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** Further supported that when playing any Chapter 13 map, the player character's default weapon is always Dawnbreaker rather then the base Mega buster.

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* BreatherLevel: Pre-[=V5b=]: Anything past [[spoiler: Gamma]], especially considering how the bosses that follow cannot penetrate through the GodMode cheat if it's enabled. Plus they're not as much of [[PuzzleBoss Puzzle Bosses]] (sans maybe [[spoiler:Evil Robot]]) and are ''much'' easier targets to hit than [[spoiler: Gamma]]'s high up and always moving helmet. With that said, check out ThatOneBoss below.

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* BreatherLevel: Pre-[=V5b=]: Anything past [[spoiler: Gamma]], especially considering how BreatherBoss: Within the BossRush that's accessible after clearing the game, [[spoiler:Proto Man]]. He's a much simpler and easier fight than the bosses that follow cannot penetrate through directly before or after him, and there are several free health refills if you do mess up. In the GodMode cheat if it's enabled. Plus they're not campaign, this makes sense, as much [[spoiler:you have to fight either the Mega Mech Shark or the team of [[PuzzleBoss Puzzle Bosses]] (sans maybe [[spoiler:Evil Robot]]) and are ''much'' easier targets to hit than [[spoiler: Gamma]]'s high up and always moving helmet. With that said, check out ThatOneBoss below.Fake Men immediately afterward]], but this isn't the case in Boss Attack.



** Building off of this, some conclude that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in them for the tournament]], [[spoiler:and this is actually supported by the fact that the code controlling what weapons bots get in [[GimmickLevel Chapter 13]] contains a line [[EasterEgg that will give any bot named "Maestro"]] [[OhCrap the Da]][[DemonicSpiders wn Breaker.]]]]

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** Building off of this, some conclude that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in them for the tournament]], [[spoiler:and this is actually supported by the fact that the code controlling what weapons bots get in [[GimmickLevel Chapter 13]] contains a line [[EasterEgg that will give any bot named "Maestro"]] [[OhCrap the Da]][[DemonicSpiders wn Dawn Breaker.]]]]]]



* HarsherInHindsight: Version 6, which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic. The two mirror each other all too well, and some of the letters the player can receive (the PSA to stay indoors and stop the spread of Roboenza, and King's heartfelt letter to the player to stay strong for the sake of a fallen friend despite the hardships) seem to strongly imply [[RealitySubtext the devs noticed such as well]].
* SugarWiki/HeartwarmingMoments: In the BonusBoss of v5, one thing that became abundantly clear was that you as Maestro had stolen Mega Man's life from him, whether you intended to or not, and that might well have him on the path to becoming a new Quint, desperate to try and save what he'd lost. However, in the climax of v6, a cured Mega Man has a private talk with Maestro, and reveals that this revelation had ''already'' come for him -- but he'd managed to push those feelings down. [[TrueCompanions He considers you a friend and hero]], and [[HumbleHero so long as the world remains safe, it doesn't matter who the one doing it is]]. Hell, he manages to spin those feelings of budding resentment into a ''positive'', contemplating how incredible it is that they can be so humanlike to experience such emotions.

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* HarsherInHindsight: Version 6, which centers around a Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic. The two mirror each other all too well, and some of the letters the player can receive (the PSA to stay indoors and stop the spread of Roboenza, and King's heartfelt letter to the player to stay strong for the sake of a fallen friend despite the hardships) seem to strongly imply [[RealitySubtext the devs noticed such as well]].
* SugarWiki/HeartwarmingMoments: In the BonusBoss of v5, one thing that became abundantly clear was that you [[spoiler:you as Maestro had stolen Mega Man's life from him, whether you intended to or not, and that might well have him on the path to becoming a new Quint, desperate to try and save what he'd lost. lost.]] However, in the climax of v6, a [[spoiler:a cured Mega Man has a private talk with Maestro, and reveals that this revelation had ''already'' come for him -- but he'd managed to push those feelings down. [[TrueCompanions He considers you a friend and hero]], and [[HumbleHero so long as the world remains safe, it doesn't matter who the one doing it is]]. Hell, he manages to spin those feelings of budding resentment into a ''positive'', contemplating how incredible it is that they can be so humanlike human-like to experience such emotions.]]



** [[spoiler:Quint]] was largely hated in ''VideoGame/MegaManII'' due to being [[AntiClimaxBoss underwhelming]] as a boss encounter, [[TheyWastedAPerfectlyGoodPlot wasting]] the idea of [[spoiler:a time-displaced Mega Man]] as a boss fight, and the weapon you get not being worth the effort. His reinterpretation in ''8-Bit Deathmatch'', however, is well-liked, [[spoiler:not only doing the concept of fighting a [[FutureBadass future Mega Man]] justice, with a five phase fight, but also for managing to make the character [[TheWoobie tragic and pitiable]], and tweaking Sakugarne to work better.]]

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** [[spoiler:Quint]] Quint was largely hated in ''VideoGame/MegaManII'' due to being [[AntiClimaxBoss underwhelming]] as a boss encounter, [[TheyWastedAPerfectlyGoodPlot wasting]] the idea of [[spoiler:a a time-displaced Mega Man]] Man as a boss fight, and the weapon you get not being worth the effort. His reinterpretation in ''8-Bit Deathmatch'', however, is well-liked, [[spoiler:not only doing the concept of fighting a [[FutureBadass future Mega Man]] justice, with a five phase fight, but also for managing to make the character [[TheWoobie tragic and pitiable]], and tweaking Sakugarne to work better.]]



** [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers (which don't take any damage from buster shots, but can be hit enough times to get them to stop firing for a short time) that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen while on the back of Auto's truck (both of which can be destroyed), which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of it), ''you have to start the '''entire''' chase all over again''.]]



** [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen. You're on the back of Auto's truck, which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of it), ''[[CheckpointStarvation you have to start the entire chase all over again.]]'']]



* ThatOneSidequest: Getting [[spoiler:the strange artifact in Snake Man's stage]] is frustrating for the same reason getting Ground Man's CD in ''VideoGame/MegaManAndBass'' is frustrating: you have to summon Rush in a small area that's vulnerable to enemy fire, then protect him while he finishes his long burrowing animation and the other bots try their best to gun him down.

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* ThatOneSidequest: ThatOneSidequest:
** Collecting all of the weapons in chapter 13. While farming enough bolts to get most of them isn't that bad, getting the Mega Man Killers' weapons is a big challenge; [[spoiler:you have to [[EscortMission keep your AI allies alive]] in the three Wily Star levels]]. Even once you have those and [[spoiler:the Dawn Breaker]], you'll still be missing two weapons. [[spoiler:Sakugarne can be found in one Wily Star level in a location that's not too hard to get to, but the Mega Ball is a massive example of GuideDangIt, being found on a random ledge in Jupiter's stage.]]
**
Getting [[spoiler:the strange artifact in Snake Man's stage]] is frustrating for the same reason getting Ground Man's CD in ''VideoGame/MegaManAndBass'' is frustrating: you have to summon Rush in a small area that's vulnerable to enemy fire, then protect him while he finishes his long burrowing animation and the other bots try their best to gun him down.



** The cast of ''VideoGame/MegaManAndBass'', due to the fact the game had used fangame versions of ''7'' and ''8'''s casts up to that point (meaning that all of the characters that show up in that arc are completely scratch), along with an appearance by [[spoiler:the Genesis Unit, from ''The Wily Wars'']].

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** The cast of ''VideoGame/MegaManAndBass'', due to the fact the game had used fangame versions of ''7'' and ''8'''s casts up to that point (meaning that all of the characters that show up in that arc are completely made from scratch), along with an appearance by [[spoiler:the Genesis Unit, from ''The Wily Wars'']].

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* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, also knows Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks they've always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]]. Building off of this, some conclude that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in them for the tournament]].

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* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is [[spoiler:[[LukeIAmYourFather Maestro was made by by]] [[VideoGame/SuperAdventureRockman the alien supercomputer Ra Moon, Moon,]] [[TomatoSurprise or is otherwise connected to it. Maestro's it.]] Maestro is extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, also knows Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks they've always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]]. "Origin"]].
**
Building off of this, some conclude that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in them for the tournament]].tournament]], [[spoiler:and this is actually supported by the fact that the code controlling what weapons bots get in [[GimmickLevel Chapter 13]] contains a line [[EasterEgg that will give any bot named "Maestro"]] [[OhCrap the Da]][[DemonicSpiders wn Breaker.]]]]

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* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, Maestro somehow knew Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks he's always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]]. Building off of this, some conclude therefore that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in him for the tournament]].
* FridgeBrilliance: [[PlayerCharacter Maestro's]] appearance, in how it both gives a nod to the "generic character" angle while at the same time cleverly using a trick from the franchise to make it work within a canonical context of the Classic series. There is no such generic robot in the Classic series proper, but there ''is'' in the ''Battle Network'' series, an alternate timeline to the Classic series that makes up its cast by porting over Robot Masters into [=NetNavis=]: the [=NormalNavi=]. All it takes is a reversing of this process, to take the "featureless placeholder" and ''create'' the robotic counterpart for it in the Classic series universe, instead!

to:

* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, Maestro somehow knew also knows Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks he's they've always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]]. Building off of this, some conclude therefore that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in him them for the tournament]].
* FridgeBrilliance: FridgeBrilliance:
**
[[PlayerCharacter Maestro's]] appearance, in how it both gives a nod to the "generic character" angle while at the same time cleverly using a trick from the franchise to make it work within a canonical context of the Classic series. There is no such generic robot in the Classic series proper, but there ''is'' in the ''Battle Network'' series, an alternate timeline to the Classic series that makes up its cast by porting over Robot Masters into [=NetNavis=]: the [=NormalNavi=]. All it takes is a reversing of this process, to take the "featureless placeholder" and ''create'' the robotic counterpart for it in the Classic series universe, instead!

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* AntiClimaxBoss: The fights against [[spoiler:[[VideoGame/SuperAdventureRockman Ra Thor and Ra Devil]]]] are surprisingly easy with the right weapon, with both of them having less HP and easier attacks than you'd expect. While [[spoiler:Ra Devil]] has some tricky attacks when it TurnsRed, it's still more manageable than most of the other v6 bosses. [[https://cutstuff.net/forum/index.php?topic=11838 According to [=CutmanMike=]]], this was intentional.



** The fight with [[spoiler:Sunstar]]. At first seeming like a HopelessBossFight, once [[spoiler:Sunstar]] notices that you managed to damage him slightly, he goes all out against you in one of the most intense, fast-paced, and challenging fights in the game.



** The duel with Sunstar firmly establishes how incredibly powerful he is, and that nothing will ever surpass his strength. [[spoiler:And then, in the post-fight cutscene where the Game Boy games give him his RedemptionEqualsDeath moment, expectations are subverted when the remains of the Evil Robot latch onto Sunstar's head, force a DemonicPosession, and then readies up to fight you again, bringing down the entire Wily Star once outlasted as well.]]

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** The duel with Sunstar [[spoiler:Sunstar]] firmly establishes how incredibly powerful he is, and that nothing will ever surpass his strength. [[spoiler:And then, in the post-fight cutscene where the Game Boy games give him his RedemptionEqualsDeath moment, expectations are subverted when the remains of the Evil Robot latch onto Sunstar's head, force a DemonicPosession, and then readies up to fight you again, bringing down the entire Wily Star once outlasted as well.]]
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* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, and Ra Moon's fight is said by it to be some sort of test rather than an attack]]. Building off of this, [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in him for the tournament]].

to:

* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, and Maestro somehow knew Ra Moon's name without ever being told whereas [[MyNameIsQuestionMarks he's always needed telling in every other context]], Ra Moon's fight is said by it to be some sort of test rather than an attack]]. attack which it remarks as ''successful'' in Maestro's victory, and to top it all off, the trophy earned for this victory is called "Origin"]]. Building off of this, some conclude therefore that [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in him for the tournament]].

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* FridgeBrilliance: In Version 6, Duo explains that robots from Earth are usually unable to handle his energy due to its alien nature, but [[PlayerCharacter Maestro]] is special in that they're perfectly compatible with it. [[spoiler:Considering that the V6 BonusBoss implies that Maestro is a creation of or is somehow linked to ''Ra Moon'', it's no wonder they can handle alien energies so well.]]

to:

* FridgeBrilliance: In [[PlayerCharacter Maestro's]] appearance, in how it both gives a nod to the "generic character" angle while at the same time cleverly using a trick from the franchise to make it work within a canonical context of the Classic series. There is no such generic robot in the Classic series proper, but there ''is'' in the ''Battle Network'' series, an alternate timeline to the Classic series that makes up its cast by porting over Robot Masters into [=NetNavis=]: the [=NormalNavi=]. All it takes is a reversing of this process, to take the "featureless placeholder" and ''create'' the robotic counterpart for it in the Classic series universe, instead!
**In
Version 6, Duo explains that robots from Earth are usually unable to handle his energy due to its alien nature, but [[PlayerCharacter Maestro]] is special in that they're perfectly compatible with it. [[spoiler:Considering that the V6 BonusBoss implies that Maestro is a creation of or is somehow linked to ''Ra Moon'', it's no wonder they can handle alien energies so well.]]
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Added DiffLines:

* {{Fanon}}: From the BonusBoss of Chapter 13, one running piece of this is the idea that [[spoiler:Maestro is made by the alien supercomputer Ra Moon, or is otherwise connected to it. Maestro's extremely powerful, able to handle Duo's energy (who said that, as it is alien in nature, robots who originate from Earth cannot use), somehow knew to carry all of the Lanfront artifacts to its door to use as a key, and Ra Moon's fight is said by it to be some sort of test rather than an attack]]. Building off of this, [[spoiler:the Dawn Breaker is Maestro's own signature weapon, which got replaced by the Variable Weapons System installed in him for the tournament]].
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** One more ''Mega Man V'' example, [[spoiler:the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others.]]

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** One more ''Mega Man V'' example, [[spoiler:the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others. It gets even worse if you're trying to get the Ballade Cracker weapon, as now you have to [[EscortMission keep Bass alive]] through all this in order to unlock it.]]
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* HarsherInHindsight: Version 6, which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic. The two mirror each other all too well, and some of the letters the player can receive (the PSA to stay indoors and stop the spread of Roboenza, and King's heartfelt letter to the player to stay strong for the sake of a fallen friend despite the hardships) seem to strongly imply the devs noticed such as well.

to:

* HarsherInHindsight: Version 6, which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic. The two mirror each other all too well, and some of the letters the player can receive (the PSA to stay indoors and stop the spread of Roboenza, and King's heartfelt letter to the player to stay strong for the sake of a fallen friend despite the hardships) seem to strongly imply [[RealitySubtext the devs noticed such as well.well]].

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* CreepyAwesome: [[spoiler:The Evil Robot, who is reinterpreted as essentially [[MadeOfEvil an avatar for Evil Energy]] itself, with little-to-no dialogue except as a multiplayer bot and a hallucination, which left an impression on players due to said interpretation along with his [[SignatureScene highly memorable]] boss fights.]]



** The appearance of the [[spoiler:Evil Robot]] in the Mega Man 8 chapter is probably the original SignatureScene and GrowingTheBeard moment of 8 Bit Deathmatch, to the point of it being well-known in most fangame circles and the likely origin of [[spoiler:[[CanonName Trio's]]]] [[EnsembleDarkhorse fan popularity]].

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** The appearance of the [[spoiler:Evil Robot]] in the Mega Man 8 chapter is probably the original SignatureScene and GrowingTheBeard moment of 8 Bit Deathmatch, to the point of it being well-known in most fangame circles and the likely origin of [[spoiler:[[CanonName [[spoiler:[[NamedByTheAdaptation Trio's]]]] [[EnsembleDarkhorse fan popularity]].

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*** Type-A Roboenza bolsters the bot's damage significantly, making them much deadlier to fight. It's especially bad if the bot spontaneously contracts it in the middle of a fight, turning the tide of battle.



*** Type-O Roboenza sucks you towards them, making it easier for both of you to land shots. Not so bad on its own, but deadly if the bot has an ally nearby.



* ItsHardSoItSucks: This has been the general reaction to the post v4 bosses. It says a lot that '''nearly every single boss''' from v4 and v5 are covered in ThatOneBoss. Their attacks come out too fast to effectively dodge, [[DamageSpongeBoss they take tons of punishment]], and if you're fighting one of the two {{Marathon Boss}}es introduced in v5, you have to start the ''whole fight from the beginning if you die''. That's not even getting into the re-introduced BossRush mode, where if you die once, it's all over. All up against many, ''many'' bosses with OneHitKill capabilities. v5B attempts to rectify most of this by adding an Easy difficulty setting, which slows bots down and reduces damage you take from the bosses, as well as altering the BossRush by giving the player three lives for it and removing the sub-bosses.

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* ItsHardSoItSucks: This has been the general reaction to the post v4 post-v4 bosses. It says a lot that '''nearly every single boss''' from v4 and v5 are covered in ThatOneBoss. Their attacks come out too fast to effectively dodge, [[DamageSpongeBoss they take tons of punishment]], and if you're fighting one of the two {{Marathon Boss}}es introduced in v5, you have to start the ''whole fight from the beginning if you die''. That's not even getting into the re-introduced BossRush mode, where if you die once, it's all over. All up against many, ''many'' bosses with OneHitKill capabilities. v5B attempts to rectify most of this by adding an Easy difficulty setting, which slows bots down and reduces damage you take from the bosses, as well as altering the BossRush by giving the player three lives for it and removing the sub-bosses.



* ThatOneSidequest: Getting [[spoiler:the strange artifact in Snake Man's stage]] is frustrating for the same reason getting Ground Man's CD in ''VideoGame/MegaManAndBass'' is frustrating: you have to summon Rush in a small area that's vulnerable to enemy fire, then protect him while he finishes his long burrowing animation and the other bots try their best to gun him down.



* WakeUpCallBoss: Doc Robot is when the game takes off the gloves and tells you it's not just joking around. Each one of the four robots could make for a decent boss in of itself, but you have to fight them back-to-back, one at a time. Only getting weapons after each boss, and with no ammo refills. And some of the combinations' TurnsRed phases (like Heat/Wood's burning leaves or Crash/Air's attempts to blow you into a ChainReactionExplosion) can be especially dangerous if you don't know how to dodge it.

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* WakeUpCallBoss: The fight against the four Doc Robot Robots is when the game takes off the gloves and tells you it's not just joking around. Each one of the four robots could make for a decent boss in and of itself, but you have to fight them back-to-back, one at a time. Only time, only getting weapons after each boss, and with no ammo refills. And some Some of the combinations' TurnsRed phases (like Heat/Wood's burning leaves or Crash/Air's attempts to blow you into a ChainReactionExplosion) the explosions of its Crash Bombs) can also be especially dangerous if you don't know how to dodge it.them.
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* SugarWiki/HeartwarmingMoments: In the BonusBoss of v5, one thing that became abundantly clear was that you as Maestro had stolen Mega Man's life from him, whether you intended to or not, and that might well have him on the path to becoming a new Quint, desperate to try and save what he'd lost. However, in the climax of v6, a cured Mega Man has a private talk with Maestro, and reveals that this revelation had ''already'' come for him -- but he'd managed to push those feelings down. [[TrueCompanions He considers you a friend and hero]], and [[HumbleHero so long as the world remains safe, it doesn't matter who the one doing it is]]. Hell, he manages to spin those feelings of budding resentment into a ''positive'', contemplating how incredible it is that they can be so humanlike to experience such emotions.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler:with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic; the two mirror each other all too well.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler:with an Roboenza outbreak]]''. ''Version 6 itself'', 6, which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic; the pandemic. The two mirror each other all too well, and some of the letters the player can receive (the PSA to stay indoors and stop the spread of Roboenza, and King's heartfelt letter to the player to stay strong for the sake of a fallen friend despite the hardships) seem to strongly imply the devs noticed such as well.



** [[spoiler:One more ''Mega Man V'' example, the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others.]]

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** [[spoiler:One One more ''Mega Man V'' example, the [[spoiler:the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others.]]


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* SugarWiki/VisualEffectsOfAwesome: While Gamma looked neat, his being a flat sprite made him look more like a well-drawn advancing billboard. On the other hand, Chapter 12's boss, [[spoiler:the Wily Iron Golem]], is an incredibly convincing [=3D=] rendition of the original boss done solely through layers of sprites in front of each other.

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* DemonicSpiders: Demoneyes in Unholy. They can hit both survivors, bosses, and other Demoneyes (the latter two are not the case for recruited Demoneyes), and you become one when you [[ScrewTheRulesIHaveMoney pick up a money bag]]. However they are hampered by being stuck with a simple melee attack and not having much health, meaning they go down easily if someone focuses their attack on one.
** The Rich Demoneyes. Their mainfire is enough to turn players into other Rich Demoneyes, spreading around the map like wildfire unless taken care of early on.
** The Fox Demoneyes are this UpToEleven. While one variant is restricted to only being able to run, the other is equipped with a OneHitKill slap and the ability to see players through walls.

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* DemonicSpiders: DemonicSpiders:
** Bots infected with Roboenza are annoying to fight in general, but the worst of them are:
*** Type-W Roboenza makes all of the bot's attacks a SpreadShot with three projectiles, making it really tough to effectively dodge them.
*** Type-I Roboenza gives the bot partial invisibility, letting them sneak up on you very easily.
*** Type-O Roboenza sucks you towards them, making it easier for both of you to land shots. Not so bad on its own, but deadly if the bot has an ally nearby.
**
Demoneyes in Unholy. They can hit both survivors, bosses, and other Demoneyes (the latter two are not the case for recruited Demoneyes), and you become one when you [[ScrewTheRulesIHaveMoney pick up a money bag]]. However they are hampered by being stuck with a simple melee attack and not having much health, meaning they go down easily if someone focuses their attack on one.
** *** The Rich Demoneyes. Their mainfire is enough to turn players into other Rich Demoneyes, spreading around the map like wildfire unless taken care of early on.
** *** The Fox Demoneyes are this UpToEleven. While one variant is restricted to only being able to run, the other is equipped with a OneHitKill slap and the ability to see players through walls.



* ThatOneAttack:
** For the Genesis Unit, their Attack Pattern Delta (or [[BuffySpeak "Delta attack thingie"]], as Hyper Storm H calls it). Buster Rod G jumps back and forth and constantly creates clones of himself that move towards the other side of the room, while Hyper Storm H vacuums you towards him. It'd already be hard enough to dodge the clones with the vacuum effect in play, but Mega Water S also constantly creates water spouts near your position, forcing you to stay on the move and dodge them as well.
** [[spoiler:Sunstar]] has tons of these, but special mention goes to his WaveMotionGun attack. He'll charge up for a bit, then fire a huge laser at you that will lop off over half your health if it lands a direct hit. It's tricky to jump out of the way in time, and later in the fight, he'll start turning from side to side while firing it, so you'll have to jump over it many times in succession.



** Another ''V'' example: Saturn's stage. The only area that isn't a tight corridor is a central room with lots of low-gravity environments... which turns Gravity Man's chip damage attacks into a lethal MeteorMove. Besides him, your opponents are Charge Man (who Charge Kicks and gets into your face really fast), Napalm Man (deals tons of damage and creates an unsafe area to move in from his grenades), and Flame Man (same as Napalm Man, but with Flame Blast).
** [[spoiler:One more ''Mega Man V'' example, the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion.]]

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** Another ''V'' example: Saturn's stage. The only area that isn't a tight corridor is a central room with lots of low-gravity environments... which turns Gravity Man's chip damage attacks into a lethal MeteorMove. Besides him, your opponents are Charge Man (who Charge Kicks and gets into your face really fast), Napalm Man (deals tons of damage and creates an unsafe area to move in from his grenades), and Flame Man (same as Napalm Man, but with Flame Blast).
Blast). Thankfully, like Mars above, Saturn is easily defeated once the other robots are dealt with.
** [[spoiler:One more ''Mega Man V'' example, the third Wily Star level. It has yet another tight environment, and your opponents are once again very lethal: Astro Man will deal a ton of damage if you get anywhere near him, Grenade Man's explosives deal lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb explosion. Also, unlike the above two stages, you'll still have to take down Enker, Punk, and Ballade one last time once you beat the others.]]
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** [[spoiler:Eclipse, a giant EldritchAbomination created when the remains of the Evil Robot fuse with both Sunstar and the Wily Star. You pilot a new and improved Gamma in a ''VideoGame/PunchOut''-esque fight. When Eclipse suddenly kills you and hope seems lost, cue some rousing words from a Duo beyond the grave, and get back up and hardly take any damage from Eclipse's attacks. You finish it off by punching him all the way into the Sun.]]
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* FridgeBrilliance: In Version 6, Duo explains that robots from Earth are usually unable to handle his energy due to its alien nature, but [[PlayerCharacter Maestro]] is special in that they're perfectly compatible with it. [[spoiler:Considering that the V6 BonusBoss implies that Maestro is a creation of or is somehow linked to ''Ra Moon'', it's no wonder they can handle alien energies so well.]]

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* GoddamnedBats: Any of the flying enemies in ''Mission Mode''. They respawn, don't die in one shot (the Strength in Numbers mod excludes this), are often tricky to hit, and worse of all, they often ''suprise-attack you from behind''. What makes them even more of a nuisance is they'll often follow you inside structures.

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* GoddamnedBats: GoddamnedBats:
**
Any of the flying enemies in ''Mission Mode''. They respawn, don't die in one shot (the Strength in Numbers mod excludes this), are often tricky to hit, and worse of all, they often ''suprise-attack ''surprise-attack you from behind''. What makes them even more of a nuisance is they'll often follow you inside structures.structures.
** Roboenza Type-O infected robots screw with your movement by constantly pulling you close to them, making them tricky to deal with, especially if you prefer to use weapons that rely on careful positioning like Chill Spike or Rolling Cutter.



* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic; the two mirror eachother all too well.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with [[spoiler:with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, released ''during'' the ongoing COVID-19 pandemic; the two mirror eachother each other all too well.



* ItsHardSoItSucks: This has been the general reaction to the post v4 bosses. It says a lot that '''nearly every single boss''' from v4 and v5 are covered in ThatOneBoss below. Their attacks come out too fast to effectively dodge, [[DamageSpongeBoss they take tons of punishment]], and if you're fighting one of the two {{Marathon Boss}}es introduced in v5, you have to start the ''whole fight from the beginning if you die''. That's not even getting into the re-introduced BossRush mode, where if you die once, it's all over. All up against many, ''many'' bosses with OneHitKill capabilities. v5B attempts to rectify most of this by adding an Easy difficulty setting, which slows bots down and reduces damage you take from the bosses, as well as altering the BossRush by giving the player three lives for it and removing the sub-bosses.

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* ItsHardSoItSucks: This has been the general reaction to the post v4 bosses. It says a lot that '''nearly every single boss''' from v4 and v5 are covered in ThatOneBoss below.ThatOneBoss. Their attacks come out too fast to effectively dodge, [[DamageSpongeBoss they take tons of punishment]], and if you're fighting one of the two {{Marathon Boss}}es introduced in v5, you have to start the ''whole fight from the beginning if you die''. That's not even getting into the re-introduced BossRush mode, where if you die once, it's all over. All up against many, ''many'' bosses with OneHitKill capabilities. v5B attempts to rectify most of this by adding an Easy difficulty setting, which slows bots down and reduces damage you take from the bosses, as well as altering the BossRush by giving the player three lives for it and removing the sub-bosses.



* ShockingMoments:
** The appearance of the [[spoiler:Evil Robot]] in the Mega Man 8 chapter is probably the original SignatureScene and GrowingTheBeard moment of 8 Bit Deathmatch, to the point of it being well-known in most fangame circles and the likely origin of [[spoiler:[[CanonName Trio's]]]] [[EnsembleDarkhorse fan popularity]].
** The moody ambience is strong in the Mega Man 10 Wily Castle level, with the rain pouring, the Silent Rain track playing, and the only other opponent visible in the map being a solitary Sniper Joe. Once you frag him, however, the much more energetic Abandoned Memory kicks in and six opponents join the fray... and then ''all of them'' contract Roboenza simultaneously, when it's usually one at a time.
** The final boss fought at the end of Chapter 12 might be unexpected, as [[spoiler: it is a Game Boy final boss in a chapter for Mega Man 10]]. What propels it into shocking territory is the second phase, where [[spoiler:Duo and King team up with you to try to take Wily down once and for all]]. The cutscene after it qualifies as well, since [[spoiler:Terra establishes his immediate, ''Anime/DragonBallZ''-esque dangerousness by killing Duo with little effort]].
** The duel with Sunstar firmly establishes how incredibly powerful he is, and that nothing will ever surpass his strength. [[spoiler:And then, in the post-fight cutscene where the Game Boy games give him his RedemptionEqualsDeath moment, expectations are subverted when the remains of the Evil Robot latch onto Sunstar's head, force a DemonicPosession, and then readies up to fight you again, bringing down the entire Wily Star once outlasted as well.]]



** [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers (which don't take any damage from buster shots, but can be hit enough times to get them to stop firing for a short time) that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen while on the back of Auto's truck (both of which can be destroyed), which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of the chase), ''you have to start the '''entire''' chase all over again''.]]

to:

** [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers (which don't take any damage from buster shots, but can be hit enough times to get them to stop firing for a short time) that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen while on the back of Auto's truck (both of which can be destroyed), which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of the chase), it), ''you have to start the '''entire''' chase all over again''.]]



** [[spoiler: Also in the ''Mega Man V'' campaign, Ballade's stage. Not only can it get about as cramped as Mars' stage, opponents include Astro Man and Grenade Man. That's right; for most of the match, you're going to have to deal with ''infinite Flash Bomb and Astro Crush.'']]

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** [[spoiler: Also Another ''V'' example: Saturn's stage. The only area that isn't a tight corridor is a central room with lots of low-gravity environments... which turns Gravity Man's chip damage attacks into a lethal MeteorMove. Besides him, your opponents are Charge Man (who Charge Kicks and gets into your face really fast), Napalm Man (deals tons of damage and creates an unsafe area to move in the from his grenades), and Flame Man (same as Napalm Man, but with Flame Blast).
** [[spoiler:One more
''Mega Man V'' campaign, Ballade's stage. Not only can it get about as cramped as Mars' stage, example, the third Wily Star level. It has yet another tight environment, and your opponents include are once again very lethal: Astro Man and will deal a ton of damage if you get anywhere near him, Grenade Man. That's right; for most of the match, you're going to have to Man's explosives deal with ''infinite lethal amounts of damage if you get caught up in them, and Wind Man's projectiles will either juggle you around or land you right into an Astro Crush or a Flash Bomb and Astro Crush.'']]explosion.]]



* WakeUpCallBoss: Yellow Devil, the first boss. Unlike the games, there's no pause glitch or Thunder Beam weakness to abuse, and considering it's in 3D, avoiding the blobs isn't exactly easy (at least the first wave when it forms - yes, that ''damages'' you, unlike the original game). The saving grace is that you can easily hit him for many shots.

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* WakeUpCallBoss: Yellow Devil, Doc Robot is when the first boss. Unlike game takes off the games, there's no pause glitch or Thunder Beam weakness to abuse, gloves and considering tells you it's in 3D, avoiding not just joking around. Each one of the blobs isn't exactly easy (at least four robots could make for a decent boss in of itself, but you have to fight them back-to-back, one at a time. Only getting weapons after each boss, and with no ammo refills. And some of the first wave when it forms - yes, that ''damages'' you, unlike the original game). The saving grace is that combinations' TurnsRed phases (like Heat/Wood's burning leaves or Crash/Air's attempts to blow you into a ChainReactionExplosion) can easily hit him for many shots.be especially dangerous if you don't know how to dodge it.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released ''during'' the ongoing COVID-19 pandemic; the two mirror eachother all too well.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released ''during'' the ongoing COVID-19 pandemic; the two mirror eachother all too well.



** [[spoiler: Also in the ''Mega Man V'' campaign, Ballade's stage. Not only can it get about as cramped as Mars' stage, opponents include Astro Man and Grenade Man. That's right; for most of the match, you're going to have to deal with ''infinite Flash Bomb and Astro Crush.'']]



** [[spoiler:The Evil Robot]] from ''VideoGame/MegaMan8'' is the FinalBoss of the ''8'' arc. Especially since he [[GiantSpaceFleaFromNowhere comes in with little-to-no foreshadowing]].

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** [[spoiler:The Evil Robot]] from ''VideoGame/MegaMan8'' is the FinalBoss of the ''8'' arc. Especially since he [[GiantSpaceFleaFromNowhere comes in with little-to-no foreshadowing]]. [[spoiler:A double-whammy, too, as he makes an equally-unexpected reappearance in the ''V'' chapter despite seemingly dying last time he appeared.]]

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* ThatOneLevel: [[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers (which don't take any damage from buster shots, but can be hit enough times to get them to stop firing for a short time) that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen while on the back of Auto's truck (both of which can be destroyed), which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of the chase), ''you have to start the '''entire''' chase all over again''.]]

to:

* ThatOneLevel: ThatOneLevel:
**
[[spoiler:The Fakemen chase sequence in the final boss stage that occurs only if you attempt to enter the blue door with the Fakeman inside of it on any playthrough beyond the first (or change your graphics settings to Software instead of UsefulNotes/OpenGL). You're being chased and fired upon by four Fakemen in police cruisers (which don't take any damage from buster shots, but can be hit enough times to get them to stop firing for a short time) that are capable of spawning small groups of Fakemen on police bikes and flying Fakemen while on the back of Auto's truck (both of which can be destroyed), which is fairly small (even when he extends the truck's platforms to give you more moving room), making dodging all of the bullets fairly difficult even if you're trying your damnedest to not get shot. Auto will also periodically throw out weapons, health and weapon energy to give you a fighting chance. The problem with that is that the weapons he ''does'' give you aren't a whole lot of help in fighting off the Fakemen (aside from the Ballade Cracker), the health and weapon energy tends to come out in small doses when you're probably using more than what the small capsules give back, and at one point he accidentally throws four useful weapons (Remote Mine, Gyro Attack, Hard Knuckle and Super Arm) out too far and end up giving two of the Fakemen the weapons instead (while the latter two weapons completely miss the truck and the Fakemen entirely, effectively wasting them), and given that robot master weapons tend to do much more damage than the standard buster shots, it makes an already difficult escape sequence even more difficult to survive. To top it all off, if you die at '''any''' point in the chase (even if you're literally just a few moments away from the end of the chase), ''you have to start the '''entire''' chase all over again''.]]


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** In the ''VideoGame/MegaManV'' campaign, Mars’s stage. It’s a cramped environment with little space to maneuver and plenty of opportunities to get cornered, and the enemy robots, especially Crash Man, are packing powerful weapons. Additionally, your AI ally, Skull Man, is pretty useless compared to most others. Fortunately, Mars himself is a fairly easy fight once the level is done.
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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released ''during'' the ongoing COVID-19 pandemic.

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* HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released ''during'' the ongoing COVID-19 pandemic.pandemic; the two mirror eachother all too well.
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* HarsherInHindsight: ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released during the ongoing COVID-19 pandemic. Several years ago, Version 5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.

to:

* HarsherInHindsight: HarsherInHindsight: Several years ago, Version 5 was released...''which ended [[spoiler: with an Roboenza outbreak]]''. ''Version 6 itself'', which centers around Roboenza outbreak all over the world, is about to be released during ''during'' the ongoing COVID-19 pandemic. Several years ago, Version 5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.pandemic.
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* HarsherInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.

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* HarsherInHindsight: v6, ''Version 6 itself'', which centers around roboenza outbreaks Roboenza outbreak all over the world, was is about to be released during the covid-19 outbreak...just a few ongoing COVID-19 pandemic. Several years ago v5 ago, Version 5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.
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* HarserhInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.

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* HarserhInHindsight: HarsherInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.
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* HarshInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.

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* HarshInHindsight: HarserhInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.
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* HarshInHindsight: v6, which centers around roboenza outbreaks all over the world, was released during the covid-19 outbreak...just a few years ago v5 was released...''which ended [[spoiler: with an outbreak not all that different from the current one]]''.
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** The cast of ''VideoGame/MegaManV'' in Version 6, due them being initially planned for Version 7 before Capcom announced ''VideoGame/MegaMan11'', and the ''8BDM'' developers not revealing how they would handle it until the 10th anniversary of the game.
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* RescuedFromTheScrappyHeap: Many of the original series' ScrappyWeapon[=s=] were completely refurbished and improved on in this game. The Hyper Bomb, Leaf Shield, Top Spin, and Power Stone are good examples.

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* RescuedFromTheScrappyHeap: RescuedFromTheScrappyHeap:
**
Many of the original series' ScrappyWeapon[=s=] were completely refurbished and improved on in this game. The Hyper Bomb, Leaf Shield, Top Spin, and Power Stone are good examples.examples.
** [[spoiler:Quint]] was largely hated in ''VideoGame/MegaManII'' due to being [[AntiClimaxBoss underwhelming]] as a boss encounter, [[TheyWastedAPerfectlyGoodPlot wasting]] the idea of [[spoiler:a time-displaced Mega Man]] as a boss fight, and the weapon you get not being worth the effort. His reinterpretation in ''8-Bit Deathmatch'', however, is well-liked, [[spoiler:not only doing the concept of fighting a [[FutureBadass future Mega Man]] justice, with a five phase fight, but also for managing to make the character [[TheWoobie tragic and pitiable]], and tweaking Sakugarne to work better.]]

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This is Flame Bait now.


* SnarkBait: Saxton Hale was once this, due to it relying on MemeticMutation and fan-service (not the sexual kind) to draw in players, along with the repetitive attacking styles of the Hales (being focused on melee attacks), matches lasting up to several minutes on average (though in defense, ''Freak Fortress 2'' matches, which the mod is based on, can last just as long, if not much longer), and the overly complex nature of the newer or refurbished bosses introduced in ++. As the mod began to dive into DevelopmentHell and production on it slowed and stopped, it no longer became a big target for complaints and criticism. A new incarnation of Hale is in development, planning to pull a GrowingTheBeard and prevent this from occurring once it's released.
** Classes Based Modification is starting to become this, somewhat, mainly due to the various buffs and nerfs of different classes.

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