from when it emerges to when it leaves. * The Bombardment Aircraft. You start off leaping between moving shuttlecraft which ''shoot at you'' while you're using them as platforms, on top of X-Droids shooting at you on top of them, requiring perfect timing so as to not to be knocked into the massive BottomlessPit. Once past that section, you have to fight a miniboss who fires fast-moving, area-damage missiles at you until you hit it. When you hit it, it drops a row of bombs which can only be avoided by standing exactly where it was previously hovering. Then you navigate through a series of timed stage hazards that will eat right through your tiny lifebar and require expert timing to pass unharmed. ''Then'' you have to do a HoldTheLine section protecting Ciel for 90 seconds, which counts for basically your entire mission score. If she gets hit, goodbye A or S rank. Naturally, this is a BulletHell sequence plus the Frogger X-Droids who you have to hit while blocking every bullet. Finally, you have to face a boss battle which becomes nigh-impossible on Hard Mode if you have an A or S rank. His A/S rank attack is literally undodgeable. Not hard to dodge, impossible to dodge. He has to be deflected, ''in-flight'', to avoid taking damage, and the series of moves necessary to do this is not something the designers could reasonably expect people to figure out on their own, much less actually accomplish given that it takes precision timing to pull off.
to:
* ''Zero 2's'' Arms Factory, Power Room stage, filled to the brim with lava and exploding Telebombs and not much room to maneuver. And to top it off, the boss is an absolute nightmare who can only be hit at certain points even with the right element; if you attack, he'll dodge and counteratttack, and his counterattacks are damn hard to avoid. Worse still, one of the Cyber Elves hidden here is pure GuideDangIt material. You essentially have to play ''SpaceInvaders'' in one section, kill every enemy while being blocked by moving platforms that hurt you if you touch them, and after that have to hit the fast-moving UFO in the three seconds from when it emerges to when it leaves. * The Bombardment Aircraft. You start off leaping between moving shuttlecraft which ''shoot at you'' while you're using them as platforms, on top of X-Droids Pantheons shooting at you on top of them, requiring perfect timing so as to not to be knocked into the massive BottomlessPit. Once past that section, you have to fight a miniboss who fires fast-moving, area-damage missiles at you until you hit it. When you hit it, it drops a row of bombs which can only be avoided by standing exactly where it was previously hovering. Then you navigate through a series of timed stage hazards that will eat right through your tiny lifebar and require expert timing to pass unharmed. ''Then'' you have to do a HoldTheLine section protecting Ciel for 90 seconds, which counts for basically your entire mission score. If she gets hit, goodbye A or S rank. Naturally, this is a BulletHell sequence plus the Frogger X-Droids Pantheons who you have to hit while blocking every bullet. Finally, you have to face a boss battle which becomes nigh-impossible on Hard Mode if you have an A or S rank. His A/S rank attack is literally undodgeable. Not hard to dodge, impossible to dodge. He has to be deflected, ''in-flight'', to avoid taking damage, and the series of moves necessary to do this is not something the designers could reasonably expect people to figure out on their own, much less actually accomplish given that it takes precision timing to pull off.

* Even the last level goes beyond what you'd expect for a final mission. Not only do you have to revisit the boss from the Arms Factory (who you can't partially nerf like the first time), they introduce an entirely new boss fight ''during the boss rush'', which is absolutely inexcusable. What's worse, said new boss fight consists of the beetle boss from this game (mentioned above) and the beetle boss from the last game '''fighting you together''' in an arena that does not scroll, with attacks that cover nearly the entire screen and take split-second timing to dodge, and a KaizoTrap ability for added measure.
to:
* Even the last level goes beyond what you'd expect for a final mission. Not only do you have to revisit the boss from the Arms Factory Power Room (who you can't partially nerf like the first time), they introduce an entirely new boss fight ''during the boss rush'', which is absolutely inexcusable. What's worse, said new boss fight consists of the beetle boss from this game (mentioned above) and the beetle boss from the last game '''fighting you together''' in an arena that does not scroll, with attacks that cover nearly the entire screen and take split-second timing to dodge, and a KaizoTrap ability for added measure.
This list shows the last 10 events of 30. Show all.