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* NotSoCheapImitation: The first game was intended to imitate ''VideoGame/MakeAGoodLevelX'', but with a ''VideoGame/MegaMan'' theme. While the source of inspiration is only comprised of two games (as of this writing), ''Make A Good Mega Man Level Contest'' became so successful that it spawned a number of sequels and spin-offs and quickly eclipsed the former in notability.

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Misplaced, moving to the correct tab


* ObviousBeta: Unfortunately, the initial release of the game was plagued with problems, including [[GameBreakingBug not being able to enter the Wily Star at all.]] These issues have been quickly rectified through a rapid succession of patches. Then again, this did have a [[ItSeemedLikeAGoodIdeaAtTheTime similar development time as]] ''VideoGame/MegaManMaker''.



* OlderThanTheyThink: [=SnoruntPyro=] admits that the idea for ''[=MaGMML=]'' was ripped from ''VideoGame/MakeAGoodLevelX'' in the judge bios in the second game. The second game is also wildly more popular than ''[=MaGLX=]''; Google autofill results for "Make a good _____" fill the blank in as "mega man level" before "level X".



* OlderThanTheyThink: [=SnoruntPyro=] admits that the idea for ''[=MaGMML=]'' was ripped from ''VideoGame/MakeAGoodLevelX'' in the judge bios in the second game. The second game is also wildly more popular than ''[=MaGLX=]''; Google autofill results for "Make a good _____" fill the blank in as "mega man level" before "level X".
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** Haunt Man's last phase. He goes down fast (two charged shots should do him in pretty nicely), and his only attack is to swoop diagonally across the screen: while it's fast, it has some very obvious blind spots. {{Justified}} in that the prior two forms are the actual challenge of the boss fight.

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** Haunt Man's last phase. He goes down fast (two charged shots should do him in pretty nicely), and his only attack is to swoop diagonally across the screen: while it's fast, it has some very obvious blind spots. {{Justified}} {{Justified|Trope}} in that the prior two forms are the actual challenge of the boss fight.
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Trope was cut/disambiguated due to cleanup


** [[spoiler:After you obtain all 220 Noble Nickels and have defeated [[BonusBoss Knight Man]], you gain access to a SuperMode yourself. All normal charge shots become mid-level charge shots, all mid-level charge shots become full charged shots, and all full charged shots unleashes a circular blast that hits the whole screen.]] Oh, [[spoiler:and you can also fly. '''And all of this with no ammo costs.''' Naturally, all runs with it are labelled as [[NoFairCheating cheat runs]] on the leaderboards, and it is banned from all [[BossRush Arenas]] and the [[BrutalBonusLevel Pit of Pits]] until you've cleared them at least once]].

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** [[spoiler:After you obtain all 220 Noble Nickels and have defeated [[BonusBoss [[{{Superboss}} Knight Man]], you gain access to a SuperMode yourself. All normal charge shots become mid-level charge shots, all mid-level charge shots become full charged shots, and all full charged shots unleashes a circular blast that hits the whole screen.]] Oh, [[spoiler:and you can also fly. '''And all of this with no ammo costs.''' Naturally, all runs with it are labelled as [[NoFairCheating cheat runs]] on the leaderboards, and it is banned from all [[BossRush Arenas]] and the [[BrutalBonusLevel Pit of Pits]] until you've cleared them at least once]].



** Spiky Situation in Tier 7 starts out easy enough, despite the spikes and the odd invincible enemy, but then you actually enter the so-called "Needle Castle". After that, the level is crowded with spikes with platforms that will drop you if you stand on them for anything less than a second, and starts using invincible enemies far more often. The final section with the brown wire-based platforms is especially spiky, and only has one checkpoint, meaning you'll be redoing large amounts of level if you die right before the boss gate. Finally, the BonusBoss is a timed boss fight where you can't attack, or pause to use E-Tanks, and the boss's firing patterns are almost completely random, meaning whether or not you survive [[LuckBasedMission is down to luck]].

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** Spiky Situation in Tier 7 starts out easy enough, despite the spikes and the odd invincible enemy, but then you actually enter the so-called "Needle Castle". After that, the level is crowded with spikes with platforms that will drop you if you stand on them for anything less than a second, and starts using invincible enemies far more often. The final section with the brown wire-based platforms is especially spiky, and only has one checkpoint, meaning you'll be redoing large amounts of level if you die right before the boss gate. Finally, the BonusBoss {{Superboss}} is a timed boss fight where you can't attack, or pause to use E-Tanks, and the boss's firing patterns are almost completely random, meaning whether or not you survive [[LuckBasedMission is down to luck]].



** Getting all 220 Noble Nickels can fall under this. A couple of them are hidden in excessive hiding places (case in point; Just an Ice Level has a Noble Nickel that can only be reached by climbing an '''invisible ladder''' with no indication that this is the case), while certain other ones require incredible skill and patience (Spiky Situation requires you to [[spoiler:survive a HoldTheLine BonusBoss with the ability to use E-Tanks disabled]], while the [[ThatOneLevel infamous Wily 4]] requires you to [[spoiler:do all three routes during the first half--and if you get it wrong, you're locked out from getting the nickel]]).

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** Getting all 220 Noble Nickels can fall under this. A couple of them are hidden in excessive hiding places (case in point; Just an Ice Level has a Noble Nickel that can only be reached by climbing an '''invisible ladder''' with no indication that this is the case), while certain other ones require incredible skill and patience (Spiky Situation requires you to [[spoiler:survive a HoldTheLine BonusBoss superboss with the ability to use E-Tanks disabled]], while the [[ThatOneLevel infamous Wily 4]] requires you to [[spoiler:do all three routes during the first half--and if you get it wrong, you're locked out from getting the nickel]]).
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* SeinfeldIsUnfunny: While an impressive undertaking in its own right, the release of the far bigger and better-tuned sequel makes it hard to appreciate the original thanks to its simplistic nature and myriad of aggravating bugs.
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* TakeThatScrappy: Cursor Corruption has a miniboss version of Internet Explorer, allowing you to finally blow up this crappy browser.
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* ArcFatigue: ''[=MaGMML2=]'' is pretty much Arc Fatigue: The Game. There are 81 entries and 19 developer-made stages for a total of 110 levels, and a large portion of that are levels that are exceedingly long, have multiple paths or exits, or are just flat out [[ThatOneLevel frustrating]]. There's also many side games, including a faux-EndlessGame mode that spans roughly 2 hours of casual playtime, 3 [[BossRush arenas]] that touch on ''nearly every boss in the game'' and then some, and the [[GottaCatchThemAll Noble Nickels]], which can range anywhere between [[ThatOneSidequest incredibly difficult to obtain]] to [[GuideDangIt nigh-impossible to get without a guide]]. Yet, almost every player feels compelled to collect that last lousy item to unlock the secret content, and doing so often leads to serious burnout.

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* ArcFatigue: ''[=MaGMML2=]'' is pretty much Arc Fatigue: The Game. There are 81 entries and 19 developer-made stages for a total of 110 100 levels, and a large portion of that are levels that are exceedingly long, have multiple paths or exits, or are just flat out [[ThatOneLevel frustrating]]. There's also many side games, including a faux-EndlessGame mode that spans roughly 2 hours of casual playtime, 3 [[BossRush arenas]] that touch on ''nearly every boss in the game'' and then some, and the [[GottaCatchThemAll Noble Nickels]], which can range anywhere between [[ThatOneSidequest incredibly difficult to obtain]] to [[GuideDangIt nigh-impossible to get without a guide]]. Yet, almost every player feels compelled to collect that last lousy item to unlock the secret content, and doing so often leads to serious burnout.
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** [[spoiler:Both fights with [[VideoGame/MegaMan2 Air Man]] in Mario Land are this, mostly because you're playing as [[VideoGame/SuperMarioBros Mario]]. Mario's inability to hurt opponents while invincible makes fighting Air Man without fireballs extremely difficult, and outside of the pattern you can duck under, Mario's controls means he has a much harder time dodging the tornadoes compared to Mega Man. On the bottom route, this isn't the worst thing since it's just Air Man on his own. But if you take the top route, then after draining half of his health Air Man will drop you into another room and [[MakeMyMonsterGrow become much larger]]. In this form, he fires all of his attacks at random locations. His vulnerability times are lower. And he has two health bars. Making matters worse is when he's low on health he adds extra tornadoes to the floor, and then Mario's invincibility quirks make hitting this giant Air Man a LuckBasedMission with how his attacks work]].

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** [[spoiler:Both fights with [[VideoGame/MegaMan2 Air Man]] in Mario Land are this, mostly because you're playing as [[VideoGame/SuperMarioBros [[Franchise/SuperMarioBros Mario]]. Mario's inability to hurt opponents while invincible makes fighting Air Man without fireballs extremely difficult, and outside of the pattern you can duck under, Mario's controls means he has a much harder time dodging the tornadoes compared to Mega Man. On the bottom route, this isn't the worst thing since it's just Air Man on his own. But if you take the top route, then after draining half of his health Air Man will drop you into another room and [[MakeMyMonsterGrow become much larger]]. In this form, he fires all of his attacks at random locations. His vulnerability times are lower. And he has two health bars. Making matters worse is when he's low on health he adds extra tornadoes to the floor, and then Mario's invincibility quirks make hitting this giant Air Man a LuckBasedMission with how his attacks work]].
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Moved Obvious Beta here from the main page

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* ObviousBeta: The Blyka's Engine version of the game suffers from a few flaws due to shoddy programming at best:
** Sometimes, when you summon Rush Jet, he sometimes teleports out just as you jump onto him, potentially resulting in a cheap death. This was fixed in ''Remastered''.
** Sometimes, when jumping onto a [[VideoGame/MegaMan3 Spinning Top platform from Top Man's stage]], you end up clipping through and falling to your death.
** The [[VideoGame/MegaMan4 rising Cossack platforms]] also suffer from this, in that they sometimes fail to spawn properly, and in one level, kills you when you're walking under a spiked ceiling after coming off of one because the game still registered you as being on the platform when you weren't.
** [=YouTube=] user [=SuperMetalSonic360=] found several out of bounds glitches with a few stages in [[https://www.youtube.com/playlist?list=PLX8RuKfg96JTp4RLTz4xPkbZdN1a1z7Fa his playthrough of the game]], and in one case, [[https://youtu.be/2-1fubm0CT0?t=12m20s he jumps off of the side of the screen]] at the end of the level "Hard to See Land" and after a few seconds, he promptly dies multiple times '''to the point the lives counter goes completely haywire'''. He also ends up clipping through a wall during an auto-scrolling segment during the first Wily Castle stage.
** Placing enemies in the wrong spots can cause tiling to be messed up (e.g. solid tiles removed by accident, resulting in invisible pits). This was mainly a problem in "City War", but [[https://www.youtube.com/watch?v=PpmirjXVu3A&t=13m30s even the better levels could have this problem]].
** And if all that wasn't enough, it's possible for [[spoiler:Zero Soul at the end of the Arena]] to ''[[https://youtu.be/vdsHH4r2b8Q?t=1139 glitch himself out of the screen entirely]]'', rendering the fight UnintentionallyUnwinnable and ruining your hard-earned run. This has been turn into an AscendedGlitch in the remake, with [[spoiler:Zero Soul]] teleporting back on-screen after the attack ends.
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Requires Word Of God confirmation


* AuthorsSavingThrow: Many of the harder levels from the original are made easier to deal with in ''Remastered'', either due to benefitting from the improved engine (Hard to See Land, Spiky Meltdown) or from being made skippable (The Quickening, Maze of Death).



* AuthorsSavingThrow: For those who don't like Zero's StylisticSuck design, the game lets you select a costume before the game starts which is a straightforward recolored version of his ''VideoGame/MegaManXtreme'' design. You can purchase the costume through Raegae's shop in normal gameplay as well.

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** Wicked Waterworks has lots of tight underwater maneuvers with annoying enemies like Shield Attackers. The last stretch of it is the worst part, as it adds a current that constantly pushes Zero to the left slightly, requiring you to adjust your jumps accordingly. Additionally, the last CD in the level is ''extremely'' difficult to get without dying, thanks to the aforementioned current, a low ceiling and bottomless pits, and an invincible enemy placed right to the CD.



* ThatOneLevel: Celestial Resort, as befitting a level that draws heavy inspiration from ''VideoGame/{{Celeste}}''. It has very difficult setups involving moving platforms that fall the moment Mega Man steps on them, and the level pairs this with moving fires and keys that you need to collect. The final section is the worst of it, as you need to collect several keys over bottomless pits (while still contending with the moving, falling platforms) while 100 Wattons rain projectiles down on you. And if you accidentally kill one of them and turn the lights out, you have to do the entire section ''blind'' because there's no enemy that turns the lights back on.

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* ThatOneLevel: Celestial Resort, as befitting a level that draws heavy inspiration from ''VideoGame/{{Celeste}}''. It In addition to CheckpointStarvation, it has very difficult setups involving moving platforms that fall the moment Mega Man steps on them, and the level pairs this with moving fires and keys that you need to collect. The final section is the worst of it, as you need to collect several keys over bottomless pits (while still contending with the moving, falling platforms) while 100 Wattons rain projectiles down on you. And if you accidentally kill one of them and turn the lights out, you have to do the entire section ''blind'' because there's no enemy that turns the lights back on.
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!!''48 Hour''
* ThatOneLevel: Celestial Resort, as befitting a level that draws heavy inspiration from ''VideoGame/{{Celeste}}''. It has very difficult setups involving moving platforms that fall the moment Mega Man steps on them, and the level pairs this with moving fires and keys that you need to collect. The final section is the worst of it, as you need to collect several keys over bottomless pits (while still contending with the moving, falling platforms) while 100 Wattons rain projectiles down on you. And if you accidentally kill one of them and turn the lights out, you have to do the entire section ''blind'' because there's no enemy that turns the lights back on.
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** Before it was patched out, [[spoiler:the Contest Weapons could be used with the originals. It mostly had utility with Carry being usable at the same time as the Super Arrow, leading to some pretty daring escapes from bottomless pits.]]

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** Before it was patched out, [[spoiler:the Contest Weapons could be used with alongside the originals.original weapon set. It mostly had utility with Carry being usable at the same time as the Super Arrow, leading to some pretty daring escapes from bottomless pits.]]

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** Wily Stage 3/Do No Harm wasn't exactly a hit with the playerbase due to its aggravating pacifism gimmick and obnoxious usage of conveyer belts and death spikes. The new version made by [=ACESpark=] in the remake takes the pacifism gimmick and plays with it in more interesting, less aggravating ways: instead of never killing your enemies there's a lot of emphasis on destroying them at the right time which comes to a head in a few timing puzzles focused around either quickly clearing a room before an enemy's death gets rid of the pacifism platforms protecting you from spikes, or killing an enemy in order to eliminate a pacifism platform that would otherwise block your way forward and cause you to fall to your death. Helping matters is the fact that the boss is now a proper fight instead of an endurance test, enemy placement is more forgiving, and the level just looks a lot nicer.

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** Wily Stage 3/Do No Harm wasn't exactly a hit with the playerbase due to its aggravating pacifism gimmick and obnoxious usage of conveyer belts and death spikes. The new version made by [=ACESpark=] in the remake takes the pacifism gimmick and plays runs with it, exploring it in more interesting, less aggravating ways: instead of never killing your enemies enemies, there's a lot of emphasis on destroying them at the right time time, which comes to a head in a few timing puzzles focused around either quickly clearing a room before an enemy's death gets rid of the pacifism platforms protecting you from spikes, or killing an enemy in order to eliminate a pacifism platform that would otherwise block your way forward and cause you to fall to your death. Helping matters is the fact that the boss is now a proper fight instead of an endurance test, enemy placement is more forgiving, and the level just looks a lot nicer.level's visual aesthetics have been greatly improved.



** The boss of Wily 5. [[spoiler:You walk through a hallway, watching statues of devkit bosses get drained of their energy, there's a [[SuspiciousVideogameGenerosity free E-Tank and Yasichi]] in the boss corridor, and you just get a glimpse of the boss flying away as you go through the main doors. But when you drop down to the boss room proper, the core tracks you down and transforms into the first phase of [[VideoGame/GunstarHeroes Seven]] [[VideoGame/AlienSoldier Force]], complete with a remixed version of its original tune. What ensues is one of the longest, most varied, and most spectacular boss fights in the entire game, with every force being completely different and having completely different strategies. Eddie gives you a large health refill between each phase. And if you die to any force after the first one? [[AntiFrustrationFeatures You can skip to the Force you died on if you don't want to redo them all]] at the expense of a Noble Nickel. It's long, frantic, and difficult, but it's not cheap, and it's never outright dull. And when you destroy it and see that sweet Stage Clear animation, you ''will'' feel like a badass]].
*** The kicker? It and the level it's found in were developed by [[VideoGame/MegaMansChristmasCarol [=ACESpark=]]].

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** The boss of Wily 5. 5, developed by [[VideoGame/MegaMansChristmasCarol ACESpark]]. [[spoiler:You walk through a hallway, watching statues of devkit bosses get drained of their energy, there's a [[SuspiciousVideogameGenerosity free E-Tank and Yasichi]] Yashichi]] in the boss corridor, and you just get a glimpse of the boss flying away as you go through the main doors. But when you drop down to the boss room proper, the core tracks you down and transforms into the first phase of [[VideoGame/GunstarHeroes Seven]] [[VideoGame/AlienSoldier Force]], complete with a remixed version of its original tune. What ensues is one of the longest, most varied, and most spectacular boss fights in the entire game, with every force being completely different and having completely different strategies. Eddie gives you a large health refill between each phase. And if you die to any force after the first one? [[AntiFrustrationFeatures You can skip to the Force you died on if you don't want to redo them all]] at the expense of a Noble Nickel. It's long, frantic, and difficult, but it's not cheap, and it's never outright dull. And when you destroy it and see that sweet Stage Clear animation, you ''will'' feel like a badass]].
*** The kicker? It and the level it's found in were developed by [[VideoGame/MegaMansChristmasCarol [=ACESpark=]]].
badass]].
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recursive linking


* ArcFatigue: ''[=MaGMML2=]'' is pretty much ArcFatigue: The Game. There are 81 entries and 19 developer-made stages for a total of 110 levels, and a large portion of that are levels that are exceedingly long, have multiple paths or exits, or are just flat out [[ThatOneLevel frustrating]]. There's also many side games, including a faux-EndlessGame mode that spans roughly 2 hours of casual playtime, 3 [[BossRush arenas]] that touch on ''nearly every boss in the game'' and then some, and the [[GottaCatchThemAll Noble Nickels]], which can range anywhere between [[ThatOneSidequest incredibly difficult to obtain]] to [[GuideDangIt nigh-impossible to get without a guide]]. Yet, almost every player feels compelled to collect that last lousy item to unlock the secret content, and doing so often leads to [[ArcFatigue serious burnout]].

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* ArcFatigue: ''[=MaGMML2=]'' is pretty much ArcFatigue: Arc Fatigue: The Game. There are 81 entries and 19 developer-made stages for a total of 110 levels, and a large portion of that are levels that are exceedingly long, have multiple paths or exits, or are just flat out [[ThatOneLevel frustrating]]. There's also many side games, including a faux-EndlessGame mode that spans roughly 2 hours of casual playtime, 3 [[BossRush arenas]] that touch on ''nearly every boss in the game'' and then some, and the [[GottaCatchThemAll Noble Nickels]], which can range anywhere between [[ThatOneSidequest incredibly difficult to obtain]] to [[GuideDangIt nigh-impossible to get without a guide]]. Yet, almost every player feels compelled to collect that last lousy item to unlock the secret content, and doing so often leads to [[ArcFatigue serious burnout]].burnout.
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Up To Eleven is a defunct trope


* ScrappyWeapon: [[UpToEleven All four special weapons]] tend to get flak for either being too ineffective or too situational. It's not a good sign when the much-maligned [[VideoGame/MegaMan5 Water Wave]] is one of the ''better'' weapons. [[spoiler:Of course, this just makes the unlockable ''[=MaGMML2=]'' weapons even more satisfying.]]

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* ScrappyWeapon: [[UpToEleven All four special weapons]] weapons tend to get flak for either being too ineffective or too situational. It's not a good sign when the much-maligned [[VideoGame/MegaMan5 Water Wave]] is one of the ''better'' weapons. [[spoiler:Of course, this just makes the unlockable ''[=MaGMML2=]'' weapons even more satisfying.]]
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Loads And Loads Of Characters is no longer a trope


* UnexpectedCharacter: Due to the [[LoadsAndLoadsOfCharacters number of characters]], many of whom come from different sub-series and in some cases entirely different continuities, it's bound to be surprising who shows up.

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* UnexpectedCharacter: Due to the [[LoadsAndLoadsOfCharacters number of characters]], characters, many of whom come from different sub-series and in some cases entirely different continuities, it's bound to be surprising who shows up.
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** ''Mega Man Unlimited's'' Yoku Man is infamous for being fiendishly difficult due to being hard to hit, aggressive, and dishing out insta-kill attacks in his home game. As the boss of Tier 3 in the original [=MaGMML=] however, he's a lot less scary. His attacks are easier to read and dodge, he's incapable one-shotting the player, and he spends a surprising amount of time just standing around and letting himself get hit. His Yoku Attack is still incredibly powerful and can kill you ''fast''... but thanks to being incredibly slow and easy to dodge, you pretty much have to let it hit you for it to be any sort of a threat. He loses this status in the remake where he's still easy, but more aggressive and a bit trickier to hit.

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** ''Mega Man Unlimited's'' Yoku Man is infamous for being fiendishly difficult due to being hard to hit, aggressive, and dishing out insta-kill attacks in his home game. As the boss of Tier 3 in the original [=MaGMML=] ''[=MaGMML=]'' however, he's a lot less scary. His attacks are easier to read and dodge, he's incapable one-shotting the player, and he spends a surprising amount of time just standing around and letting himself get hit. His Yoku Attack is still incredibly powerful and can kill you ''fast''... but thanks to being incredibly slow and easy to dodge, you pretty much have to let it hit you for it to be any sort of a threat. He loses this status in the remake where he's still easy, but more aggressive and a bit trickier to hit.



* DiscreditedMeme: The "i feel the need to ping @Garirrry" or "inner apocalypse" copypasta has become this. Initally written to mock people giving melodramatic complaints about Wily 4, it caught on and quickly got run into the ground with little variation. What really killed it was the [=MaGMML=] team agreeing that in retrospect, Inner Sanctum ''was'' a bad level and Garirry being distanced from the contest after their [=MaGMML3=] entry was excluded for being deemed deliberately malicious by the judges.

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* DiscreditedMeme: The "i feel the need to ping @Garirrry" or "inner apocalypse" copypasta has become this. Initally Initially written to mock people giving melodramatic complaints about Wily 4, it caught on and quickly got run into the ground with little variation. What really killed it was the [=MaGMML=] ''[=MaGMML=]'' team agreeing that in retrospect, Inner Sanctum ''was'' a bad level and Garirry being distanced from the contest after their [=MaGMML3=] ''[=MaGMML3=]'' entry was excluded for being deemed deliberately malicious by the judges.



** The "[[https://cdn.discordapp.com/attachments/377170719433424897/408692946175655946/unknown.png i feel it]]" face.[[labelnote:Explanation]]Earlier in the year, a fan project called Mega Man 2.5D got released and most members of the [=MaGMML=] Discord ended up liveplaying it. One of the moderators posted the above image, depicting a sprite of Bass on a Tornado Man platform, and from there it took off with the [=MaGMML=] community.[[/labelnote]]
** me_irl, the Mega Man head on-legs costume, has become popular in some circles of the Mega Man fandom rather than just the [=MaGMML=] community.

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** The "[[https://cdn.discordapp.com/attachments/377170719433424897/408692946175655946/unknown.png i feel it]]" face.[[labelnote:Explanation]]Earlier in the year, a fan project called Mega Man 2.5D got released and most members of the [=MaGMML=] ''[=MaGMML=]'' Discord ended up liveplaying it. One of the moderators posted the above image, depicting a sprite of Bass on a Tornado Man platform, and from there it took off with the [=MaGMML=] ''[=MaGMML=]'' community.[[/labelnote]]
** me_irl, the Mega Man head on-legs costume, has become popular in some circles of the Mega Man fandom rather than just the [=MaGMML=] ''[=MaGMML=]'' community.
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** Wily Stage 3/Do No Harm wasn't exactly a hit with the playerbase due to its aggravating pacifism gimmick and obnoxious usage of conveyer belts and death spikes. The new version made by [=ACEspark=] in the remake takes the pacifism gimmick and plays with it in more interesting, less aggravating ways: instead of never killing your enemies there's a lot of emphasis on destroying them at the right time which comes to a head in a few timing puzzles focused around either quickly clearing a room before an enemy's death gets rid of the pacifism platforms protecting you from spikes, or killing an enemy in order to eliminate a pacifism platform that would otherwise block your way forward and cause you to fall to your death. Helping matters is the fact that the boss is now a proper fight instead of an endurance test, enemy placement is more forgiving, and the level just looks a lot nicer.
* ScrappyMechanic: The buggy nature of the original game lended itself to a few of these, all of which are lessened or negated entirely in the remake:

to:

** Wily Stage 3/Do No Harm wasn't exactly a hit with the playerbase due to its aggravating pacifism gimmick and obnoxious usage of conveyer belts and death spikes. The new version made by [=ACEspark=] [=ACESpark=] in the remake takes the pacifism gimmick and plays with it in more interesting, less aggravating ways: instead of never killing your enemies there's a lot of emphasis on destroying them at the right time which comes to a head in a few timing puzzles focused around either quickly clearing a room before an enemy's death gets rid of the pacifism platforms protecting you from spikes, or killing an enemy in order to eliminate a pacifism platform that would otherwise block your way forward and cause you to fall to your death. Helping matters is the fact that the boss is now a proper fight instead of an endurance test, enemy placement is more forgiving, and the level just looks a lot nicer.
* ScrappyMechanic: The buggy nature of the original game lended lent itself to a few of these, all of which are lessened or negated entirely in the remake:
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** ''Mega Man Unlimited's'' Yoku Man is infamous for being fiendishly difficult due to being hard to hit, aggressive, and dishing out insta-kill attacks in his home game. As the boss of Tier 3 in the original MaGMML however, he's a lot less scary. His attacks are easier to read and dodge, he's incapable one-shotting the player, and he spends a surprising amount of time just standing around and letting himself get hit. His Yoku Attack is still incredibly powerful and can kill you ''fast''... but thanks to being incredibly slow and easy to dodge, you pretty much have to let it hit you for it to be any sort of a threat. He loses this status in the remake where he's still easy, but more aggressive and a bit trickier to hit.

to:

** ''Mega Man Unlimited's'' Yoku Man is infamous for being fiendishly difficult due to being hard to hit, aggressive, and dishing out insta-kill attacks in his home game. As the boss of Tier 3 in the original MaGMML [=MaGMML=] however, he's a lot less scary. His attacks are easier to read and dodge, he's incapable one-shotting the player, and he spends a surprising amount of time just standing around and letting himself get hit. His Yoku Attack is still incredibly powerful and can kill you ''fast''... but thanks to being incredibly slow and easy to dodge, you pretty much have to let it hit you for it to be any sort of a threat. He loses this status in the remake where he's still easy, but more aggressive and a bit trickier to hit.

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* AuthorsSavingThrow: For those who don't like Zero's StylisticSuck design, the game lets you select a costume before the game starts which is a straightforwardly recolored version of his ''VideoGame/MegaManXtreme'' design.

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\n* AuthorsSavingThrow: For those who don't like Zero's StylisticSuck design, the game lets you select a costume before the game starts which is a straightforwardly straightforward recolored version of his ''VideoGame/MegaManXtreme'' design.design. You can purchase the costume through Raegae's shop in normal gameplay as well.
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* AuthorsSavingThrow: For those who don't like Zero's StylisticSuck design, the game lets you select a costume before the game starts which is a straightforwardly recolored version of his ''VideoGame/MegaManXtreme'' design.

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* OlderThanTheyThink: [=SnoruntPyro=] admits that the idea for ''[=MaGMML=]'' was ripped from ''VideoGame/MakeAGoodLevelX'' in the judge bios in the second game. The second game is also wildly more popular than ''[=MaGLX=]''; Google autofill results for "Make a good _____" fill the blank in as "mega man level" before "level X".
* PopCulturalOsmosis: Occurs with the Yggdrasil level. It features characters from the obscure web comic ''Cutezome Mythos'', which players are far more likely to recognize here than in their original comic.



* WeirdAlEffect: [=SnoruntPyro=] admits that the idea for ''[=MaGMML=]'' was ripped from ''VideoGame/MakeAGoodLevelX'' in the judge bios in the second game. The second game is also wildly more popular than ''[=MaGLX=]''; Google autofill results for "Make a good _____" fill the blank in as "mega man level" before "level X".
** A negative case occurred for the Yggdrasil level; it features characters from the obscure web comic ''Cutezome Mythos'', but the execution of the level and boss fights left a lot to be desired, not endearing them to players and averting NoSuchThingAsBadPublicity.

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* WeirdAlEffect: [=SnoruntPyro=] admits that the idea for ''[=MaGMML=]'' was ripped from ''VideoGame/MakeAGoodLevelX'' in the judge bios in the second game. The second game is also wildly more popular than ''[=MaGLX=]''; Google autofill results for "Make a good _____" fill the blank in as "mega man level" before "level X".
** A negative case occurred for the Yggdrasil level; it features characters from the obscure web comic ''Cutezome Mythos'', but the execution of the level and boss fights left a lot to be desired, not endearing them to players and averting NoSuchThingAsBadPublicity.
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* TakeThatScrappy: [[VideoGame/MegaManAndBass Dynamo Man]], a Robot Master best known for [[ThatOneBoss being an absolute nightmare to fight]], can be seen in Tier 2 neck-deep in sewer water and remarking that he's "finally found his place in life!"
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** One of the devkit bosses for ''[=MaGMML3=]'' is Honey Woman, the prototype version of Hornet Man from ''VideoGame/MegaMan9'', and the basis of Vesper Woman's design from the [[ComicBook/MegaMan Archie Comics]]. Also present is the Mega Mech Shark from the same game; not just a Wily Castle boss, but a [[MarathonBoss massive, multipart boss with three health bars]]!

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** One of the devkit bosses for ''[=MaGMML3=]'' is Honey Woman, the prototype version of Hornet Man from ''VideoGame/MegaMan9'', and the basis of Vesper Woman's design from the [[ComicBook/MegaMan [[ComicBook/MegaManArchieComics Archie Comics]]. Also present is the Mega Mech Shark from the same game; not just a Wily Castle boss, but a [[MarathonBoss massive, multipart boss with three health bars]]!



** A few of the stages have been noted to give players motion sickness while playing them. Humorously, these stages always come with a warning from '[[ComicBook/MegaMan Motion Sickness Man]]', a joke Robot Master that hangs out just before these teleporters. Notably, one level was so bad about this that ''one of the judges couldn't review it because it made him too sick to finish the level''.

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** A few of the stages have been noted to give players motion sickness while playing them. Humorously, these stages always come with a warning from '[[ComicBook/MegaMan '[[ComicBook/MegaManArchieComics Motion Sickness Man]]', a joke Robot Master that hangs out just before these teleporters. Notably, one level was so bad about this that ''one of the judges couldn't review it because it made him too sick to finish the level''.

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