History ThatOneLevel / MegaMan

15th May '16 10:48:32 AM MarsJenkar
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* 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...]]

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* 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...]]




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* 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
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* 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.

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* 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.

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* [=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]].
8th Apr '16 9:22:13 PM DoctorCooper
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* Gate's Laboratory stage 1 & 2: instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the previous level with the wrong armor for its level (you can't go back to switch armors once you enter Gate's domain, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with). Utterly horrific.

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* Gate's Laboratory stage 1 & 2: instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the previous level with the wrong armor for its level (you can't go back to switch armors once you enter Gate's domain, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with). Utterly horrific.



* The stages of Commander Yammark and Rainy Turtloid can be this if you triggered the effect of Blizzard Wolfang.

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* The stages of Commander Yammark and Rainy Turtloid can be this if you triggered the effect of Blizzard Wolfang.Infinity Mijinion.



* Another example: [[http://www.youtube.com/watch?v=L3a5P54ghto Gravity Antonion]]. It's easy until you get to the minigame (@ 1:42 in the video). There are six blocks on the ceiling. Suddenly, they sprout spikes and fall on you. You then hide on the walls, while they sprout spikes from their top and fly up at you. Repeat ad nauseam. The SugarWiki/AwesomeMusic doesn't help. Sigma Palace is also a controller breaker, but it's the VeryDefinitelyFinalDungeon, so it's [[JustifiedTrope justified]].
* Dark Mantis's stage, Pitch Black. Not only is it ExactlyWhatItSaysOnTheTin, the only way to be able to collect anything of any value involves turning on the power, which ''cannot be done'' unless you beat Gigavolt first, and also requires you to transform into a Guardroid and salute at a sleeping guard. Meaning if you didn't bring Axl, too bad. If you kill the sleeper, you lose the ability to enter the generator room, even if you die and come back, as he ''does not respawn''. Outside of that, there's also spotlights, which seal off exits if you're caught in them and summon more enemies. Fantastic.

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* Another example: [[http://www.youtube.com/watch?v=L3a5P54ghto Gravity Antonion]]. It's easy until you get to the minigame (@ 1:42 in the video). There are six blocks on the ceiling. Suddenly, they sprout spikes and fall on you. You then hide on the walls, while they sprout spikes from their top and fly up at you. Repeat ad nauseam. The SugarWiki/AwesomeMusic doesn't help. Sigma Palace is also a controller breaker, but it's the VeryDefinitelyFinalDungeon, so it's [[JustifiedTrope justified]].
nauseam.
* Dark Mantis's stage, Pitch Black. Not only is it ExactlyWhatItSaysOnTheTin, the only way to be able to collect anything of any value involves turning on the power, which ''cannot be done'' unless you beat Gigavolt first, and also requires you to transform into a Guardroid and salute at a sleeping guard. Meaning if you didn't bring Axl, too bad. If you kill the sleeper, you lose the ability to enter the generator room, even if you die and come back, as he ''does not respawn''. Outside of that, there's also spotlights, which seal off exits if you're caught in them and summon more enemies. Fantastic.



* 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 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.

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* 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 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.rush''. 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.
28th Mar '16 9:32:55 AM Exusia
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* The best thing about Quick Man's stage, of course, is that, for some reason, Capcom feels the need to ''keep revisiting it'' in later games. Here, in particular, they managed to make it even ''worse'': it's bad enough that ''X''-series characters slide slowly down walls, making it harder to fall past the lasers quickly enough, but Capcom then added in ''more'' lasers! And at the end of the stage? You fight ThatOneBoss.

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* Zero Space, stage 1. The best thing about Quick Man's stage, of course, is that, for some reason, Capcom feels the need to ''keep revisiting it'' in later games. Here, in particular, they managed to make it even ''worse'': it's bad enough that ''X''-series characters slide slowly down walls, making it harder to fall past the lasers quickly enough, but Capcom then added in ''more'' lasers! And at the end of the stage? You fight ThatOneBoss.
23rd Mar '16 9:54:32 AM DoctorCooper
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* The rest of the levels -- '''{{ALL OF THEM}}''' -- qualify thanks to poor level design. Blizzard Wolfang's stage (if it wasn't the avalanches in the first part, it was the falling ice blocks in the second), Rainy Turtloid (acid rain and long stretches of moving platforms over pits), Metal Shark Player (Stupid, stupid compactor areas), Ground Scaravich (annoying totem poles and mazes), Shield Sheldon (laser puzzles ahoy)...in fact, the only stages that ''can't'' be considered a Scrappy Level in this game are Infinity Mijinion's and Commander Yammark's. And to some, Infinity Mijinion's stage is a Scrappy Level too, mostly because the entire first half of the stage is a MiniBoss fight.
* And, depending on the order you do things, thanks to the ever so aptly named Nightmare System, you have to do Yammark's or Turtloid's level in the dark! OK, there's a spotlight on your position, but it doesn't help that much.
** Recycle Lab. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third? Spikes and a conveyor belt, and ''ice'' if you've triggered the Nightmare effect from Blizzard Wolfang's stage. It's like giving a teenager alcohol and a car at the same time.
** The Central Museum (Ground Scaravich) begs to differ. To elaborate, the entire stage is as chaotic and unexpected as the words can be. For starters, the rooms that the totem holograms transport you to are VERY random, meaning you'll never know which area you'll stumble upon and that you'll have to revisit the whole place to get every single item/Reploid. These rooms consist of rapidly materializing boulders, meaning you can't stand still for too long. To make things worse, some of these rooms can only be reached by activating two of the eight possible Nightmare Effects (the rain or the metal blocks). That, and the terrain is just as (or even more) randomized. But the real problem and what makes this stage [[{{Pun}} Xtremely]] painful is the fact that the ONLY enemies you're going to encounter (save for the totem poles) are the very troublesome Nightmare Viruses, and they come in PACKS. The damage from touching these buggers and the projectiles they fire are deceptively dangerous, and they rack up unforgivingly. And you better be fast in rescuing those Reploids too, since the risk of them getting infected is just absurd. Hands down THE most luck-driven and dangerous stage in the entire game.

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* The rest stages of the levels -- '''{{ALL OF THEM}}''' -- qualify thanks to poor level design. Blizzard Wolfang's stage (if it wasn't the avalanches in the first part, it was the falling ice blocks in the second), Commander Yammark and Rainy Turtloid (acid rain and long stretches of moving platforms over pits), Metal Shark Player (Stupid, stupid compactor areas), Ground Scaravich (annoying totem poles and mazes), Shield Sheldon (laser puzzles ahoy)...in fact, the only stages that ''can't'' can be considered a Scrappy Level in this game are Infinity Mijinion's and Commander Yammark's. And to some, Infinity Mijinion's stage is a Scrappy Level too, mostly because if you triggered the entire first half effect of the stage is a MiniBoss fight.
Blizzard Wolfang.
* And, depending on the order you do things, thanks to the ever so aptly named Nightmare System, you have to do Yammark's or Turtloid's level in the dark! OK, there's a spotlight on your position, but it doesn't help that much.
**
Recycle Lab. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third? Spikes and a conveyor belt, and ''ice'' if you've triggered the Nightmare effect from Blizzard Wolfang's stage. It's like giving a teenager alcohol and a car at the same time.
** * The Central Museum (Ground Scaravich) begs to differ. To elaborate, the entire stage is as chaotic and unexpected as the words can be. For starters, the rooms that the totem holograms transport you to are VERY random, meaning you'll never know which area you'll stumble upon and that you'll have to revisit the whole place to get every single item/Reploid. These rooms consist of rapidly materializing boulders, meaning you can't stand still for too long. To make things worse, some of these rooms can only be reached by activating two of the eight possible Nightmare Effects (the rain or the metal blocks). That, and the terrain is just as (or even more) randomized. But the real problem and what makes this stage [[{{Pun}} Xtremely]] painful is the fact that the ONLY enemies you're going you will have to encounter (save for the totem poles) are the very troublesome deal with many Nightmare Viruses, and they come in PACKS. The damage from touching these buggers and the projectiles they fire are deceptively dangerous, and they rack up unforgivingly. And you better be fast in rescuing those Reploids too, since the risk of them getting infected is just absurd. Hands down THE most luck-driven and dangerous stage in the entire game.
2nd Feb '16 8:27:51 PM gophergiggles
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** 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.''

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** 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
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* 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...




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* 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
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[[folder: Mega Man Zero/ZX]]




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[[/folder]]
1st Oct '15 12:13:10 PM ed3891
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* 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
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** Occupied Wily Castle 3 also has a section full of Yoku Blocks and Yoku Spikes that you have to traverse ''[[GravityScrew while upside down]]''!

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** 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.]]
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