History YMMV / MegaManUnlimited

11th Aug '16 10:39:11 AM Ferot_Dreadnaught
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** A number of players also dislike the art style (see TheyJustDidntCare) and certain songs, while the rest find them good.

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** A number of players also dislike the art style (see TheyJustDidntCare) and certain songs, while the rest find them good.



* TheyJustDidntCare:
** Phil publically ignored [[BigNameFan Zan Sidera]]'s advice on graphic limitations. As a result, the game has more colours than it really should for an "NES" feel.
*** To elaborate, the NES is a 8bit console, but it utilises 2bit for its 8 color palettes (4 palettes for sprites and 4 palettes for background objects). To demonstrate 2bit goes this way: 00 01 10 and 11 (3+1 colors). 00 is the transparency (+1), which color is always the same for all the other of the 8 palettes the NES uses. 01 10 11 are the three slots (3), which can be used for any colour of the NES palette. The maximum you can have on the screen for a NES game are 24+8 colors, but since the transparency is for all the other palettes the same, you have 25 colors.
*** The game also features sprites that would be too big for the NES to render, and would have to use the single background layer, which means the background would have to be solid black. The Forkift minibosses from Jet Man's stage and the Platypressor minibosses from Glue Man's stage come to mind, and the [[ShockAndAwe Elecrab]] [[GiantEnemyCrab boss]] of the first fortress stage is an even worse offender.
** However, this is subverted with technical issues. The most recent patch (1.1.0) fixed most of them.
** The issues with the game's difficulty is subverted as well, as [=MegaPhilX=] has been listening to feedback and made several balance changes to the game as of 1.1.0. The biggest change is in regards to the checkpoints in the fortress stages. When you die at one of the fortress bosses, you will restart at that boss, rather than 2/3 of the way through the stage as you do in the current version. An Easy Mode is also added.
*** [[DoubleSubversion Unfortunately]], said Easy Mode turned out to show some questionable changes.
28th Jun '16 6:31:49 AM GeminiSparkSP
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** 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.
14th Apr '16 4:10:58 PM Angeldeb82
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* SugarWiki/AwesomeMusic: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.



** 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.

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** The ending[[spoiler:'s take on the events that bridge the Classic and X timelines.]] 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.



* CreatorsPet: Yoku Man. See [[MartyStu Gary Stu]] below.
* CrowningMusicOfAwesome: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.

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* CreatorsPet: Yoku Man. See [[MartyStu Gary Stu]] below.\n* CrowningMusicOfAwesome: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.



* GaryStu: Yoku Man is arguably this, as he seems to have a LOT of [[CreatorsPet preferential treatment planned for him]], by his designer Starsimsuniverse. To wit:
** A [[TakeOurWordForIt supposedly]] [[AllThereInTheManual extensive backstory]] that wouldn't even fit on his data card (such as the fact that he comes from part unknowns).
** His power is based on an infamous [[TemporaryPlatform series staple]], making him skirt the line of [[VillainSue Villain Sue]].
** In his data card, his bad point is described, "-----".
** The privilege to be a hidden robot master in the main game, rather than being an unlockable bonus outside of it (like, say, the Rockman Killers in ''10'').
** Starsimsuniverse expressed the desire to have him become a public domain character, so that ''[[WolverinePublicity everyone could use him in their fan games]]''.
** [[spoiler: You have to fight him in the BossRush, whether or not you wanted to clear his stage first.]]
** Unlike all the other Robot Masters, he lacks a serial number, implying that he is "special".
** Ironically, we know next to nothing about him because all we get is "???" regarding his background. He's so much of an enigma that the idea of being portrayed as a Gary Stu doesn't hold up unless you know about Yoku Man's conceptualization.



** The [[GiantEnemyCrab crab boss]] at the end of the first fortress level is also aggravating. You fight it on a set of three ladders over a BottomlessPit, where getting hit by anything is almost guaranteed to be fatal thanks to the KnockBack. Coming in with a stock of Beat Whistles is highly recommended.

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** The [[GiantEnemyCrab crab boss]] at the end of the first fortress level is also aggravating. You fight it on a set of three ladders over a BottomlessPit, {{Bottomless Pit|s}}, where getting hit by anything is almost guaranteed to be fatal thanks to the KnockBack. Coming in with a stock of Beat Whistles is highly recommended.
18th Aug '15 4:23:40 PM Booster137
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*** Its other attack is annoying as well, since one hit from it will also ensure your death.
18th Aug '15 4:13:44 PM Booster137
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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 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.

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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 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]].
2nd Aug '15 8:32:55 AM TokoWH
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* MemeticMutation: "So, like a normal Mega Man Unlimited level." [[labelnote:Explanation]]It's become a meme from both detractors and people who like the game to say this in response to {{Marathon Level}}s in other games, either by describing the level in detail or using it in response to someone talking about a MarathonLevel in another game, the joke being that ''all'' the levels in ''Mega Man Unlimited'' are {{Marathon Level}}s in and of themselves.[[/labelnote]]
19th Jul '15 1:03:08 AM MisterVacan
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** In his data card, his bad point is described, "-----".
5th Jul '15 8:45:40 AM TokoWH
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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 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 FakeDifficultly 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 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 FakeDifficultly 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]]
5th Jul '15 8:44:56 AM TokoWH
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Added DiffLines:

* 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 FakeDifficultly 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]]
2nd Jul '15 7:34:11 AM MagBas
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** Individual players either come to praise the game's daring approach or despise it as an exercise in frustration due to the ''brutal'' difficulty. Further complicating things is the fact that while the game's steep and unforgiving learning curve is frustrating to some players, many like the game for ''that very reason'' and [[UnpleasableFanbase balked]] when [=MegaPhilX=] announced a number of changes to balance the game's difficulty.

to:

** Individual players either come to praise the game's daring approach or despise it as an exercise in frustration due to the ''brutal'' difficulty. Further complicating things is the fact that while the game's steep and unforgiving learning curve is frustrating to some players, many like the game for ''that very reason'' and [[UnpleasableFanbase balked]] when [=MegaPhilX=] announced a number of changes to balance the game's difficulty.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.MegaManUnlimited