History ThatOneLevel / MegaMan

20th Aug '17 6:17:35 PM VapourSoulOS
Is there an issue? Send a Message


[[folder:Mega Man Legends]]





to:

\n[[/folder]]

[[folder:Mega Man Battle Network]]




to:

[[/folder]]

[[folder:Mega Man Star Force]]



* [=SF1=] has the Scrap Comp which basically requires you to use the ResSonar to find this Hertz's coworkers in order to regain control of the bulldozers. Of course, they're buried inside the junk hence why you have the [[ScrappyMechanic ResSonar]]. This wouldn't be so bad if it weren't for the radar being frustrating to use, being attacked by bulldozers (though you are warned) and random encounters ''still happening'' despite the mission being hard enough as it is. Further still, you have to face a Jammer at the end of each section (aside from the last one).




to:

[[/folder]]

[[folder:Mega Man (Fan Games)]]



* ''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.]]

to:

* ''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.]]]]
[[/folder]]
23rd May '17 5:46:27 PM Exusia
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.
** 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:

** 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.
** 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]]''!
** Occupied Wily Castle 4 is a brutal MarathonLevel. There are some tricky spike drops that require careful use of the Comet Dash, and then you come to the refights. Except they aren't just fights with each boss, you need to go through short sections of level based on each Robot Master's stage. This includes Yoku Man, even if you didn't visit his BrutalBonusLevel (it also excludes Whirlpool Man). Once you've beaten all nine, you'd think the level would be over, but nope, there's more! And at the very end is a three-part SequentialBoss.
16th Apr '17 12:43:16 PM nombretomado
Is there an issue? Send a Message


* ''Zero 2's'' 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.

to:

* ''Zero 2's'' 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'' ''VideoGame/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.
28th Mar '17 9:48:34 AM willofone
Is there an issue? Send a Message

Added DiffLines:

* The Clozer Sub-Gate in 1 becomes this if you don't know the Guide Dang It. At a particular part in the dungeon you find a cracked ceiling that has to be demolished using two specific special weapons. The problem is that 1, you may not have those weapons if you haven't gone exploring the dungeons well; 2, it isn't immediately obvious you can break that ceiling because this is the only time in the game you encounter a destructible ceiling; and 3, there's only a single hint in the game that you have to use a certain special weapon to break the ceiling, given in the description of the Grand Grenade. Players who don't know what they're supposed to do here can get stuck forever pondering how to proceed.
* Glyde's base in 2. Several areas of powerful enemies that unleash Bullet Hell, the walls are lined with regenerating turrets, and running away to Data to recover your energy and save is a bit of a trip.
* The Nino Ruins in 2, which isn't suprising considering it's a Down the Drain area and has all of its trappings: most of it has you moving veeeeery sloooooowly through water (which also messes with your jumping physics, making it harder to dodge enemies), is labyrinthine and very, very long, and it's packed to the brim with some of the more tedious and/or annoying Reaverbots in the game. At least it's got some good music for you to listen to. By extension the Kimotama Caverns fall into this category as well, just without the cool music (you instead get the Clozer Woods ruin music from the first game, which is more Nightmare Fuel / Hell Is That Noise than anything).

23rd Feb '17 5:49:35 AM Gosicrystal
Is there an issue? Send a Message


* Infinity Mijinion's sub-stage also qualifies. There are almost [[BottomlessPit NO FLOORS]] in this section. Instead, you get hand rails that you need to remember to hold Up on the D-pad to cling to. Meanwhile, there are [[GoddamnBats TONS of Nightmares]] in this section. They just love sucking the life out of unsuspecting Reploids, including ONE THAT IS LITERALLY RIGHT ON TOP OF THE POOR REPLOID IMMEDIATELY AS YOU SEE IT. If you're not fast enough, as in killing the thing immediately as it comes on screen, you will [[LostForever lose this Reploid]] and have to quit without saving if you were after HundredPercentCompletion. Oh, and even when you do rescue this Reploid, it's entirely possible that you will fall to your death anyway. Oh well, for a noble cause...

to:

* Infinity Mijinion's sub-stage also qualifies. There are almost [[BottomlessPit NO FLOORS]] in this section. Instead, you get hand rails that you need to remember to hold Up on the D-pad to cling to. Meanwhile, there are [[GoddamnBats TONS of Nightmares]] in this section. They just love sucking the life out of unsuspecting Reploids, including ONE THAT IS LITERALLY RIGHT ON TOP OF THE POOR REPLOID IMMEDIATELY AS YOU SEE IT. If you're not fast enough, as in killing the thing immediately as it comes on screen, you will [[LostForever [[PermanentlyMissableContent lose this Reploid]] and have to quit without saving if you were after HundredPercentCompletion. Oh, and even when you do rescue this Reploid, it's entirely possible that you will fall to your death anyway. Oh well, for a noble cause...
15th Jan '17 12:22:11 PM Beed28
Is there an issue? Send a Message


[[quoteright:256:[[VideoGame/MegaMan2 http://static.tvtropes.org/pmwiki/pub/images/megaman2_quickmanlasers.png]]]]
[[caption-width-right:256:Too slow, Mega Man...]]



* Quick Man's level, two-thirds of which is a vertical maze of instant-kill lasers; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means that unless you refill it, you can't use it against Quick Man (who is weak to Flash Man's power).

to:

* Quick Man's level, two-thirds of which is a vertical maze of instant-kill lasers; lasers, as pictured above; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means that unless you refill it, it (and against nothing but [[BossInMookClothing Sniper Armours]]), you can't use it against Quick Man (who is weak to Flash Man's power).
2nd Dec '16 8:56:49 AM MarsJenkar
Is there an issue? Send a Message



to:

* The [[BrutalBonusLevel Special Stage]] is made to be this. Along with some tricky rooms, there are ''four'' minibosses from elsewhere in the game, ''plus'' the [[MarathonBoss Shark Submarine]] from the fortress stages. After all that, the stage boss himself (Fake Man) is almost a disappointment, being extremely pattern-based.
18th Jun '16 4:22:48 PM malter
Is there an issue? Send a Message


* Wave Man's jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target then usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and evil robo-dolphins, bookending a giant octopus miniboss. The problem? ''You can't pause at all'' during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemyspam sections and a miniboss on one tank of health and awkward controls.

to:

* Wave Man's jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target then than usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and evil hopping robo-dolphins, bookending a giant octopus miniboss. The biggest problem? ''You can't pause at all'' during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemyspam enemy-spam sections and a miniboss on one tank of health and awkward controls.controls. Furthermore, as soon as you set foot on dry land again, you've reached the boss door, and there's no room for the lone cannon protecting it to respawn for energy farming should you wish to save any E-tanks for the boss.
15th May '16 10:48:32 AM MarsJenkar
Is there an issue? Send a Message


* Air Man's level is a pain, too. For the first part of the level, you have to jump on "Air Tikis". When you are standing on one of them, the constantly spawning enemies combined with the drills coming out of the sides of its head means that ''you can't get off''. What's worse, later in the level, you have to jump from one Air Tiki to another. Keep in mind that they only appear when you get nice and close to them. Which means in the end that ''there always will be a drill in your way''. Then there's those [[ShockAndAwe Lightning Lords]] that you have to kill and then ride on their cloud platforms, and all those [[GoddamnedBats Pipis]]. And, if you survive, [[ThatOneBoss guess who you have to fight?]] Wood Man's Leaf Shield helps out a lot here, as it not only is SuperEffective against the boss, but can be used to farm powerups and 1Ups from the respawning enemies. [[http://www.youtube.com/watch?v=pjLouGft9kY But every time somehow, every time...]]

to:

* Air Man's level is a pain, too. For the first part of the level, you have to jump on "Air Tikis". When you are standing on one of them, the constantly spawning enemies combined with the drills coming out of the sides of its head means that ''you can't get off''. What's worse, later in the level, you have to jump from one Air Tiki to another. Keep in mind that they only appear when you get nice and close to them. Which means in the end that ''there always will be a drill in your way''. Then there's those [[ShockAndAwe Lightning Lords]] that you have to kill and then ride on their cloud platforms, and all those [[GoddamnedBats Pipis]]. And, if you survive, [[ThatOneBoss guess who you have to fight?]] Wood Man's Leaf Shield helps out a lot here, as it not only is SuperEffective against the boss, but can be used to farm powerups and 1Ups from the respawning enemies. [[http://www.youtube.com/watch?v=pjLouGft9kY But every time somehow, time, somehow every time...]]




to:

* Ring Man's stage has that one room early on where you have to dodge the cannon fire as you try to take the cannons out. It's not so bad if you have Rain Flush (and most players will at that point), but if you don't, good luck trying to get past it. And after that, you have to get past ''four'' minibosses (of two different kinds), all of which are at least somewhat annoying. Good luck going for a NoDamageRun on this stage, especially if you're also doing a MinimalistRun in addition.
23rd Apr '16 6:16:34 PM Gadjiltron
Is there an issue? Send a Message


* Any area that requires compression in ''3'', due to the pain of needing to reequip and rearrange the [=NaviCust=] setup so often.
** Worse than mandatory compression is mandatory Energy Change. You need to grind up an ''absurd'' amount of Fire chips to be able to get through the first dungeon that mandates it, and said dungeon has '''6 separate areas!''' It's slightly less hellish if you get the [=OilBody=] program, which, unfortunately, is found in that dungeon. The second part that needs it is even longer, and uses Water chips instead of Fire.

to:

* Any area that requires compression in ''3'', due to the pain of needing to reequip and rearrange the [=NaviCust=] setup so often.
often. [=BubbleMan's=] arc, where the Press program is introduced, combines this with a lot of backtracking, effectively setting the tone for all future compression-related pathways.
** Worse than mandatory compression is mandatory Energy Change. You need to grind up an ''absurd'' amount of Fire chips to be able to get through the first dungeon that mandates it, and said dungeon has '''6 '''5 separate areas!''' It's slightly less hellish if you get the [=OilBody=] program, which, unfortunately, which is also found in that dungeon. The second part that needs it is even longer, as it takes place across ''the entire cyberworld'', requires you to hunt down and uses Water chips instead of Fire.extinguish ''every obstacle'' with Aqua chips. To make matters worse, virus encounters don't change during this arc, forcing you to backtrack elsewhere if you need to replenish your Aqua chip supply.



** The Gargoyle Comp also receives flak due to the large numbers of twists and turns needed to get the correct Progs to progress. And that's assuming you've already figured out where you need to go.
** If you happen to be playing Double Team DS, you'd be [[SarcasmMode delighted]] to learn that both the above Comps were actually ''longer'' in the original Japanese release, and Double Team restores the missing part of the stage.



* [=MMBN6=] has the '''Aquarium Comp''' where you have to solve fish riddles via [[EscortMission escorts]]. Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a PacMan-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely RandomEncounter with some [[GoddamnedBats annoying viruses.]] And to top it all off, you have to do this ''again'' at the end of the game as part of the BossRush!
* ''Network Transmission'' has the bank stage and the final area and ''Battle Chip Challenge'' has the entire game. Incidentally, the Bank stage happens to be, unsurprisingly, Quick Man's level. Right down to the insta-kill lasers.

to:

* [=MMBN6=] has the '''Aquarium Comp''' where you have to solve fish riddles via [[EscortMission escorts]]. Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a PacMan-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely RandomEncounter with some [[GoddamnedBats annoying viruses.]] And to top it all off, you have to do repeat this ''again'' minigame (with a shorter length this time) at the end of the game as part of the BossRush!
* ''Network Transmission'' has the bank stage and the final area and ''Battle Chip Challenge'' has the entire game.area. Incidentally, the Bank stage happens to be, unsurprisingly, Quick Man's level. Right down to the [[MythologyGag insta-kill lasers.
lasers]].
This list shows the last 10 events of 43. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.MegaMan