History ThatOneLevel / MegaMan

19th Mar '18 10:01:06 PM Exusia
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** Believe it or not, this level used to be ''even harder''. The damaging electric terrain in the Sakugarne and Super Arrow parts used to be ''spikes'', and there were even more spikes in other areas of the level. This was changed in version 1.3, but the level remains very difficult.

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** Believe it or not, this level used to be ''even harder''. The damaging electric terrain in the Sakugarne and Super Arrow parts used to be ''spikes'', and there were even more spikes in other areas of the level. This was changed in version 1.3, but the level remains very difficult. [[note]]As of version 1.4, the old level has been restored and can be accessed through an optional teleporter.[[/note]]
13th Mar '18 7:55:06 AM Lightmaster
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* Let's not forget Wily Stage 3. Here is a level that has a few areas where you're constantly floating upwards; sound okay, right? WRONG, the floating areas are chock full of spikes, and you can only move Mega Man by shooting the buster, which increases his inertia the more you shoot in one direction, which is a lot harder than it sounds, as you have to move at the correct speeds or you will get spiked and die. And if that wasn't enough, there's several spots where an enemy will drop down and DRAG you right into the very spike you thought you narrowly avoided. Oh, and the boss of this stage is not one, but ''two'' incarnations of the classic [[ThatOneBoss Yellow Devil]] boss. RAGE.
* 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.

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* Let's not forget Wily Stage 3. Here is a level that has a few areas where you're constantly floating upwards; sound okay, right? WRONG, the floating areas are chock full of spikes, and you can only move Mega Man by shooting the buster, which increases his inertia the more you shoot in one direction, which is a lot harder than it sounds, as you have to move at the correct speeds or you will get spiked and die. And if that wasn't enough, there's several spots where an enemy will drop down and DRAG you right into the very spike you thought you narrowly avoided. Oh, and the boss of this stage is not one, but ''two'' incarnations of the classic [[ThatOneBoss Yellow Devil]] boss. RAGE.
* %%* 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.
6th Mar '18 1:27:26 PM Exusia
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* ''VideoGame/MakeAGoodMegaManLevelContest 2'' has a notorious Wily 4. It's a "weapon trial" stage that involves getting through segments where the player is locked into one weapon, but some of the segments are very, very difficult. The Sakugarne section in particular requires some very precise jumps to not hit your head or fall to your death. The Super Arrow section is the worst of it, though, as there are parts where you are blind to the upcoming section and need to make a split-second jump off the arrow in order to not slam into an electrified wall. Not to mention there's 5 Noble Nickels to get, one of which requires you to take on all 3 branches of a path split. The boss you fight at the end doesn't exactly help matters, either.
** Believe it or not, this level used to be ''even harder''. The damaging electric terrain in the Sakugarne and Super Arrow parts used to be ''spikes'', and there were even more spikes in other areas of the level. This was changed in version 1.3, but the level remains very difficult.
6th Mar '18 11:07:08 AM MBG159
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* Hell, the Doc Robot stages as a whole. You basically have to replay the stages, but with more obstacles, more enemies, very hard bosses, and only two checkpoints. More than a few players straight-up input a password to skip them after beating the Robot Masters.

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* Hell, the Doc Robot stages as a whole. You basically have to replay the stages, but with more obstacles, more enemies, very hard bosses, and only two checkpoints.one checkpoint. More than a few players straight-up input a password to skip them after beating the Robot Masters.
6th Mar '18 11:06:39 AM MBG159
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* Hell, the Doc Robot stages as a whole. You basically have to replay the stages, but with more obstacles, more enemies, very hard bosses, and only two checkpoints. More than a few players straight-up input a password to skip them after beating the Robot Masters.
25th Nov '17 5:40:30 PM VapourSoulOS
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* [=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).

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* [=SF1=] has the Scrap Comp which basically requires you to use the ResSonar Res-Sonar 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]].Res-Sonar]]. 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). Yeah, and don't think [[ThatOneBoss/MegaMan Gemini Spark is a walk in the park...]]



** The Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. All well and good until they start outright LYING to you and you have to check the color of the stars displayed in the sky, making things even more jumbled and confusing.

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** The Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. All well If you go the wrong way, you'll either end up where you started or you'll enter a virus house (i.e several enemy battles in a row) It's all [[SarcasmMode fun and good games]] until they start outright LYING to you and you have to check the color colour of the stars displayed in the sky, making things even more jumbled and confusing.confusing. Worse still, you're required to memorize a set of directions from an NPC ''just to get to Mu''. It also doesn't help that you have to find Vega's Lair if you want to start the post-game (itself utterly frustrating)
20th Aug '17 6:17:35 PM VapourSoulOS
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[[folder:Mega Man Legends]]





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\n[[/folder]]

[[folder:Mega Man Battle Network]]




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[[/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).




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[[/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.]]

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* ''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
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** 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]]''!

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** 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
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* ''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.

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* ''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
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* 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).

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