* 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.
* 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.]]
* BrokenBase:
** 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.
** A number of players also dislike the art style (see TheyJustDidntCare) and certain songs, while the rest find them good.
** 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.
* CreatorsPet: Yoku Man. See [[MartyStu Gary Stu]] below.
* CrowningMusicOfAwesome: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.
* DisappointingLastLevel: While the game wasn't exactly balanced to begin with, the final two levels break the patience of some players due to [[ThatOneLevel distinct]] [[HopelessBossFight reasons]].
* EarWorm: Stage Select music and of course Comet Woman's. Wily Stage 2 has also gotten a lot of praise.
* EnsembleDarkhorse: Hammer Man, especially for those who want to see him as more than a MiniBoss.
* FridgeBrilliance: In Rainbow Man's stage, aside from the prism enemy, the only other enemy is a leprechaun in a pot that tosses out gold coins. Why's that? Well what do you find at the end of a rainbow?
* 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]].
** 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.
* 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.
** Jet Man spends most of the fight offscreen. While all but one of his attacks can be easily dodged, trying to kill him with the Buster takes forever only because he's never available to hit.
* 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.
* HellIsThatNoise: The screeching sound that plays when the boss of the first Occupied Wily stage shows up.
** Yoku Man's stage will make you dread the 'bwoom, bwoom' of yoku blocks.
* HilariousInHindsight: See {{Expy}}.
* 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]].
* HypeBacklash: After coming out of years of development, the game's extreme difficulty level and other issues weren't received too well by a number of people.
* {{Narm}}: As most of the Robot Masters were designed when [=MegaPhilX=] was younger, they end up falling into this. However, this was [[StylisticSuck intentional for Glue Man and Nail Man]].
* OnlyTheCreatorDoesItRight: What some fans feel about Unlimited, and other [[VideoGame/MegamanRevolution Mega Man fan games]]. They claim that it is too cheap and the stages are too long for it to be a true Mega Man game.
* 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.
* ScrappyMechanic:
** The prisms in Rainbow Man's stage are either this or DemonicSpiders[[note]]They force the instakill laser beams [[UpToEleven in a triangular spread]][[/note]]
* 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.
** Jet Man can also pose quite a challenge. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage. He also doesn't give you many opportunities to hit him.
** 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.
** 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.
** The fight with [[spoiler:Bass, and then the two-form Wily Machine. None of the fights are particularly ''hard'', per se, but they come one after another with no chance to regain lost health or weapon energy without an E- or W-Tank]].
* ThatOneLevel:
** 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.
** Yoku Man's level also counts, for [[BrutalBonusLevel obvious reasons]].
** Captured Wily Castle Stage 4 is a prime contender, even accounting for the fact that it's a Fortress stage. [[spoiler:9 Robot rematches complete with gimmick mini-levels prior to each rematch and a 3-part final boss battle all in one stage]]. It is enough to make players rage.
** Jet Man's stage, which involves a long portion over a bottomless pit, which you must cross using platforms that move when you run the opposite direction. This is while steady streams of enemies jump up from the bottomless pit, and a pair of enemies perform what can only be described as an air raid. If you get hit by any of these, especially in midair, instant death is pretty much guaranteed.
* ThatOneAttack:
** Yoku Man has an attack where he will make death spikes appear one tile above the ground in a row, except where he is about to appear and right beside him. If you didn't make it through his previous attack pattern properly, you're almost certain to die, unless you get lucky.
** Jet Man's bombs. If you're on the right side of the screen, you get about a second to dodge or counter the bombs (and they don't fall straight, unlike the bombs dropped by the regular enemies). If you're on the wrong side, then you're just screwed. Jet Man's other attacks can be dodged consistently, but this attack alone makes him a borderline ThatOneBoss.
** 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.
* 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.
* TheyWastedAPerfectlyGoodPlot: Which is [[ExcusePlot saying something]].
* ToughActToFollow: Since the game came out years after the release of the well-received ''VideoGame/MegaMan9'' (which ''Unlimited'' was initially ''intended'' as a [[FanSequel follow-up]] to), this was bound to happen. It doesn't help that ''VideoGame/MegaMan10'', which came out during its development, looks like a more well-balanced game in comparison.
* UnfortunateCharacterDesign: At least one fan noticed that the dome on Trinitro Man's head looks like a certain kind of "long object".