Follow TV Tropes

Following

History YMMV / MegaMan5

Go To

OR

Is there an issue? Send a MessageReason:
None


** Power Musclers are huge humanoid robots that act similar to Big Eyes from ''VideoGame/MegaMan1'' with their jumping patterns. Except they have jets on their back to try to crush Mega Man if he runs under them. They are resilient and deal eight energy points from CollisionDamage. The player is better off either sliding under it, or picking it off from a distance before it comes near Mega Man.

to:

** Power Musclers are huge humanoid robots that [[RecurringElement act similar to Big Eyes Eyes]] from ''VideoGame/MegaMan1'' with their jumping patterns. Except they have jets on their back to try to crush Mega Man if he runs under them. They are resilient and deal eight energy points from CollisionDamage. The player is better off either sliding under it, or picking it off from a distance before it comes near Mega Man.
Is there an issue? Send a MessageReason:
None


* FranchiseOriginalSin: The Marine Bike featured in Wave Man's stage is one of the predecessors, if not ''the'' predecessor to the Ride Chaser bike that debuted in ''VideoGame/MegaManX2''. Here, the Marine Bike has the quirk of locking you out of the pause menu and limiting you to firing buster pellets. Ride Chaser sequences would go on to be featured in future ''X'' installments and tend to be seen as ThatOneLevel. Meanwhile the ''VideoGame/MegaManClassic'' series would bring back these quasi rail shooter sequences in ''VideoGame/MegaMan8'' in the form of snowboarding sections and they are often considered some of the most annoying segments of that game, not helped by some CompilationRerelease editions introducing input lag that was not originally present.

to:

* FranchiseOriginalSin: The Marine Bike featured in Wave Man's stage is one of the predecessors, if not ''the'' predecessor to the Ride Chaser bike that debuted in ''VideoGame/MegaManX2''. Here, the Marine Bike has the quirk of locking you out of the pause menu and limiting you to firing buster pellets. Ride Chaser sequences would go on to be featured in future ''X'' installments and tend to be seen as ThatOneLevel.ThatOneLevel, even more so if the port or system the game is being played on introduces input lag. Meanwhile the ''VideoGame/MegaManClassic'' series would bring back these quasi rail shooter sequences in ''VideoGame/MegaMan8'' in the form of snowboarding sections and they are often considered some of the most annoying segments of that game, not helped by some CompilationRerelease editions introducing input lag that was not originally present.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FranchiseOriginalSin: The Marine Bike featured in Wave Man's stage is one of the predecessors, if not ''the'' predecessor to the Ride Chaser bike that debuted in ''VideoGame/MegaManX2''. Here, the Marine Bike has the quirk of locking you out of the pause menu and limiting you to firing buster pellets. Ride Chaser sequences would go on to be featured in future ''X'' installments and tend to be seen as ThatOneLevel. Meanwhile the ''VideoGame/MegaManClassic'' series would bring back these quasi rail shooter sequences in ''VideoGame/MegaMan8'' in the form of snowboarding sections and they are often considered some of the most annoying segments of that game, not helped by some CompilationRerelease editions introducing input lag that was not originally present.
Is there an issue? Send a MessageReason:
None


** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks as much, and his weakness virtually can't miss as he's stuck on the ground.

to:

** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks as much, and his weakness virtually can't miss as he's stuck on the ground. As a tank-themed robot, he doesn't even hold a candle to Napalm Man, who also has much better mobility and weaponry.
Is there an issue? Send a MessageReason:
None


* AntiClimaxBoss:

to:

* AntiClimaxBoss: Yes, some of these are also listed as ThatOneBoss, that's YMMV for you.
Is there an issue? Send a MessageReason:
None


** Dark Man 2 is not much better with an orbiting pair of shields that deflect your shots, but he doesn't even have a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage and that's even easier than dealing with Charge Man's similar strategy.

to:

** Dark Man 2 is not much better with just has an orbiting pair of shields that deflect your shots, but he doesn't and not even have a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage and that's even easier to deal with than dealing with Charge Man's similar strategy.
Is there an issue? Send a MessageReason:
None


** Dark Man 2 is not much better with an orbiting pair of shields that deflect your shots, but he doesn't even have a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage.

to:

** Dark Man 2 is not much better with an orbiting pair of shields that deflect your shots, but he doesn't even have a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage.damage and that's even easier than dealing with Charge Man's similar strategy.
Is there an issue? Send a MessageReason:
None


** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks to confuse players, and his weakness practically can't miss.

to:

** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks to confuse players, as much, and his weakness practically virtually can't miss.miss as he's stuck on the ground.

Added: 1018

Changed: 270

Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It'sas to be expected with Mega Man games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=b5YIJ_-WlNM it's a track befitting of a final level]].

to:

* AntiClimaxBoss:
** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks to confuse players, and his weakness practically can't miss.
** Dark Man 2 is not much better with an orbiting pair of shields that deflect your shots, but he doesn't even have a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage.
* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It'sas It's as to be expected with Mega Man games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=b5YIJ_-WlNM it's a track befitting of a final level]].
Is there an issue? Send a MessageReason:


* GameBreaker: [[GameBreaker/MegaMan Shares a page with the rest of the franchise.]]

to:

* GameBreaker: [[GameBreaker/MegaMan [[GameBreaker/MegaManClassic Shares a page with the rest of the franchise.]]
Is there an issue? Send a MessageReason:
Link was dead; changing to an active upload.


* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It'sas to be expected with Mega Man games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=M5EVzo5RZ4o it's a track befitting of a final level]].

to:

* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It'sas to be expected with Mega Man games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=M5EVzo5RZ4o com/watch?v=b5YIJ_-WlNM it's a track befitting of a final level]].



** Wave Man's stage starts with you having to avoid streams of gas coming out of the ground and moving ball and chains, giving you very little room for error. After that, you have to dodge more streams and indestructible moving spike wheels in cramped areas. The biggest problem is the stage's second half, where Mega Man rides on a jet ski on a long auto scrolling section. You can only fire your Buster, you can't shoot to the left, you lose the ability to charge shots, and you can't pause at all, so you can't use your special weapons (making all weapon refill drops useless) or use E-Tanks when your health gets low. There is no opportunity to heal before this and the only way to heal during it comes from sparse enemy drops. The sections are filled with enemies, 2 out of 3 require multiple hits to defeat, and the last third, while only having 1 HP, come in fast and move erratically. ''and'' there's a mini-boss in the middle. The second section has more enemies and a Beat panel which is easy to miss. If you decide to stay to the far left to better hit the enemies coming in on the right, you'll be hit by the Joes that come behind you and you must jump over to even hit them. After this, it dumps you right in front of the boss door with a single enemy there to hopefully get a health drop from (and since you can't go back, this enemy won't respawn). This all ends with a Robot Master whose weakness is the Charge Kick, a weapon that forces you to physically contact the boss and the kick doesn't have complete invulnerability when used.

to:

** Wave Man's stage starts with you having to avoid streams of gas coming out of the ground and moving ball and chains, giving you very little room for error. After that, you have to dodge more streams and indestructible moving spike wheels in cramped areas. The biggest problem is the stage's second half, where Mega Man rides on a jet ski on a long auto scrolling section. You can only fire your Buster, you can't shoot to the left, you lose the ability to charge shots, and you can't pause at all, so you can't use your special weapons (making all weapon refill drops useless) or use E-Tanks when your health gets low.low, at least without exploiting certain GoodBadBugs. There is no opportunity to heal before this and the only way to heal during it comes from sparse enemy drops. The sections are filled with enemies, 2 out of 3 require multiple hits to defeat, and the last third, while only having 1 HP, come in fast and move erratically. ''and'' there's a mini-boss in the middle. The second section has more enemies and a Beat panel which is easy to miss. If you decide to stay to the far left to better hit the enemies coming in on the right, you'll be hit by the Joes that come behind you and you must jump over to even hit them. After this, it dumps you right in front of the boss door with a single enemy there to hopefully get a health drop from (and since you can't go back, this enemy won't respawn). This all ends with a Robot Master whose weakness is the Charge Kick, a weapon that forces you to physically contact the boss and the kick doesn't have complete invulnerability when used.

Changed: 494

Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It's as to be expected with Mega Man games]]. While only one track plays in Wily Castle unlike the other games, [[https://www.youtube.com/watch?v=M5EVzo5RZ4o it's a track befitting of a final level]].
* BreatherBoss: Dark Man 2 comes in between the [[ThatOneBoss tough fights]] with Dark Men 1 and 3, and is much easier than either of them. His "strategy" is to simply run back and forth across the room slowly, while protected by an electric ForceField that sometimes reflects your shots. It's not particularly difficult to jump over him or shoot him while he's vulnerable.
* ComplacentGamingSyndrome: Due to the charged Mega Buster being tweaked to the point of being borderline overpowered (it has a massive hitbox, pierces enemies it kills, and hits its full charge very quickly), coupled with the [[ScrappyWeapon general uselessness]] of your alternative weapons, it's very common for players of ''5'' to use it nigh-exclusively. ''Nintendo Power'' advertised at the time that the Mega Buster could kill any enemy you encounter. The previous games at least had certain bosses or enemies that required you to use the sub-weapons, but that's not necessary here.
* ContestedSequel: On the detractor front, it introduces very little changes to the formula from the last game and has some of the worst special weapons of the Classic series, and the Dark Men comes across as very flat characters. On the supporter front, the tweaks to the Charge Shot make for more strategic gameplay, the level design is creative and fun, plus there's memorable music across the entire game.

to:

* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It's as It'sas to be expected with Mega Man games]]. games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=M5EVzo5RZ4o it's a track befitting of a final level]].
* BreatherBoss: Dark Man 2 comes in between in-between the [[ThatOneBoss tough fights]] with Dark Men 1 and 3, and is much easier than either of them. His "strategy" is to simply run back and forth across the room slowly, while protected by an electric ForceField that sometimes reflects your shots. It's not particularly difficult to jump over him or shoot him while he's vulnerable.
* ComplacentGamingSyndrome: Due to the charged Mega Buster being tweaked to the point of being borderline overpowered (it has a massive hitbox, pierces enemies it kills, and hits its full charge very quickly), coupled with the [[ScrappyWeapon general uselessness]] of your alternative weapons, it's very common for players of ''5'' to use it nigh-exclusively. ''Nintendo Power'' ''Magazine/NintendoPower'' advertised at the time that the Mega Buster could kill any enemy you encounter. The previous games at least had certain bosses or enemies that required you to use the sub-weapons, but that's not necessary here.
* ContestedSequel: On the detractor front, it ''5'' introduces very little changes to the formula from [[VideoGame/MegaMan5 the last game game]] and has some of the worst special weapons of the Classic [[VideoGame/MegaManClassic Classic]] series, and while the Dark Men comes come across as very flat characters. On the supporter front, the tweaks to the Charge Shot make for more strategic gameplay, the level design is creative and fun, plus and there's memorable music across the entire game.



** Dachones, the ChickenWalker robots. They fire a wide spread of lasers that deal good damage, and they can only be hit on their eye's tiny hitbox. Worse yet is that they slowly move forward and have a lot of health, so if you're slow on killing one you may scroll their spawn point offscreen and cause another one to appear. The final Wily Castle stage naturally features two of them just to wear you down before the final boss.
** Power Musclers are huge humanoid robots that act similar to Big Eyes from ''Mega Man 1'' with their jumping patterns. Except they have jets on their back to try to crush Mega Man if he runs under them. They are resilient and deal eight energy points from collision damage. The player is better off either sliding under it, or picking it off from a distance before it comes near Mega Man.

to:

** Dachones, the ChickenWalker robots. They fire a wide spread of lasers that deal good damage, and they can only be hit on their eye's tiny hitbox. Worse yet is that they slowly move forward and have a lot of health, so if you're slow on killing one one, you may scroll their spawn point offscreen and cause another one to appear. The final Wily Castle stage naturally features two of them just to wear you down before the final boss.
** Power Musclers are huge humanoid robots that act similar to Big Eyes from ''Mega Man 1'' ''VideoGame/MegaMan1'' with their jumping patterns. Except they have jets on their back to try to crush Mega Man if he runs under them. They are resilient and deal eight energy points from collision damage.CollisionDamage. The player is better off either sliding under it, or picking it off from a distance before it comes near Mega Man.



** Napalm Man for being a combination of WalkingTank and WalkingArmory robot master. His appearance in ''VideoGame/MegaManThePowerBattle'', ''VideoGame/MegaMan2ThePowerFighters'', ''Mega Man: Battle And Chase'', and as ''5's'' representative in ''VideoGame/MegaMan10'' helps too. Additionally, he has a place in the intro to [[WesternAnimation/MegaManRubySpears Ruby Spears' Mega Man]], though he never got featured in any episode.
** Gyro Man was memorable enough to also be featured in ''Power Battle'' & ''Power Fighters'', as well as the cartoon. It certainly helps his reputation that his weapon is generally considered the only one in the game that doesn't have any obvious flaws.

to:

** Napalm Man Man, for being a combination of Robot Master who's a WalkingTank and WalkingArmory robot master. a WalkingArmory. His appearance appearances in ''VideoGame/MegaManThePowerBattle'', ''VideoGame/MegaMan2ThePowerFighters'', ''Mega Man: Battle And Chase'', ''VideoGame/MegaManBattleAndChase'', and as ''5's'' ''5''[='s=] representative in ''VideoGame/MegaMan10'' helps help too. Additionally, he has a place in the intro to [[WesternAnimation/MegaManRubySpears Ruby Spears' Mega Man]], the Ruby-Spears' cartoon]], though he never got was featured in any episode.
** Gyro Man was memorable enough to also be featured in ''Power Battle'' & and ''Power Fighters'', as well as the cartoon. It certainly helps his reputation that his weapon is generally considered the only one in the game that doesn't have any obvious flaws.



** Gravity Man always stands on the opposite surface that Mega Man is on, so you can only hit him with the Mega Buster or Star Crash when he chanes gravity. His attacks aren't that threatening (he mostly relies on collision damage), but it can become a battle of attrition if you can't land a hit on him, especially since his rare potshot bullets can interrupt the Mega Buster's charge time.

to:

** Gravity Man always stands on the opposite surface that Mega Man is on, so you can only hit him with the Mega Buster or Star Crash when he chanes alters the room's gravity. His attacks aren't that threatening (he mostly relies on collision damage), but it can become a battle of attrition if you can't land a hit on him, especially since his rare potshot bullets can interrupt the Mega Buster's charge time.



** Pausing the game while a weapon is onscreen will make it disappear. This means that weapons that linger around (thus preventing another shot from firing) like the Power Stone can be cut off early, making them more useable.[[note]]This was intended to fix ANOTHER [[GoodBadBugs well-known glitch]] where pausing reset the collision detection.[[/note]] The fact that Capcom deliberately kept this one bug in following classic Mega Man games, including ''11'', means they eventually made that an AscendedGlitch.

to:

** Pausing the game while a weapon is onscreen will make it disappear. This means that weapons that linger around (thus preventing another shot from firing) like the Power Stone can be cut off early, making them more useable.[[note]]This was intended to fix ANOTHER ''another'' [[GoodBadBugs well-known glitch]] where pausing reset the collision detection.[[/note]] The fact that This would eventually become an AscendedGlitch, with Capcom deliberately kept keeping this one bug in following classic Mega Man Classic ''Mega Man'' games, including ''11'', means they eventually made that an AscendedGlitch.''VideoGame/MegaMan11''.



* HarsherInHindsight: Not quite a disaster, but, a decade or so after Megaman 5 was released, people began to use the formula "_-bomb" to allude to a bad word, with the first letter being the reference. The weapon selection screen when you pause the game has the weapon Napalm Man gave you, the N. Bomb...
* HilariousInHindsight: [[ThatOneBoss Charge Man]] wouldn't be the last anthropomorphic locomotive [[https://youtu.be/SukTBSJJ4KM to lay the smackdown on someone]].

to:

* HarsherInHindsight: Not quite a disaster, but, a decade or so after Megaman 5 ''Mega Man 5'' was released, people began to use the formula "_-bomb" to allude to a bad word, with the first letter being the reference. The weapon selection screen when you pause the game has the weapon Napalm Man gave you, the N. Bomb...
* HilariousInHindsight: [[ThatOneBoss Charge Man]] wouldn't be the last anthropomorphic locomotive [[https://youtu.be/SukTBSJJ4KM [[https://www.youtube.com/watch?v=SukTBSJJ4KM to lay the smackdown on someone]].



* ItsEasySoItSucks: A common complaint about ''5'' is that it's much easier than other games in the series. The levels are mostly blander and easier than in previous games, with most enemies going down in a single hit from your charged Mega Buster. Aside from [[ThatOneBoss Charge Man]] and a few of the Wily bosses, most of the bosses also have simple patterns that are easy to exploit, so they're not much tougher than the levels. Finally, the Wily castle suffers from the same problem as the one in ''VideoGame/MegaMan3''; not only are the stages [[DisappointingLastLevel anticlimactic]], but they also give out a lot of free powerups, including E-Tanks.
* ItsTheSameNowItSucks: After successive improvements made across the first three sequels to ''Mega Man'' (''2'' featured eight Robot Masters and added E-Tanks, ''3'' added sliding, Rush, and mid-game stages, and ''4'' introduced the Charge Shot), ''5'' has no new major mechanics besides the Beat letter collectibles, M-Tanks, and changes to the Charge Shot and Rush Coil; it plays identically to ''4'' in most aspects and even shares the same structure (eight Robot Masters followed by four DiscOneFinalDungeon stages and a four-part Wily Castle). As a result, this game gets hit the hardest of the NES series for lacking innovation, not helped by the weak boss weapon loadout, even though most think the stages still have good design and fun gimmicks.
* PortingDisaster: For some strange reason, the UsefulNotes/Nintendo3DS port featured in ''[[CompilationRerelease Mega Man Legacy Collection]]'' suffers from massive slowdowns that are not present in the original game. And stranger still, the issue doesn't affect the Japanese version featured on the same compilation.

to:

* ItsEasySoItSucks: A common complaint about ''5'' is that it's much easier than other games in the series. The levels are mostly blander and easier than in previous games, with most enemies going down in a single hit from your charged Mega Buster. Aside from [[ThatOneBoss Charge Man]] and a few of the Wily bosses, most of the bosses also have simple patterns that are easy to exploit, so they're not much tougher than the levels. Finally, the Wily castle suffers from the same problem as the one in ''VideoGame/MegaMan3''; not only are the stages [[DisappointingLastLevel anticlimactic]], but they also give out a lot of free powerups, power-ups, including E-Tanks.
* ItsTheSameNowItSucks: After successive improvements made across the first three sequels to ''Mega Man'' (''2'' ''VideoGame/{{Mega Man|1}}'' (''[[VideoGame/MegaMan2 2]]'' featured eight Robot Masters and added E-Tanks, ''3'' ''[[VideoGame/MegaMan3 3]]'' added sliding, Rush, and mid-game stages, and ''4'' ''[[VideoGame/MegaMan4 4]]'' introduced the Charge Shot), ''5'' has no new major mechanics besides the Beat letter collectibles, M-Tanks, and changes to the Charge Shot and Rush Coil; it plays identically to ''4'' in most aspects and even shares the same structure (eight Robot Masters followed by four DiscOneFinalDungeon stages and a four-part Wily Castle). As a result, this game gets hit the hardest of the NES series for lacking innovation, not helped by the weak boss weapon loadout, even though most think the stages still have good design and fun gimmicks.
* PortingDisaster: For some strange reason, the UsefulNotes/Nintendo3DS port featured in ''[[CompilationRerelease Mega Man Legacy Collection]]'' suffers from massive slowdowns that are not present in the original game. And stranger still, the issue doesn't affect the Japanese version featured on in the same compilation.



** Wave Man's stage starts with you having to avoid streams of gas coming out of the ground and moving ball and chains, giving you very little room for error. After that, you have to dodge more streams and indestructible moving spike wheels in cramped areas. The biggest problem is the stage's second half, where Mega Man rides on a jet ski on a long auto scrolling section. You can only fire your buster, you can't shoot to the left, you lose the ability to charge shots, and you can't pause at all, so you can't use your special weapons (making all weapon refill drops useless) or use E Tanks when your health gets low. There is no opportunity to heal before this and the only way to heal during it comes from sparse enemy drops. The sections are filled with enemies, 2 out of 3 require multiple hits to defeat, and the last third, while only having 1 HP, come in fast and move erratically. AND there's a mini-boss in the middle. The second section has more enemies and a Beat panel which is easy to miss. If you decide to stay to the far left to better hit the enemies coming in on the right, you'll be hit by the Joes that come behind you and you must jump over to even hit them. After this, it dumps you right in front of the boss door with a single enemy there to hopefully get a health drop from (and since you can't go back, this enemy won't respawn). This all ends with a Robot Master whose weakness is the Charge Kick, a weapon that forces you to physically contact the boss and the kick doesn't have complete invulnerability when used.

to:

** Wave Man's stage starts with you having to avoid streams of gas coming out of the ground and moving ball and chains, giving you very little room for error. After that, you have to dodge more streams and indestructible moving spike wheels in cramped areas. The biggest problem is the stage's second half, where Mega Man rides on a jet ski on a long auto scrolling section. You can only fire your buster, Buster, you can't shoot to the left, you lose the ability to charge shots, and you can't pause at all, so you can't use your special weapons (making all weapon refill drops useless) or use E Tanks E-Tanks when your health gets low. There is no opportunity to heal before this and the only way to heal during it comes from sparse enemy drops. The sections are filled with enemies, 2 out of 3 require multiple hits to defeat, and the last third, while only having 1 HP, come in fast and move erratically. AND ''and'' there's a mini-boss in the middle. The second section has more enemies and a Beat panel which is easy to miss. If you decide to stay to the far left to better hit the enemies coming in on the right, you'll be hit by the Joes that come behind you and you must jump over to even hit them. After this, it dumps you right in front of the boss door with a single enemy there to hopefully get a health drop from (and since you can't go back, this enemy won't respawn). This all ends with a Robot Master whose weakness is the Charge Kick, a weapon that forces you to physically contact the boss and the kick doesn't have complete invulnerability when used.

Top