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* NintendoHard: Probably the hardest game in the series:
** Most of the boss fights outside of Green Devil and Cold Man are grueling to fight, ''especially'' if you fight them without their weakness. Dynamo Man is just a sample of how cruel the game can get -- besides his annoying attack pattern, he can heal himself on a whim, and attack you while he's still healing. And if you do get his health low enough, he'll pull a DesperationAttack on you that is very hard to dodge. Unless you have super reflexes and a lot of patience with how often he regenerates, the battle will really feel like a LuckBasedMission.
** The second Wily level really takes the cake; you have to fight ''three'' bosses in a row, and the third one has a whopping three forms.
** The Game Boy Advance port unwittingly makes playing as Bass, who already suffers from taking more damage than Mega Man and a weaker arm cannon, even ''harder'' due to his dash move not having a button mapped to it--that slight split second difference between the SNES dash button and the GBA "Tap left/right twice" will give you a ''lot'' of grief.

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* ComplacentGamingSyndrome: Most players start with Cold Man first due to his stage being the easiest, and then fighting all the other Robot Masters with their respective weaknesses.
** Similarly, many players prefer to play as Bass instead of Mega Man. While Bass lacks a charge shot, he's able to fire in diagonal directions AND can double jump and dash, giving him better combat capability as well as much more agility. By comparison, Mega Man, with just his slide, feels plodding and sluggish.
* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time for doing something different to freshen up the formula, or one of the worst games in the series due to [[ItsHardSoItSucks its amped up difficulty]][[note]] And considering [[NintendoHard how hard]] many games in the series can be, that's saying ''a lot''[[/note]], and its levels being designed more for Bass than for Mega Man.

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* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
**
Most players start with Cold Man first due to his stage being the easiest, and then fighting all the other Robot Masters with their respective weaknesses.
** Similarly, many players prefer to play as Bass instead of Mega Man. While Bass lacks a charge shot, Charge Shot, he's able to fire in diagonal directions AND ''and'' can double jump and dash, giving him better combat capability as well as much more agility. By comparison, Mega Man, with just his slide, feels plodding and sluggish.
* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time for doing something different to freshen up the formula, or one of the worst games in the series due to [[ItsHardSoItSucks its amped up difficulty]][[note]] And difficulty]][[note]]And considering [[NintendoHard how hard]] many games in the series can be, that's saying ''a lot''[[/note]], and its levels being designed more for Bass than for Mega Man.



** You cannot choose from all Robot Master from the get go. You have to beat a few of them to unlock the next "tier".

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** You cannot choose from all Robot Master Masters from the get go.get-go. You have to beat a few of them to unlock the next "tier".



** '''Ground Man's CD.''' ScreenCrunch takes its madness [[ExaggeratedTrope Up To Eleven]] for the GBA. It requires the player to be Mega Man and acquire Rush Search to spot its glittering telltale indicator where it is hidden underground. Most [=CDs=] hidden in the game are simple to collect, but the location of ''this'' one is '''''evil'''''. It borders on programmer sadism, buried in a certain patch of dirt atop a lone Sniper Joe that gets drilled away if Mega Man ventures too close to it and causes a deviously placed [[ThisIsADrill Dig Mole]], an enemy drill bot, to spawn among a swarm that tunnels through bedrock -- including the place where the CD awaits, forcing the player to either willingly lose a life to reset the level or exit out and try again. This is made even worse as the CD has to be dug up with Rush Search in a place that forces the player to spawn the drill which ''will'' land on Rush and interrupt his [[EngagingChevrons long and drawnout digging animation]] before he finally uncovers the CD. The player cannot switch from this ability or Rush will disappear, and must use the Mega Buster to fire on the drill enemy before it strikes Rush and/or eliminates the chance to get the CD. But while Rush Search is active as Mega Man's primary weapon, his Buster shots actually grow ''weaker'' -- it cannot charge and only fires pellets, with the damage potential reduced. [[labelnote:However...]]By getting clobbered on purpose until your health is low, you can equip the C. Attack (Counter Attack) to gain a hike in your normal buster shots' power. This allows you to take the mole out in a single shot even with Rush Search active, making it a bit less of an ordeal to score the CD.[[/labelnote]]
** While not as fiendishly difficult, Heat Man's CD is also a humongous pain in the ass, as it requires the player to get Rush to teleport inside a space so small that Mega Man has to slide around just outside of it spamming the fire button until the teleportation finally sticks. And then the player has to fend off a horde of infinitely spawning, rapidly-moving divebombing bird robots so that they don't hit Rush while he's digging.

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** '''Ground Man's CD.''' ScreenCrunch takes its madness [[ExaggeratedTrope Up To to Eleven]] for the GBA. It requires the player to be Mega Man and acquire Rush Search to spot its glittering telltale indicator where it is hidden underground. Most [=CDs=] hidden in the game are simple to collect, but the location of ''this'' one is '''''evil'''''. It borders on programmer sadism, buried in a certain patch of dirt atop a lone Sniper Joe that gets drilled away if Mega Man ventures too close to it and causes a deviously placed [[ThisIsADrill Dig Mole]], an enemy drill bot, to spawn among a swarm that tunnels through bedrock -- including the place where the CD awaits, forcing the player to either willingly lose a life to reset the level or exit out and try again. This is made even worse as the CD has to be dug up with Rush Search in a place that forces the player to spawn the drill which ''will'' land on Rush and interrupt his [[EngagingChevrons long and drawnout digging animation]] before he finally uncovers the CD. The player cannot switch from this ability or Rush will disappear, and must use the Mega Buster to fire on the drill enemy before it strikes Rush and/or eliminates the chance to get the CD. But while Rush Search is active as Mega Man's primary weapon, his Buster shots actually grow ''weaker'' -- it cannot charge and only fires pellets, with the damage potential reduced. [[labelnote:However...]]By getting clobbered on purpose until your health is low, you can equip the C. Attack (Counter Attack) to gain a hike in your normal buster shots' Buster Shots' power. This allows you to take the mole out in a single shot even with Rush Search active, making it a bit less of an ordeal to score the CD.[[/labelnote]]
** While not as fiendishly difficult, Heat Man's CD is also a humongous pain in the ass, as it requires the player to get Rush to teleport inside a space so small that Mega Man has to slide around just outside of it spamming the fire button until the teleportation finally sticks. And then the player has to fend off a horde of infinitely spawning, rapidly-moving rapidly moving divebombing bird robots so that they don't hit Rush while he's digging.



** Burner Man. He has a charging attack that's tough to dodge and deals a ton of damage, his Wave Burner can block your shots and pin you in a spike-filled corner, and he sets beartraps that grab and hold you, leaving you wide open to attack. Also, there's the issue with his weakness; while most bosses in the series will let you get away with just spamming their weakness until they're dead, Burner Man will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss that requires you to push the wall into him, forcing him into the spikes on either end of the room, a task that's easier said than done (especially because RuleOfPerception is in full effect - if the Ice Wall pushes Burner Man off-screen, he doesn't take damage).

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** Burner Man. He has a charging attack that's tough to dodge and deals a ton of damage, his Wave Burner can block your shots and pin you in a spike-filled corner, and he sets beartraps that grab and hold you, leaving you wide open to attack. Also, there's the issue with his weakness; while most bosses in the series will let you get away with just spamming their weakness until they're dead, Burner Man will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss that requires you to push the wall into him, forcing him into the spikes on either end of the room, a task that's easier said than done (especially because RuleOfPerception is in full effect - -- if the Ice Wall pushes Burner Man off-screen, he doesn't take damage).



** [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s The King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally a WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness [[note]]It'll take considerable damage from a full-sized Spread Drill so there's that[[/note]], and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as you need to.

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** [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s The King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally a WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness [[note]]It'll take considerable damage from a full-sized Spread Drill so there's that[[/note]], and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning infinitely spawning 1-Up appear shortly beforehand so you can retry the battle as many times as you need to.



** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Double Jump or Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

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** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters Robot Masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master Robot Master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Double Jump or Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.
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** Similarly, many players prefer to play as Bass instead of Mega Man. While Bass lacks a charge shot, he's able to fire in diagonal directions AND can air dash, giving him better combat capability as well as much more agility. By comparison, Mega Man, with just his slide and double jump, feels plodding and sluggish.

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** Similarly, many players prefer to play as Bass instead of Mega Man. While Bass lacks a charge shot, he's able to fire in diagonal directions AND can air double jump and dash, giving him better combat capability as well as much more agility. By comparison, Mega Man, with just his slide and double jump, slide, feels plodding and sluggish.
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** Similarly, many players prefer to play as Bass instead of Mega Man. While Bass lacks a charge shot, he's able to fire in diagonal directions AND can air dash, giving him better combat capability as well as much more agility. By comparison, Mega Man, with just his slide and double jump, feels plodding and sluggish.
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* ScrappyWeapon: Though most of the weapons have their merits, Burner Man's Wave Burner is held in pretty low regard, due to being a depressingly played-straight form of VideoGameFlamethrowersSuck.

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* ScrappyWeapon: Though most of the weapons have their merits, Burner Man's Wave Burner is held in pretty low regard, due to being a depressingly played-straight form of VideoGameFlamethrowersSuck. Bass's version is even worse, because unlike Mega Man, he can't move when using it, but he can only jump, just like with his standard buster.
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*** His ability to heal is made worse by the fact that he can do it multiple times in a fight, and the fact that it ''ignores his normal attack pattern''. Normally he will jump across the room, dash to one side of the room then the other, then use one of his projectile attacks; Dynamo Man can jump into the recharge station at any time during this, ''even while one of his projectile attacks is firing off''.
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** Burner Man. He has a charging attack that's tough to dodge and deals a ton of damage, his Wave Burner can block your shots and pin you in a spike-filled corner, and he sets beartraps that grab and hold you, leaving you wide open to attack. Also, there's the issue with his weakness; while most bosses in the series will let you get away with just spamming their weakness until they're dead, Burner Man will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss that requires you to push the wall into him, forcing him into the spikes on either end of the room, a task that's easier said than done.

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** Burner Man. He has a charging attack that's tough to dodge and deals a ton of damage, his Wave Burner can block your shots and pin you in a spike-filled corner, and he sets beartraps that grab and hold you, leaving you wide open to attack. Also, there's the issue with his weakness; while most bosses in the series will let you get away with just spamming their weakness until they're dead, Burner Man will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss that requires you to push the wall into him, forcing him into the spikes on either end of the room, a task that's easier said than done.done (especially because RuleOfPerception is in full effect - if the Ice Wall pushes Burner Man off-screen, he doesn't take damage).
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** [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s The King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally a WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as you need to.

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** [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s The King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally a WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, weakness [[note]]It'll take considerable damage from a full-sized Spread Drill so there's that[[/note]], and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as you need to.



** Perfect King gives King Jet a run for its money if you're playing as Bass. With Mega Man, there's at least a platform to stand on to hit King's weak point and to stand under to avoid the falling mines, but Bass doesn't get one. You can hit King with a dashing double jump, but you have to be on the watch for the mecha's powerful attacks.

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** Perfect King gives King Jet a run for its money if you're playing as Bass. With Mega Man, there's at least a platform to stand on to hit King's weak point and to stand under to avoid the falling mines, but Bass doesn't get one. You can hit King with a dashing double jump, but you have to be on the watch for the mecha's powerful attacks. What makes it worse is that its weakness is the [[ScrappyWeapon Wave Burner]]. That's right, not only you have to reach its weak point, you have to get ''dangerously close'' to it.



** Wily Capsule weak spot is its glass dome, not the actual capsule, leaving another puny hitbox that is often impossible to reach. Magic Card is its weakness, a weapon that requires finesse to hit the capsule because of its small range. All of its attacks have no distinct tell and are very difficult to dodge so you either must have lightning fast reflexes to dodge them or abuse the invincibility of certain special weapons like Lightning Bolt (which don't refill if you die) to avoid taking damage.

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** Wily Capsule Capsule's weak spot is its glass dome, not the actual capsule, leaving another puny hitbox that is often impossible to reach. Magic Card is its weakness, a weapon that requires finesse to hit the capsule because of its small range. All of its attacks have no distinct tell and are very difficult to dodge so you either must have lightning fast reflexes to dodge them or abuse the invincibility of certain special weapons like Lightning Bolt (which don't refill if you die) to avoid taking damage.

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Snark removal. Crutch Character implicitly requires the player to be able to switch in the middle of the game, whereas your choice of character in this one is permanent for the save file. If every level is That One Level for Mega Man, then none are (also, needless reviewer reference).


** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes. [[labelnote:There's an easier way, however.]]You can also exploit the conveyor belts, bring them to maximum speed quickly and slide/dash through the last belt to reach it. Yes, it's doable with Mega Man as well.[[/labelnote]]

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** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes. [[labelnote:There's an easier way, however.]]You can also exploit the conveyor belts, bring them to maximum speed quickly and slide/dash through the last belt to reach it. Yes, it's doable with Mega Man as well.[[/labelnote]]



*** Oh, and if you're playing as [[CrutchCharacter Bass]], you'll find his projectiles even ''harder'' to dodge (Mega Man can slide underneath two of them; Bass cannot) and the recharge station [[MarathonBoss will take longer to destroy]] (unless you think to [[CuttingTheKnot stand directly under it and fire the Bass Buster straight up]]).
** Playing as Mega Man? Don't have the Spread Drill? Have fun against Tengu Man! Bass can just shoot upwards and double-jump over most of Tengu Man's attacks. [[SkillGateCharacters Mega Man cannot.]]

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*** Oh, and if If you're playing as [[CrutchCharacter Bass]], Bass, you'll find his projectiles even ''harder'' to dodge (Mega Man can slide underneath two of them; Bass cannot) and the recharge station [[MarathonBoss will take longer to destroy]] (unless you think to [[CuttingTheKnot stand directly under it and fire the Bass Buster straight up]]).
** Playing as Mega Man? Don't have the Spread Drill? Have fun against Tengu Man! Bass can just shoot upwards and double-jump over most of Tengu Man's attacks. [[SkillGateCharacters Mega Man cannot.]]



** There's also the King Jet. [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s Good GOD, the f***ing King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
*** Before you ask, no, the Jet is not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time. In fact, the bigger gap between platform makes the flashbangs thrown by the boss even more dangerous.

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** There's also the King Jet. [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s Good GOD, the f***ing The King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally the above-mentioned a WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
you need to.
*** Before you ask, no, the The Jet is not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time. In fact, the bigger gap between platform makes the flashbangs thrown by the boss even more dangerous.



** Generally, almost ANY of these levels if you're Mega Man. The level design does not work with the character's abilities at certain intervals. (Though WebVideo/ExoParadigmGamer in his review has argued against this, comparing Bass to using the special utilities (i. e. Rush) in other games, and that Mega Man can do just fine with the weapons he acquires, namely the Ice Wall.)
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* ScrappyMechanic:
** The absence of E-Tanks in this game where bosses are very aggressive and hit like a truck. This is made even worse in the final level where the traditional BossRush happens.
** You cannot choose from all Robot Master from the get go. You have to beat a few of them to unlock the next "tier".
** You must wait until you defeat three to six bosses in order to unlock all upgrades in Auto's Shop.

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Simplfying some thing. Removing Natter.


** '''Ground Man's CD.''' ScreenCrunch takes its madness [[ExaggeratedTrope Up To Eleven]] for the GBA.
*** It requires the player to be Mega Man and acquire Rush Search to spot its glittering telltale indicator where it is hidden underground. Most [=CDs=] hidden in the game are simple to collect, but the location of ''this'' one is '''''evil'''''. It borders on programmer sadism, buried in a certain patch of dirt atop a lone Sniper Joe that gets drilled away if Mega Man ventures too close to it and causes a deviously placed [[ThisIsADrill Dig Mole]], an enemy drill bot, to spawn among a swarm that tunnels through bedrock — including the place where the CD awaits, forcing the player to either willingly lose a life to reset the level or exit out and try again.
*** In fact, it's almost impossible to get to the CD in time without using the Lightning Bolt to wipe out the Dig Moles and Sniper Joe before they can interfere, then the Spread Drill for use on the final Dig Mole so you don't fall in a pit; Lightning Bolt makes Mega Man stop in mid-air when active, and can cause you to miss a fairly large jump.
*** Worse, the CD has to be dug up with Rush Search in a place that forces the player to spawn the drill which will land on Rush and interrupt his [[EngagingChevrons long and drawnout digging animation]] before he finally uncovers the CD. The player cannot switch from this ability or Rush will disappear, and must use the Mega Buster to fire on the drill enemy before it strikes Rush and/or eliminates the chance to get the CD. But while Rush Search is active as Mega Man's primary weapon, his Buster shots actually grow ''weaker'' — it cannot charge and only fires pellets, with the damage potential reduced.
*** Worse still, the drills leap up and down and require perfect aim and at least three hits to destroy, rather than going down after taking two shots from a normal Robot Master. By the time a Dig Mole appears from below, it gets out of ground level firing range in time to deliver the third hit, so you'll have to jump in time with it and then fire, hoping the shot connects. You need ''expert timing'', and insane luck.
*** Summed up best by LetsPlay/RoahmMythril [[https://www.youtube.com/watch?v=nYG9GYmXe8s&t=3m9s in his guide to get this CD]]."
----> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage — the Disk of Eternal Suffering and Hatred.]]"
----> "Seriously, [[WhatWereYouThinking who at the Capcom offices thought this]] would be a fun disk to have people collect!?"
----> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there — ''WHY?''"
*** But wait! There is one saving grace! By getting clobbered on purpose until your health is low, you can equip the C. Attack (Counter Attack) to gain a hike in your normal buster shots' power! This allows you to take the mole out in a single shot even with Rush Search active, making it a bit less of an ordeal to score the CD.

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** '''Ground Man's CD.''' ScreenCrunch takes its madness [[ExaggeratedTrope Up To Eleven]] for the GBA.
***
GBA. It requires the player to be Mega Man and acquire Rush Search to spot its glittering telltale indicator where it is hidden underground. Most [=CDs=] hidden in the game are simple to collect, but the location of ''this'' one is '''''evil'''''. It borders on programmer sadism, buried in a certain patch of dirt atop a lone Sniper Joe that gets drilled away if Mega Man ventures too close to it and causes a deviously placed [[ThisIsADrill Dig Mole]], an enemy drill bot, to spawn among a swarm that tunnels through bedrock — including the place where the CD awaits, forcing the player to either willingly lose a life to reset the level or exit out and try again. \n*** In fact, it's almost impossible to get to the CD in time without using the Lightning Bolt to wipe out the Dig Moles and Sniper Joe before they can interfere, then the Spread Drill for use on the final Dig Mole so you don't fall in a pit; Lightning Bolt makes Mega Man stop in mid-air when active, and can cause you to miss a fairly large jump.\n*** Worse, This is made even worse as the CD has to be dug up with Rush Search in a place that forces the player to spawn the drill which will ''will'' land on Rush and interrupt his [[EngagingChevrons long and drawnout digging animation]] before he finally uncovers the CD. The player cannot switch from this ability or Rush will disappear, and must use the Mega Buster to fire on the drill enemy before it strikes Rush and/or eliminates the chance to get the CD. But while Rush Search is active as Mega Man's primary weapon, his Buster shots actually grow ''weaker'' — it cannot charge and only fires pellets, with the damage potential reduced. \n*** Worse still, the drills leap up and down and require perfect aim and at least three hits to destroy, rather than going down after taking two shots from a normal Robot Master. By the time a Dig Mole appears from below, it gets out of ground level firing range in time to deliver the third hit, so you'll have to jump in time with it and then fire, hoping the shot connects. You need ''expert timing'', and insane luck.\n*** Summed up best by LetsPlay/RoahmMythril [[https://www.youtube.com/watch?v=nYG9GYmXe8s&t=3m9s in his guide to get this CD]]."\n----> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage — the Disk of Eternal Suffering and Hatred.]]"\n----> "Seriously, [[WhatWereYouThinking who at the Capcom offices thought this]] would be a fun disk to have people collect!?"\n----> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there — ''WHY?''"\n*** But wait! There is one saving grace! By [[labelnote:However...]]By getting clobbered on purpose until your health is low, you can equip the C. Attack (Counter Attack) to gain a hike in your normal buster shots' power! power. This allows you to take the mole out in a single shot even with Rush Search active, making it a bit less of an ordeal to score the CD.[[/labelnote]]



*** Before you ask, no, the Jet is not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time.
** Perfect King gives King Jet a run for its money if you're playing as Bass. With Mega Man, there's at least a platform to stand on to hit King's weak point and to stand under to avoid the falling mines, but Bass doesn't get one, and even his double jump isn't high enough to get Bass level with King's weakpoint, meaning you have to make lots and lots and ''lots'' of jumping diagonal shots and pray that enough of them hit that microscopic sweet spot.
*** Bass' double jump ''does'' reach high enough if you jump out of a dash. [[GuideDangIt The game never tells you this.]]
** The Wily Machine and Wily Capsule, even more so in the GBA version because ScreenCrunch removes some of the room to dodge attacks. Wily Machine bombards you with all sorts of missiles and energy pellets, and a spiked saw wheel, that require you to slide under them or dash out of the way, while the mouth laser actually forces you to shoot into the mouth and stop the attack from being charged. The machine's only weak point is a window high out of reach without jumping. Bass's double jump remedies this, but Mega Man's jump arc barely lets you line up your shots with it. Wily Machine's weak spot is its glass dome, not the actual capsule, leaving another puny hitbox that is often impossible to reach. Magic Card is its weakness, a weapon that requires finesse to hit the capsule because of its small range. Thunderbolt, the weapon with the most range, only takes off 1 HP per use, and it gets sapped before doing enough damage to defeat Wily. Couple that with the energy balls shenanigans of Wily Capsule and the bombs that are durable enough to give you trouble without spamming the bolt to clear the battlefield, and ScreenCrunch complicating your room to dodge, and a lack of chances to regain health at the end without buying upgrades? The final boss gets extremely hectic.

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*** Before you ask, no, the Jet is not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time.
time. In fact, the bigger gap between platform makes the flashbangs thrown by the boss even more dangerous.
** Perfect King gives King Jet a run for its money if you're playing as Bass. With Mega Man, there's at least a platform to stand on to hit King's weak point and to stand under to avoid the falling mines, but Bass doesn't get one, and even his one. You can hit King with a dashing double jump isn't high enough to get Bass level with King's weakpoint, meaning jump, but you have to make lots and lots and ''lots'' of jumping diagonal shots and pray that enough of them hit that microscopic sweet spot.
*** Bass' double jump ''does'' reach high enough if you jump out of a dash. [[GuideDangIt The game never tells you this.]]
be on the watch for the mecha's powerful attacks.
** The Wily Machine and Wily Capsule, Machine, even more so in the GBA version because ScreenCrunch removes some of the room to dodge attacks. Wily Machine bombards you with all sorts of missiles and energy pellets, and a spiked saw wheel, that require you to slide under them or dash out of the way, while the mouth laser actually forces you to shoot into the mouth and stop the attack from being charged. The machine's only weak point is a window high out of reach without jumping. Bass's double jump remedies this, but Mega Man's jump arc barely lets you line up your shots with it.
**
Wily Machine's Capsule weak spot is its glass dome, not the actual capsule, leaving another puny hitbox that is often impossible to reach. Magic Card is its weakness, a weapon that requires finesse to hit the capsule because of its small range. Thunderbolt, All of its attacks have no distinct tell and are very difficult to dodge so you either must have lightning fast reflexes to dodge them or abuse the weapon with the most range, only takes off 1 HP per use, and it gets sapped before doing enough damage to defeat Wily. Couple that with the energy balls shenanigans invincibility of Wily Capsule and the bombs that are durable enough to give certain special weapons like Lightning Bolt (which don't refill if you trouble without spamming the bolt die) to clear the battlefield, and ScreenCrunch complicating your room to dodge, and a lack of chances to regain health at the end without buying upgrades? The final boss gets extremely hectic.avoid taking damage.



** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

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** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Double Jump or Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

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* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time for doing something different to freshen up the formula, or one of the worst games in the series due to [[ItsHardSoItSucks its amped up difficulty]][[note]] And considering how hard many games in the series can be, that's saying ''a lot''[[/note]], and its levels being designed more for Bass than for Mega Man.

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* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time for doing something different to freshen up the formula, or one of the worst games in the series due to [[ItsHardSoItSucks its amped up difficulty]][[note]] And considering [[NintendoHard how hard hard]] many games in the series can be, that's saying ''a lot''[[/note]], and its levels being designed more for Bass than for Mega Man.



* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous blue mascot's 15th anniversary that suffered heavily from an overly zoomed-in screen? It would happen again 4 years later to another [[Franchise/SonicTheHedgehog famous mascot]].
* ItsHardSoItSucks: This game has gotten this complaint more so than previous entries in the series, as the level design is considered unforgiving and the bosses more aggressive despite the lack of E-Tanks or other similar AntiFrustrationFeatures found in other entries. It's even worse in the GBA version where the smaller screen makes it difficult to keep track of the action and results in unintentional TrialAndErrorGameplay that wasn't present in the original.

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* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous blue mascot's 15th anniversary that suffered heavily from an overly zoomed-in screen? It would happen again 4 four years later to another [[Franchise/SonicTheHedgehog another famous mascot]].
* ItsHardSoItSucks: This game has gotten received this complaint more so than previous entries in the series, as the level design is considered unforgiving and the bosses more aggressive despite the lack of E-Tanks or other similar AntiFrustrationFeatures found in other entries. It's even worse in the GBA version where the smaller screen makes it difficult to keep track of the action and results in unintentional TrialAndErrorGameplay that wasn't present in the original.



** The screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.

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** The screen is zoomed in closer to Mega Man / Bass, Man/Bass, making platforming more difficult than it was in the SNES version.



* SequelDifficultySpike: ''VideoGame/MegaMan8'' had checkpoints, simple boss fights, loads of extra lives, and no penalty when you get a game over. It was widely considered to be the easiest game in the franchise. And then came this game.



** '''Ground Man's CD.''' ScreenCrunch takes its madness UpToEleven for the GBA.

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** '''Ground Man's CD.''' ScreenCrunch takes its madness UpToEleven [[ExaggeratedTrope Up To Eleven]] for the GBA.



** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes[[labelnote:There's an easier way]]You can also exploit the conveyor belts, bring them to maximum speed quickly and slide/dash through the last belt to reach it. Yes, it's doable with Mega Man as well.[[/labelnote]].

to:

** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes[[labelnote:There's reflexes. [[labelnote:There's an easier way]]You way, however.]]You can also exploit the conveyor belts, bring them to maximum speed quickly and slide/dash through the last belt to reach it. Yes, it's doable with Mega Man as well.[[/labelnote]].[[/labelnote]]



** There's also the King Jet. [[http://youtu.be/EfojFtwiE38?t=5m6s Good GOD, the f***ing King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.

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** There's also the King Jet. [[http://youtu.be/EfojFtwiE38?t=5m6s [[https://www.youtube.com/watch?v=EfojFtwiE38#t=5m6s Good GOD, the f***ing King Jet.]] You have to fight it on an AutoScrollingLevel, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platform it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.



* ThatOneLevel: Generally, almost ANY of these levels if you're Mega Man. The level design does not work with the character's abilities at certain intervals. (Though WebVideo/ExoParadigmGamer in his review has argued against this, comparing Bass to using the special utilities (i. e. Rush) in other games, and that Mega Man can do just fine with the weapons he acquires, namely the Ice Wall.)

to:

* ThatOneLevel: ThatOneLevel:
**
Generally, almost ANY of these levels if you're Mega Man. The level design does not work with the character's abilities at certain intervals. (Though WebVideo/ExoParadigmGamer in his review has argued against this, comparing Bass to using the special utilities (i. e. Rush) in other games, and that Mega Man can do just fine with the weapons he acquires, namely the Ice Wall.)



** Astro Man's level already has tricky platforming sections and points where you have to deal with parts of the ground launching you into spiked ceilings, but it gets crazy once you get to the disappearing blocks. A particular vertical session becomes very tricky (the first block of the second sequence stands above ''a spike pit'') if you're playing as Mega Man, who can't DoubleJump outside of a very precise GoodBadBug involving the Lightning Bolt, demanding you to have both timing and very quick reflexes to do the climb.

to:

** Astro Man's level already has tricky platforming sections and points where you have to deal with parts of the ground launching you into spiked ceilings, but it gets crazy once you get to the disappearing blocks. A particular vertical session becomes very tricky (the first block of the second sequence stands above ''a spike pit'') if you're playing as Mega Man, who can't DoubleJump outside of a very precise GoodBadBug {{Good Bad Bug|s}} involving the Lightning Bolt, demanding you to have both timing and very quick reflexes to do the climb.

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* GoodBadBugs: Speed Runners have found out that you can double jump with the Lightning Bolt[[labelnote:How abusable it is]]When Lightning Bolt finishes its animation, Mega Man and Bass go back to a "grounded" position for a single frame before falling, which allows the player to press the jump button for an extra jump, and it can be timed for multiple successive jumps. As falling speed also resets, Lightning Bolt also can be used to literally slow down descent and make longer jumps as long as you have energy for the weapon[[/labelnote]]. You can also wall zip by jumping during the Lightning Bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon (or even without ''having to use Bass'') on speed runs.

to:

* GoodBadBugs: Speed Runners GoodBadBugs:
** Speedrunners
have found out that you can double jump with the Lightning Bolt[[labelnote:How abusable it is]]When Lightning Bolt finishes its animation, Mega Man and Bass go back to a "grounded" position for a single frame before falling, which allows the player to press the jump button for an extra jump, and it can be timed for multiple successive jumps. As falling speed also resets, Lightning Bolt also can be used to literally slow down descent and make longer jumps as long as you have energy for the weapon[[/labelnote]]. You can also wall zip by jumping during the Lightning Bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon (or even without ''having to use Bass'') on speed runs.runs.
** The Wily capsule fight can be finished before it even starts by timing a well-placed Remote Mine in the wall just behind Wily before the capsule shows up. If the explosion hits Wily just as the capsule's life gauge starts filling, it'll set his life to zero and end the fight before the life gauge can fill itself.
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** Astro Man's level once you get to the disappearing blocks.

to:

** Astro Man's level already has tricky platforming sections and points where you have to deal with parts of the ground launching you into spiked ceilings, but it gets crazy once you get to the disappearing blocks.blocks. A particular vertical session becomes very tricky (the first block of the second sequence stands above ''a spike pit'') if you're playing as Mega Man, who can't DoubleJump outside of a very precise GoodBadBug involving the Lightning Bolt, demanding you to have both timing and very quick reflexes to do the climb.



** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hunting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

to:

** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hunting hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.
Is there an issue? Send a MessageReason:
None


* GoodBadBugs: Speed Runners have found out that you can double jump with the Lightning Bolt. You can also wall zip by jumping during the lightning bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon (or even without ''having to use Bass'') on speed runs.

to:

* GoodBadBugs: Speed Runners have found out that you can double jump with the Lightning Bolt. Bolt[[labelnote:How abusable it is]]When Lightning Bolt finishes its animation, Mega Man and Bass go back to a "grounded" position for a single frame before falling, which allows the player to press the jump button for an extra jump, and it can be timed for multiple successive jumps. As falling speed also resets, Lightning Bolt also can be used to literally slow down descent and make longer jumps as long as you have energy for the weapon[[/labelnote]]. You can also wall zip by jumping during the lightning bolt Lightning Bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon (or even without ''having to use Bass'') on speed runs.
Is there an issue? Send a MessageReason:
None


* GoodBadBugs: Speed Runners have found out that you can double jump with the Lightning Bolt. You can also wall zip by jumping during the lightning bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon on speed runs.

to:

* GoodBadBugs: Speed Runners have found out that you can double jump with the Lightning Bolt. You can also wall zip by jumping during the lightning bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get [=CDs=] without the required weapon (or even without ''having to use Bass'') on speed runs.



** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes.

to:

** Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD only obtainable through lightning reflexes.reflexes[[labelnote:There's an easier way]]You can also exploit the conveyor belts, bring them to maximum speed quickly and slide/dash through the last belt to reach it. Yes, it's doable with Mega Man as well.[[/labelnote]].

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