* 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.]]
* SugarWiki/AwesomeMusic: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.
* BreatherLevel: [[spoiler: The final level, even after accounting for its handicaps, is much easier than the previous ones.]]
* 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.
** A number of players also dislike the art style and certain songs, while the rest find them good.
** The ending's take on [[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.
* 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.
* 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.]]
* 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?
* GameBreaker: [[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. 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 game's difficulty.
* 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.
** 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.
** Earlier editions of the game had a bug where Jet Man would randomly freeze in place, allowing players to simply buster him to death. Unfortunately, depending on when the bug happened, it could become a GameBreakingBug; this happened during LetsPlay/RoahmMythril's blind run, where Jet Man froze in place during his entry sequence, essentially freezing the game, and forcing Roahm to start the level over and play through it again.
* 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 character.
** [[spoiler:Prototype Zero]] being able to shrug off everything or simply parry everything that Mega Man throws at him becomes this after you see [[spoiler:the episode featuring Zero in ''WebAnimation/DeathBattle''. He's estimated to be tough enough to ''survive the explosive force of an impact similar to the meteor that killed the dinosaurs''.]]
* HolyShitQuotient: 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 [[spoiler: 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.
* 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]]
* {{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]].
* NeverLiveItDown: Despite the many patches and updates made to make the game more balanced, ''Unlimited'' is mostly remembered for its CheckpointStarvation and odd checkpoint placements, such as putting a few ''before'' the mid-bosses of most levels and being [[NintendoHard brutally difficult]], often verging on FakeDifficulty at times.
* OnlyTheCreatorDoesItRight: What some fans feel about Unlimited, and other [[VideoGame/MegamanRevolution Mega Man]] [[VideoGame/MegaManRockForce fan games]]. They claim that it is too cheap and the stages are too long for it to be a true Mega Man game.
* 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.
* 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]]
* 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. This attack gets an upgrade with his Omega form where he carpet-bombs the whole arena, giving you less room to dodge before they explode. Jet Man's other attacks can be dodged consistently, but this attack alone makes him a borderline ThatOneBoss.
** The Captured Wily Stage 1 boss's 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:
** Glue Man has a 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.
** 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 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 {{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.
** 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. 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. Doubly frustrating if you haven't been through Yoku Man's level.
** Captured Wily Castle Stage 3 is long and filled with GravityScrew, and if you haven't been through Yoku Man's stage, you're introduced to the concept of Yoku SpikesOfDoom here.
** 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.
* 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.
* 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 phallic.
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