That One Level: Mega Man

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    Mega Man (Classic series) 

Mega Man 1

  • Guts Man, the real problem is the start of the level, with precise jumps when the platforms carrying you are about to drop.
  • Ice Man: Yoku Blocks and moving platforms that double as enemies that shoot at you; incredibly easy if you have the Magnet Beam, though... which can only be gotten in Elec Man's stage and you must have Guts Man's weapon to access it.
  • Dr. Wily Stage 1, with the opening sequence of dodging the game's Boss in Mook Clothing enemy Big Eye, with no helpful stage geography to use against them; the return of the enemy-slash-platforms from Ice Man's stage, now in a room full of spikes that they will arbitrarily fly you up into if you don't fall onto the spikes on the floor; a required Magnet Beam section that can send players all the way back to Elec Man's stage if they didn't know the item was necessary; and capped off with the Yellow Devil in his first and most difficult incarnation.

Mega Man 2

  • Quick Man's level, two-thirds of which is a vertical maze of instant-kill lasers; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means that unless you refill it, you can't use it against Quick Man (who is weak to Flash Man's power).
  • Heat Man's level possibly tops this if you try to tackle it early on, because it has an EXTREMELY long sequence of those annoying yoku blocks, most of which is over a pit. Fortunately, if you do it after beating Air Man, who gives you the Item 2 Jet Sled, you can bypass that entire part (of course, Air Man will not die...)
    • The blocks in Heat Man's stage aren't too tricky, as the developers were kind enough to give all the platforms similar enough timing so that you can generally traverse every jump the same way and have time to correct yourself onto the platform that just appeared even when you're jumping blindly. However, near the end, you suddenly have to jump straight up onto a platform. You WILL die the first time.
  • Wood Man's level isn't too bad... until you get attacked by Hot Dogs whose fire attacks are almost impossible to dodge and can cause a ton of damage. The Atomic Chickens near the end of the level are no better.
  • Air Man's level is a pain, too. For the first part of the level, you have to jump on "Air Tikis". When you are standing on one of them, the constantly spawning enemies combined with the drills coming out of the sides of its head means that you can't get off. What's worse, later in the level, you have to jump from one Air Tiki to another. Keep in mind that they only appear when you get nice and close to them. Which means in the end that there always will be a drill in your way. Then there's those Lightning Lords that you have to kill and then ride on their cloud platforms, and all those Pipis. And, if you survive, guess who you have to fight? Wood Man's Leaf Shield helps out a lot here, as it not only is Super Effective against the boss, but can be used to farm powerups and 1Ups from the respawning enemies. But every time somehow, every time...

Mega Man 3

Mega Man 4

Mega Man 5

  • Wave Man's jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target then usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and evil robo-dolphins, bookending a giant octopus miniboss. The problem? You can't pause at all during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemyspam sections and a miniboss on one tank of health and awkward controls.
  • Then there's the falling-block gap of death in Gyro Man's stage, complete with its anvil-drop enemies that totally screw a good straight shot on the falling blocks.

Mega Man 6

  • Plant Man, a long section involving jumping over water-filled pits via springs. Problem is, the springs don't always spring you as high as you need to go, dumping you into the pits on a regular basis. Oh, and then there are the lovable robot pirahnas jumping out of the water to further ruin your jumps.
    • What's the reward for beating Plant Man (aside from his weapon)? The Jet Adapter, the one power-up that can make this entire section a breeze. Pretty smart decision, developers...

Mega Man 7

  • Turbo Man's stage contains the aforementioned instant-death lasers from Quick-Man's level (they're actually magma pillars this time around), and a section with instant-death spikes combined with tires that move on the ceiling. These tires have a habit of pushing you mid-jump into said spikes.

Mega Man 8

  • The rocketboard sections. Enough to prevent some gamers from even finishing the game successfully.
    Jump! Jump! Slide! Slide! *shudder*
    • Adding to the irritating nature of the whole thing is the boss at the end of the second Rocketboard Section, who is very easily That One Boss because he can only be hurt using the friggin' Mega Ball. It's basically a soccer ball that you can only "aim" by estimating where the ricochet goes. And considering that you don't get the Mega Ball from a Robot Master, and it's only just handed to you, it seems more like this boss was only added to justify the ball's existence. What's the real kicker? If you die fighting this boss, you do the Rocketboard section again.
  • Rockman 8 FC, an 8-bit Fan Remake of Mega Man 8, made changes to some of the levels beyond the graphics. One of these is Sword Man's stage, which has been transformed into a veritable living hell. The real agony comes from one section, which made the sadistic decision of combining a river of insta-kill lava, single-square-wide platforms, a pseudo-Advancing Boss of Doom that erases these already tiny platforms, and Goddamn Bats swooping at you to knock you in. The hammer enemy is also quick, giving you practically zero time to stop and readjust your jump or clear said enemies out of the way. The rest of the level is somewhat difficult, but it becomes a cakewalk compared to the nightmare that is this section.

Mega Man 9

  • Jewel Man's stage, which combines a difficult spike jump to the miniboss, the miniboss itself (which is suprisingly difficult), and a near-impossible spike jump shortly after said miniboss, and almost instantly after that one, you get to another one of those spike jumps, which is even harder.
  • Guess what? 9 has not only magma flows reminiscent of the Quick beams, but THE LASERS THEMSELVES make a return, complete with the sound effect! Of course, these are less 'laser' than 'magma jet' in both incarnations. Thank god for the Concrete Shot, eh?
  • Let's not forget Wily Stage 3. Here is a level that has a few areas where you're constantly floating upwards; sound okay, right? WRONG, the floating areas are chock full of spikes, and you can only move Mega Man by shooting the buster, which increases his inertia the more you shoot in one direction, which is a lot harder than it sounds, as you have to move at the correct speeds or you will get spiked and die. And if that wasn't enough, there's several spots where an enemy will drop down and DRAG you right into the very spike you thought you narrowly avoided. Oh, and the boss of this stage is not one, but two incarnations of the classic Yellow Devil boss. RAGE.

Mega Man 10

  • Commando Man's stage, which is in a desert that has enemies posing as land mines that make huge explosions when you get near them, and about halfway through, a sandstorm that sporadically covers the entire screen and pushes you in its direction while blinding your view of the spikes on the limited platforms and the gaps that drop you into the bottomless pit below.
  • Blade Man's level is also pretty bad due to an annoying midboss, and a mine cart section above another bottomless pit with Goddamn Bats trying to knock you in every couple of seconds.

Game Boy games

  • Mega Man III overall was a cruel and evil game. While the first four stages aren't too much trouble, the second set has likely broken many a Game Boy. Two in particular are pure evil. Dive Man's stage is filled with spikes, at one point making you jump between raised pillars of spikes. It also forces you to jump on a platform that's on top of rising and falling water, and of course, the platform is surrounded by spikes on both sides. Dust Man's stage, however, is truly terrible. It has pits with Upndowns coming out of them, and not one, not two, but at least 10 pixel perfect jumps are required to make it through the stage. There is also the dust crusher section, which required Mega Man to slide through gaps with perfect timing or he dies. When you finally get to Dust Man, you find that he's a pathetic Anticlimactic Boss which really makes the stage feel even worse by comparison. Dust Man's stage really is the closest Mega Man has gotten to Platform Hell.
  • Mega Man V has Venus's stage, which has a section where Mega Man must bounce in between instant-death spikes.

    Mega Man X 

  • In general, any of the side-scrolling hoverbike levels qualify, thanks to the annoyingly precise jumps needed to get through. Let us not get started on the 3D ones in X7 and X8.

Mega Man X

  • Spark Mandrill's stage was quite a pain. Having to dodge moving sparks on the ground while giant tank enemies shoot missiles at you, an irritating miniboss, and Blackout Basement sections with extremely cheap enemy placement. Not to mention the fact that at the start of the stage, there's a lower route that takes you quite a long way past quite a few hazards and turns out to be a complete dead end.
    • This was slightly mitigated by beating Storm Eagle first: his air carrier would crash into Mandrill's stage, eliminating the sparked floors and taking away a lot of the mid-boss's bite. The blackouts would be a little more prevalent, however.
  • Sigma Stage 1 can also be a pain, with it being a very, very long stage starting with having to jump over moving platforms with enemies that can potentially knock you off into a bottomless pit. Then you have to fight a few bosses throughout such as Vile (which thankfully you don't have to beat again once you beat him once), an annoying area where you have to climb vertically with several enemies hugging the wall that can easily knock you down, and then you have to fight Boomer Kuwanger again. Each by themselves isn't that bad, but enduring through the rest of the level makes this a pain. Then you have to face the Bospider...

Mega Man X2

Mega Man X3

Mega Man X4

Mega Man X5

  • The best thing about Quick Man's stage, of course, is that, for some reason, Capcom feels the need to keep revisiting it in later games. Here, in particular, they managed to make it even worse: it's bad enough that X-series characters slide slowly down walls, making it harder to fall past the lasers quickly enough, but Capcom then added in more lasers! And at the end of the stage? You fight That One Boss.
  • Squid Adler/Volt Kraken's stage is even worse. The stage starts on a hoverbike, with lots of bottomless pits to fall in, and getting scrolled off the screen kills you. To make matters worse, there are eight glowing things to get if you want the head parts of the Falcon Armor. Even if you survive that, there's still plenty of annoying switch puzzles to go through. Oh, and did we mention that if you want 100% Completion, you're going to have to revisit it, in a game that punishes revisiting levels?
    • The level expects you to be ready to jump before the "READY" message leaves the screen.

Mega Man X6

  • Gate's Laboratory stage 1 & 2: instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the previous level with the wrong armor for its level (you can't go back to switch armors once you enter Gate's domain, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with). Utterly horrific.
  • Blaze Heatnix's level. While not hard on the scale Gate's lab is, Heatnix's domain contained not only lethal rising lava, but about half a dozen ultra-annoying minibosses as well. Seeing as how X6 has hideous game balance in general, this is probably not surprising.
  • The rest of the levels — ALL OF THEM — qualify thanks to poor level design. Blizzard Wolfang's stage (if it wasn't the avalanches in the first part, it was the falling ice blocks in the second), Rainy Turtloid (acid rain and long stretches of moving platforms over pits), Metal Shark Player (Stupid, stupid compactor areas), Ground Scaravich (annoying totem poles and mazes), Shield Sheldon (laser puzzles ahoy)...in fact, the only stages that can't be considered a Scrappy Level in this game are Infinity Mijinion's and Commander Yammark's. And to some, Infinity Mijinion's stage is a Scrappy Level too, mostly because the entire first half of the stage is a Mini-Boss fight.
  • And, depending on the order you do things, thanks to the ever so aptly named Nightmare System, you have to do Yammark's or Turtloid's level in the dark! OK, there's a spotlight on your position, but it doesn't help that much.
    • Recycle Lab. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third? Spikes and a conveyor belt, and ice if you've triggered the Nightmare effect from Blizzard Wolfang's stage. It's like giving a teenager alcohol and a car at the same time.
    • The Central Museum (Ground Scaravich) begs to differ. To elaborate, the entire stage is as chaotic and unexpected as the words can be. For starters, the rooms that the totem holograms transport you to are VERY random, meaning you'll never know which area you'll stumble upon and that you'll have to revisit the whole place to get every single item/Reploid. These rooms consist of rapidly materializing boulders, meaning you can't stand still for too long. To make things worse, some of these rooms can only be reached by activating two of the eight possible Nightmare Effects (the rain or the metal blocks). That, and the terrain is just as (or even more) randomized. But the real problem and what makes this stage Xtremely painful is the fact that the ONLY enemies you're going to encounter (save for the totem poles) are the very troublesome Nightmare Viruses, and they come in PACKS. The damage from touching these buggers and the projectiles they fire are deceptively dangerous, and they rack up unforgivingly. And you better be fast in rescuing those Reploids too, since the risk of them getting infected is just absurd. Hands down THE most luck-driven and dangerous stage in the entire game.
  • Infinity Mijinion's sub-stage also qualifies. There are almost NO FLOORS in this section. Instead, you get hand rails that you need to remember to hold Up on the D-pad to cling to. Meanwhile, there are TONS of Nightmares in this section. They just love sucking the life out of unsuspecting Reploids, including ONE THAT IS LITERALLY RIGHT ON TOP OF THE POOR REPLOID IMMEDIATELY AS YOU SEE IT. If you're not fast enough, as in killing the thing immediately as it comes on screen, you will lose this Reploid and have to quit without saving if you were after 100% Completion. Oh, and even when you do rescue this Reploid, it's entirely possible that you will fall to your death anyway. Oh well, for a noble cause...

Mega Man X7

  • Flame Hyenard's stage isn't so bad during the 2D section, except for the lava that kills you if you touch it; no Mercy Invincibility here! But then you get to the 3D section, which has that lava practically everywhere. And there are those stupid sonar tower thingies that can knock you out of midair if you get hit by the soundwaves on the middle of the platforms that aren't that big to begin with, as well as gigantic robots with a nearly unavoidable attack, and they almost always show up two to a platform. There's also a Reploid that disappears if you die before you get to him, regardless of whether he got hit by enemy robots, and a Heart Tank on a really low beam. Then you beat all this and actually get to fighting Hyenard...
  • Snipe Anteator's stage is arguably worse than Hyenard's. For one, the entire stage is 3D. Then there's those goddamned samurai that shoot out Sword Beams that have very unclear range, cannot be damaged except from behind, and you need Axl to take them down if you want to rescue all the Reploids and/or get X's Helmet Armor, as they're able to go through walls you otherwise can't pass! But the gravity switch gimmick is simply dreadful, because each time you get flipped, so too do your movement controls. There's also a bit of Camera Screw going on; the camera is more zoomed in while you are upside down. And if you'd expect Snipe Anteator to be easy after all the bullshit his stage puts you through, well... you'd be wrong.

Mega Man X8

  • Burn Rooster's stage starts out going down an auto-scrolling series of platforms. After that, there's a large spike-filled room. Next, another auto-scrolling section, and then the boss. Finally, in the ultimate cheap shot, even after beating the boss, you have to escape in yet ANOTHER auto-scrolling section, this time going up.
  • Another example: Gravity Antonion. It's easy until you get to the minigame (@ 1:42 in the video). There are six blocks on the ceiling. Suddenly, they sprout spikes and fall on you. You then hide on the walls, while they sprout spikes from their top and fly up at you. Repeat ad nauseam. The Awesome Music doesn't help. Sigma Palace is also a controller breaker, but it's the Very Definitely Final Dungeon, so it's justified.
  • Dark Mantis's stage, Pitch Black. Not only is it Exactly What It Says on the Tin, the only way to be able to collect anything of any value involves turning on the power, which cannot be done unless you beat Gigavolt first, and also requires you to transform into a Guardroid and salute at a sleeping guard. Meaning if you didn't bring Axl, too bad. If you kill the sleeper, you lose the ability to enter the generator room, even if you die and come back, as he does not respawn. Outside of that, there's also spotlights, which seal off exits if you're caught in them and summon more enemies. Fantastic.
  • Avalanche Yeti's stage. It's a driving/shmup stage with constantly-spawning enemies, electric arcs, and the ability to die by being next to a hole. You don't need to fall in, just being by the hole kills you. Not to mention the miniboss with an absurd amount of health that you have to fight twice...
  • Gigavolt Man-o-war's stage is much worse than Avalanche Yeti's (may heaven have mercy on your sanity if you try to Perfect Run this thing), as it involves chasing the titular boss through a city in a driving/shmup segment and shooting him down. Sounds simple, right? Not only do you have to deal with him firing back at you (not to mention being ahead of you most of the time), there's also oncoming traffic and signs to deal with, that can slow you down substantially. The cherry on top is that you fail the stage if Gigavolt's not defeated in three laps, which will likely happen quite a few times if the hazards don't take you down first. Mercifully, the boss himself is not so bad compared to his level.
  • Actually, most of X8's stages could qualify for this trope. It's just a really hard game.

Mega Man Zero

  • Zero 2's Arms Factory, filled to the brim with lava and exploding Telebombs and not much room to maneuver. And to top it off, the boss is an absolute nightmare who can only be hit at certain points even with the right element; if you attack, he'll dodge and counteratttack, and his counterattacks are damn hard to avoid. Worse still, one of the Cyber Elves hidden here is pure Guide Dang It material. You essentially have to play Space Invaders in one section, kill every enemy while being blocked by moving platforms that hurt you if you touch them, and after that have to hit the fast-moving UFO in the three seconds from when it emerges to when it leaves.
  • The Bombardment Aircraft. You start off leaping between moving shuttlecraft which shoot at you while you're using them as platforms, on top of X-Droids shooting at you on top of them, requiring perfect timing so as to not to be knocked into the massive Bottomless Pit. Once past that section, you have to fight a miniboss who fires fast-moving, area-damage missiles at you until you hit it. When you hit it, it drops a row of bombs which can only be avoided by standing exactly where it was previously hovering. Then you navigate through a series of timed stage hazards that will eat right through your tiny lifebar and require expert timing to pass unharmed. Then you have to do a Hold the Line section protecting Ciel for 90 seconds, which counts for basically your entire mission score. If she gets hit, goodbye A or S rank. Naturally, this is a Bullet Hell sequence plus the Frogger X-Droids who you have to hit while blocking every bullet. Finally, you have to face a boss battle which becomes nigh-impossible on Hard Mode if you have an A or S rank. His A/S rank attack is literally undodgeable. Not hard to dodge, impossible to dodge. He has to be deflected, in-flight, to avoid taking damage, and the series of moves necessary to do this is not something the designers could reasonably expect people to figure out on their own, much less actually accomplish given that it takes precision timing to pull off.
  • There's also the Shuttle Factory, which is also long, contains lots of lava and other stage hazards, and a tough boss fight against Fefnir at the end.
  • Even the last level goes beyond what you'd expect for a final mission. Not only do you have to revisit the boss from the Arms Factory (who you can't partially nerf like the first time), they introduce an entirely new boss fight during the boss rush, which is absolutely inexcusable. What's worse, said new boss fight consists of the beetle boss from this game (mentioned above) and the beetle boss from the last game fighting you together in an arena that does not scroll, with attacks that cover nearly the entire screen and take split-second timing to dodge, and a Kaizo Trap ability for added measure.

Mega Man ZX

  • Ouroboros from Advent is easier than Gate's laboratory stage in X6, but it's loaded to the rim with spikes, annoying enemies of all kinds, regenerating blocks, regenerating spiked blocks, the Boss Rush... yeah, all of that in one level. The fact that the whole thing's made from the world's supply of Model Ws turns it from That One Level to the Nightmare Fuel Level.
  • Area K from the original ZX could qualify. K-1 with its boiling geysers isn't so bad, but then we go underground to find K-2 and a Goddamned Miniboss, then back to not-so-bad with K-3, then the horribly annoying lava chase segments in K-4 with really annoying enemies (good luck avoiding damage!) before you finally reach the boss, who is actually somewhat of a breather after the crap his level put you through. (Unless you're going for a Level 4 victory against him, in which case...hope you have some blood pressure medication handy.) And if you decide to take an alternate path to make the lava wall move slower, you must also go through K-5, with its shaft full of rising lava that requires memorization and precise jumping (and probably vertical air-dashes)...and then go through a different area of K-1 and fight the miniboss all over again. And then comes the collection of the Sub-Tank...which makes going through the level normally seem easy in comparison.

Mega Man Legends

Mega Man Battle Network

  • MMBN1 has all of Internet Area 4, which is full of Goddamned Bats.
    • And ElecMan's stage, which has invisible floors, trial-and-error battery puzzles, and infected programs which you can't tell from the regular ones until you talk to them, at which point they attack. However, the real problem in the stage is the timer — once it runs out, Mega Man stops healing after each battle.
  • Speaking of Quick Man, his counterpart in Battle Network 2 ALSO has a horribly annoying stage, because you can't jack out of the detonators once you jack in, meaning you can't restore your health. It is even possible to get into an Unwinnable by Mistake situation because while you can't jack out, there's nothing stopping you from saving...
    • Freeze Man's storyline, due to the endless backtracking.
  • Any area that requires compression in 3, due to the pain of needing to reequip and rearrange the NaviCust setup so often.
    • Worse than mandatory compression is mandatory Energy Change. You need to grind up an absurd amount of Fire chips to be able to get through the first dungeon that mandates it, and said dungeon has 6 separate areas! It's slightly less hellish if you get the OilBody program, which, unfortunately, is found in that dungeon. The second part that needs it is even longer, and uses Water chips instead of Fire.
  • MMBN4 has the levels at Castillo and the point collecting, the Demonic Spiders in a lot of areas, especially the Undernet and Black Earth.
    • In Red Sun, you have Search Man's scenario, with a sniper taking shots at you periodically. The shots do 100 HP, are hard to dodge, and you've probably got around 400 by the time you've reached this stage. Do the math. In addition, there's Thunder Man's scenario, in which you are cursed; what this translates to is your health dropping at twenty points per second, even during dialogue, and it doesn't stop until you find memory chips and bring them to a specific spot.
    • Blue Moon players have Metal Man's scenario, in which you have to play an annoying minigame that requires a lot of precision timing, and Proto Man's scenario, which is a PIXEL HUNT through the Undernet that misinforms you on one of the keys.
    • And for the universal stages, there's Video Man and Cold Man. Video has you running through the Internet to pick up tapes with your controls reversed and panels that will send you back to the beginning of an area. Cold has you destroying transmitters as Lan's body temperature drops. If it goes too low, Megaman can't use any chip attacks. To actually destroy the transmitters, you need to go through a string of virus battles, and then sacrifice a specific Chip in a specific code. Oh, and if you leave to go get the chip(s) you need, the virus battles come back.
  • MMBN5 has the Ship Comp, a water dungeon which you have to guide your current Navi through. While they are underwater they are perfectly fine until they run out of "cyber-air" (really!), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air. Oh, and you had to do this several times before fighting the boss. And to top it all off, you had to come back here later in order to get some of the items that you couldn't collect if you wanted a 100% completion.
    • In terms of the Internet proper, End Area 1, 3, and 4 are all absolute hell to navigate. They consist mainly of labyrinthine passages that all look the same and have almost no landmarks (save the pagoda in the third area). On top of that, they're all notably larger than any area so far, and the third and fourth throw in one-way conveyors. What's that, looking for Lark Man? Good luck finding the invisible path in the first area!
  • MMBN6 has the Aquarium Comp where you have to solve fish riddles via escorts. Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a Pac-Man-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely Random Encounter with some annoying viruses. And to top it all off, you have to do this again at the end of the game as part of the Boss Rush!
  • Network Transmission has the bank stage and the final area and Battle Chip Challenge has the entire game. Incidentally, the Bank stage happens to be, unsurprisingly, Quick Man's level. Right down to the insta-kill lasers.

Mega Man Star Force

  • SF2 has several:
    • The Loch Mess has you swimming around, digging for golden Mr. Hertzes. The clues as to where they're buried are painfully cryptic. And if you're even a fraction of an inch off on your digging spot, you're thrown into a virus battle with no reward.
    • The Whazzap Ruins are also extremely annoying. You have to direct Flame Hertzes to their pedestals, which is easy enough, but there's a robotic condor that will knock them away, forcing you to go BACK to get them again, unless you can duck into the shelters in time. And in the second area, you have to direct THREE of them at the same time.
    • The Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. All well and good until they start outright LYING to you and you have to check the color of the stars displayed in the sky, making things even more jumbled and confusing.
    • Finally, there's Mu. You have to go through the wave road to collect runes that allow entry to the next part. After you get the runes, however, walls come up to keep you from going on, and some Murians are summoned. If you come into contact with one, you have 3 seconds to draw a specific pattern on it that appears for less than half a second. Fail, and you have to fight two at once. Oh, and you need to memorize the patterns on the runes you collected and put them into a specific order, otherwise it's Murians for you again.

Fan games

  • Mega Man Unlimited is already a hard game, but Rainbow Man's level takes the cake. This level gives a new twist to Quick Man lasers, in that they can be reflected by shooting at mirror-like enemies that the lasers pass through; think a Light and Mirrors Puzzle except the light kills you instantly. The miniboss is, of all things, the game's Devil fight (with moving lasers in the room you fight it in!), and after that is more laser puzzles. Additionally, if you want the YOKU letter in this stage a part of the alternate path is underwater, so you have to deal with floatier jumps. Fortunately, the level is relatively short, and the lasers can be temporarily stopped with Glue Shot.
    • While Yoku Man's stage is more of a Brutal Bonus Level because it is entirely optional, the portion of Occupied Wily Castle 4 based off of his level is not optional. As his name implies, Yoku Man is all about disappearing blocks. Not only are there disappearing platforms, there are disappearing spikes and fake disappearing blocks that turn into enemies after spawning.