History YMMV / MegaManUnlimited

30th Oct '17 3:08:53 PM barberbarberjoe
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** In addition, the songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Occupied Wily Castle stage songs make the quality gap more obvious.

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** In addition, the songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Occupied Captured/Occupied Wily Castle stage songs make the quality gap more obvious.
30th Oct '17 3:08:01 PM barberbarberjoe
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30th Oct '17 3:07:31 PM barberbarberjoe
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** In addition, the songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Occupied Wily Castle Stages make the quality gap more obvious.

to:

** In addition, the songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Occupied Wily Castle Stages stage songs make the quality gap more obvious.
30th Oct '17 3:05:56 PM barberbarberjoe
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Added DiffLines:

** In addition, the songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Occupied Wily Castle Stages make the quality gap more obvious.
29th Oct '17 12:51:47 PM barberbarberjoe
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* SignatureScene: The final boss battle, specifically when [[spoiler:Prototype Zero slices off Mega Man's arm]].

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* SignatureScene: The final boss battle, specifically when [[spoiler:Prototype Zero slices off Mega Man's arm]].arm off]].
29th Oct '17 12:49:06 PM barberbarberjoe
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* SignatureScene: The final boss battle, specifically when [[spoiler:Prototype Zero slices off Mega Man's arm]].
21st Oct '17 2:41:20 PM barberbarberjoe
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** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think it makes the stages and assorted details look beautiful by NES standards, while others think it was taken too far, like with Whirlpool Man's stage.

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** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think it makes the stages and assorted details look beautiful by NES standards, while others think believe that it was taken too far, like with Whirlpool Man's stage.
21st Oct '17 2:40:17 PM barberbarberjoe
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Added DiffLines:

** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think it makes the stages and assorted details look beautiful by NES standards, while others think it was taken too far, like with Whirlpool Man's stage.
11th Sep '17 1:30:18 PM lalalei2001
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* AntiClimaxBoss:
** [[spoiler: Prototype Zero, if you consider him to be the final 'boss' of the game, is a letdown compared to the three-part battle in Wily stage 4.]]

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* AntiClimaxBoss:
**
AntiClimaxBoss: [[spoiler: Prototype Zero, if you consider him to be the final 'boss' of the game, is a letdown compared to the three-part battle in Wily stage 4.]]
11th Sep '17 2:45:31 AM lalalei2001
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* AntiClimaxBoss: Well depends if you think Hammer Man should still be a Robot Master or not. [[spoiler: Prototype Zero is also, if you consider him to be the final 'boss' of the game. A letdown compared to the three-part battle in Wily stage 4.]]
** BossInMookClothing: Considering his origins, he might not be so easy to beat.

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* AntiClimaxBoss: Well depends if you think Hammer Man should still be a Robot Master or not. AntiClimaxBoss:
**
[[spoiler: Prototype Zero is also, Zero, if you consider him to be the final 'boss' of the game. A game, is a letdown compared to the three-part battle in Wily stage 4.]]
** BossInMookClothing: Considering his origins, he might not be so easy to beat.
]]



* BreatherLevel:
** Much debate has gone about this, but according to at least 1 forum post and the mock-up video of Tank Man's stage, his level may be the EASIEST to get through. [[spoiler: The final design of the level is quite a bit harder than shown in the mock-up video, but still one of the easier levels.]]
** [[spoiler: The final level, even after accounting for its handicaps.]]

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* BreatherLevel:
** Much debate has gone about this, but according to at least 1 forum post and the mock-up video of Tank Man's stage, his level may be the EASIEST to get through. [[spoiler: The final design of the level is quite a bit harder than shown in the mock-up video, but still one of the easier levels.]]
**
BreatherLevel: [[spoiler: The final level, even after accounting for its handicaps.handicaps, is much easier than the previous ones.]]



** The ending[[spoiler:'s take on the events that bridge the Classic and X timelines]]. Some think it's really awesome and love the connection, others don't mind it, some feel it could be handled better and there are those who consider it an untouchable plot point and felt offended by the game's pretentiousness. Others still feel that having the game end with [[spoiler: an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.
* CheckpointStarvation: One of the most frequently stated complaints about the game, though in most cases it's not the lack of checkpoints so much as ''where they are''. For example, the checkpoints in Yo-yo Man and Trinitro Man's stages are set at about 1/3 of the way through the stage, while the checkpoint in Glue Man's stage is considerably further than halfway through the stage. LetsPlay/RoahmMythril, in his blind run, also pointed to the checkpoint in Rainbow Man's stage, which was ''before'' the midboss rather than after, and also to the fact that the secondary checkpoints in the fortress stages didn't activate until you met the stage boss, even though he had reached the checkpoints in earlier unsuccessful runs.
* CreatorsPet: Yoku Man.

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** The ending[[spoiler:'s ending's take on the [[spoiler:the events that bridge the Classic and X timelines]]. Some think it's really awesome and love the connection, others don't mind it, some feel it could be handled better and there are those who consider it an untouchable plot point and felt offended by the game's pretentiousness. Others still feel that having the game end with [[spoiler: an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.
* CheckpointStarvation: One of the most frequently stated complaints about the game, though in most cases it's not the lack of checkpoints so much as ''where they are''. For example, the checkpoints in Yo-yo Man and Trinitro Man's stages are set at about 1/3 of the way through the stage, while the checkpoint in Glue Man's stage is considerably further than halfway through the stage. LetsPlay/RoahmMythril, in his blind run, also pointed to the checkpoint in Rainbow Man's stage, which was ''before'' the midboss rather than after, and also to the fact that the secondary checkpoints in the fortress stages didn't activate until you met the stage boss, even though he had reached the checkpoints in earlier unsuccessful runs.
* CreatorsPet: Yoku Man.
note.



* EndingFatigue: [[spoiler:The sheer amount of things you have to do in Fortress Stage 4 causes this on its own, let alone when considered alongside the "level" that follows it.]]



* GameBreaker: ''Holy Hell'', [[spoiler: Prototype Zero]]. You have to have already beaten the game already on original or instant death, so it can't be used to cheese the game as soon as you start, but once you unlock him, he ''bends Unlimited's legendary difficulty over and smacks it acrossed the rear.'' Granted, he starts out weak, [[MagikarpPower and grows more powerful the more bosses you beat]], but even if you only beat a third of them, he completely punches a hole through a good portion of the games difficulty. Honestly, if you're still steaming after finally beating the game as Mega Man, [[CatharsisFactor obliterating the game as him really alleviates some stress]].
* GoddamnedBoss: The second [[spoiler:Wily Machine]]. Its attacks are fairly easy to dodge, but its vulnerability window is tiny, and the Rainbow Beam, the most effective way to hit it, does barely any damage.

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* GameBreaker: ''Holy Hell'', [[spoiler: Prototype Zero]]. You have to have already beaten the game already on original or instant death, so it can't be used to cheese the game as soon as you start, but once you unlock him, he ''bends Unlimited's legendary difficulty over and smacks it acrossed the rear.'' Granted, he start. He starts out weak, [[MagikarpPower and grows more powerful the more bosses you beat]], but even if you only beat a third of them, he completely punches a hole through a good portion of the games difficulty. Honestly, if you're still steaming after finally beating the game as Mega Man, [[CatharsisFactor obliterating the game as him really alleviates some stress]].
game's difficulty.
* GoddamnedBoss: GoddamnedBoss:
**
The second [[spoiler:Wily Machine]]. Its attacks are fairly easy to dodge, but its vulnerability window is tiny, and the Rainbow Beam, the most effective way to hit it, does barely any damage.



* GoodBadBugs: The top of Trinitro Man's head is intended as SchmuckBait as hitting it causes a lot of damage but hitting it three times causes it [[TakingYouWithMe to explode]]. If, however, the 3rd hit's damage is enough to KO Trinitro Man, the head does not explode and you win.
** Using Glue Man's weapon, you can zip through walls similar to the bugs in earlier classic Megaman games. It was patched out in a later version, but demand caused the devs to release a "Speedrunning version" that reinstated the glitch (along with adding a few features, like an in-game timer).

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* GoodBadBugs: GoodBadBugs:
**
The top of Trinitro Man's head is intended as SchmuckBait as hitting it causes a lot of damage but hitting it three times causes it [[TakingYouWithMe to explode]]. If, however, the 3rd hit's damage is enough to KO Trinitro Man, the head does not explode and you win.
** Using Glue Man's weapon, you can zip through walls similar to the bugs in earlier classic Megaman games. It was patched out in a later version, but demand caused the devs to release a "Speedrunning version" that reinstated the glitch (along glitch, along with adding a few features, like an in-game timer).timer.



* HilariousInHindsight: See {{Expy}}.
** In [[spoiler:Zero]] mode, you play as a rogue prototype robot who constantly lose health, and the way to stay alive is to kill enemies. In ''VideoGame/MightyNo9'', Ray's gimmick is exactly that. It also helps that she's an {{Expy}} of said spoiled character.

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* HilariousInHindsight: See {{Expy}}.
HilariousInHindsight:
** In [[spoiler:Zero]] mode, you play as a rogue prototype robot who constantly lose health, and the way to stay alive is to kill enemies. In ''VideoGame/MightyNo9'', Ray's gimmick is exactly that. It also helps that she's an {{Expy}} of said spoiled character.



* HolyShitQuotient: Surprisingly high. Highlights include [[spoiler: Proto Man getting infected and turning on you, Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending is one big holy shit moment [[spoiler: since it essentially bridges the Classic and X series]].

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* HolyShitQuotient: Surprisingly high. Highlights include [[spoiler: Proto Man getting infected and turning on you, Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending is one big holy shit moment [[spoiler: since it essentially bridges the Classic and X series]].



* NeverLiveItDown: Despite the many patches and updates made to make the game more balanced, ''Unlimited'' is mostly remembered for it's CheckpointStarvation and odd checkpoint placements, such as putting a few ''before'' the mid-bosses of most levels [[note]]Granted, only the later of which got fixed and readjusted to better places. The former is only fixed if you play on easy mode[[/note]] and being [[NintendoHard brutally difficult]], often verging on FakeDifficulty at times. [[note]]In addition to the fact that most of the more blatant FakeDifficulty areas got majorly adjusted, many argue that most of the stuff people complain about also holds true for any Mega Man game, being hard when you first play it, but gets easier on repeated playthroughs. Most often point out stuff like [[OneHitKill death spikes]] are mostly aesthetic and you'd have to be an idiot to die from them, and while Rainbow Man's stage does have far more instant death beams than Quick Man's, it also gives you far more leeway on them to react than Quick Man's.[[/note]]

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* NeverLiveItDown: Despite the many patches and updates made to make the game more balanced, ''Unlimited'' is mostly remembered for it's its CheckpointStarvation and odd checkpoint placements, such as putting a few ''before'' the mid-bosses of most levels [[note]]Granted, only the later of which got fixed and readjusted to better places. The former is only fixed if you play on easy mode[[/note]] and being [[NintendoHard brutally difficult]], often verging on FakeDifficulty at times. [[note]]In addition to the fact that most of the more blatant FakeDifficulty areas got majorly adjusted, many argue that most of the stuff people complain about also holds true for any Mega Man game, being hard when you first play it, but gets easier on repeated playthroughs. Most often point out stuff like [[OneHitKill death spikes]] are mostly aesthetic and you'd have to be an idiot to die from them, and while Rainbow Man's stage does have far more instant death beams than Quick Man's, it also gives you far more leeway on them to react than Quick Man's.[[/note]]times.



* PacingProblems: [[spoiler:The sheer amount of things you have to do in Fortress Stage 4 causes this on its own, let alone when considered alongside the "level" that follows it.]] There is also a feeling among a VocalMinority that most of the stages are too long to [[CheckpointStarvation have only two checkpoints]].
* PanderingToTheBase: The development of the game itself is a form of this, due to the fans begging Mega Phil X to make a full project out of his fan-made trailer. Although, Phil is a dedicated Classic Mega Man fan, so it evens out somewhat (but [[BeCarefulWhatYouWishFor even then...]]).

to:

* PacingProblems: [[spoiler:The sheer amount of things you have to do in Fortress Stage 4 causes this on its own, let alone when considered alongside the "level" that follows it.]] There is also a feeling among a VocalMinority that most of the stages are too long to [[CheckpointStarvation have only two checkpoints]].
* PanderingToTheBase: The development of the game itself is a form of this, due to the fans begging Mega Phil X to make a full project out of his fan-made trailer. Although, Phil is a dedicated Classic Mega Man fan, so it evens out somewhat (but [[BeCarefulWhatYouWishFor even then...]]).



** The Captured Wily Stage 1 boss is most certainly abusive with his electrifying ladder attack. One hit while on the ladder it affects is enough to send you into a bottomless pit.
*** Its other attack is annoying as well, since one hit from it will also ensure your death.
* ThatOneBoss: Most Let's Players agree or seem to have the most issues with Glue Man. Most have a hard time keeping up with his fast pace. He also deals a ''lot'' of CollisionDamage. His Omega form is even worse, as he now shoots three glue shots at a time as opposed to one, and his collision damage has been increased.

to:

** The Captured Wily Stage 1 boss is most certainly abusive with his boss's electrifying ladder attack. One hit while on the ladder it affects is enough to send you into a bottomless pit.
***
pit. Its other attack is annoying as well, since one hit from it will also ensure your death.
* ThatOneBoss: Most Let's Players agree or seem to have the most issues with ThatOneBoss:
**
Glue Man. Most have Man has a hard time keeping up with his fast pace. He also deals a ''lot'' of CollisionDamage. His Omega form is even worse, as he now shoots three glue shots at a time as opposed to one, and his collision damage has been increased.



** Yoku Man. He summons yoku blocks, then teleports to a random yoku block and fires a fast moving projectile at you. After three yoku blocks, he teleports to the bottom of the stage and fills it with spikes, except for a small area in front of him. On the bright side, if you got Yoku Attack prior to the fortress, you can serve him a taste of his own medicine in the BossRush. He's absurdly weak to his own weapon.

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** Yoku Man. He Man summons yoku blocks, then teleports to a random yoku block and fires a fast moving projectile at you. After three yoku blocks, he teleports to the bottom of the stage and fills it with spikes, except for a small area in front of him. On the bright side, if you got Yoku Attack prior to the fortress, you can serve him a taste of his own medicine in the BossRush. He's absurdly weak to his own weapon.



** Rainbow Man's level, which is loaded with Quick Man death beams. It even gets ''worse'', as some of the beams will pass through prisms that fan the light out into a wide area (that isn't any less deadly). It got toned down as of version 1.1.0, cutting out a number of potential cheap deaths, though the stage is still quite challenging.

to:

** Rainbow Man's level, which is loaded with Quick Man death beams. It even gets ''worse'', as some of the beams will pass through prisms that fan the light out into a wide area (that isn't any less deadly).area. It got toned down as of version 1.1.0, cutting out a number of potential cheap deaths, though the stage is still quite challenging.



* TheyWastedAPerfectlyGoodPlot: Which is [[ExcusePlot saying something]].



* UnfortunateCharacterDesign: At least one fan noticed that the dome on Trinitro Man's head looks like a certain kind of "long object".

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* UnexpectedCharacter: [[spoiler:How many people were expecting Zero (or at least a prototype of him) to be a PostFinalBoss? Even after that, nobody expected him to become a [[SecretCharacter playable character]], either.]]
* UnfortunateCharacterDesign: At least one fan noticed that the dome on Trinitro Man's head looks like a certain kind of "long object".phallic.
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