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* NintendoHard: It's '''much''' more difficult than usual for a ''VideoGame/MegaManClassic'' game, and most of those games weren't exactly a cakewalk to begin with. According to [=MegaPhilX=] in his own LetsPlay of the game, the difficulty actually had to be toned down since the original [[UnintentionallyUnwinnable was too hard]].
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** [[DropTheHammer Hammer Man]], especially for those who wanted to see him as more than a MiniBoss.

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** [[DropTheHammer Hammer Man]], Man, especially for those who wanted to see him as more than a MiniBoss.
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* AlternativeCharacterInterpretation: [[spoiler: Prototype Zero, specifically the fact that he ''doesn't'' attack you immediately despite being established as a walking apocalypse. Is he merely sizing you up and disappointed at what he sees, or does he have a glimmer of that honorable warrior he's destined to be even this far back and letting you get your bearings before he attacks?]]

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* AlternativeCharacterInterpretation: [[spoiler: Prototype Zero, specifically the fact that he ''doesn't'' attack you immediately despite being established as a walking apocalypse. Is he merely sizing you up and disappointed at what he sees, or does he have a glimmer of that honorable warrior he's destined to be even this far back and letting you get your bearings before he attacks?]]attacks? Or could it be that because he's still in the prototype stage he doesn't have enough of his AI programmed yet to fight you properly, and he only knows enough to fight back in self-defense, which is why he only attacks when you attack?]]
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* AuthorsSavingThrow:
** As soon as the game came out, complaints of FakeDifficulty across levels from the community did not go unnoticed. Progress was made, and several of the unfair aspects and/or "gotcha" moments levels had were removed or toned down.
** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening. One of the game's final updates, however, reintroduced it AND the ability to turn it on/off, for those who preferred the lack of a charge shot.
** Rainbow Man was notable for being a boss with an ''[[OneHitKill instant kill]]'' attack, it being the Rainbow Laser spreading over an arrow he fires to the floor and spreads out. Many people cried foul on this, saying that ''no'' Robot Master should have an instant kill attack. An early update later changed it into a normal (but still ''[[ThatOneAttack very]]'' [[ThatOneAttack damaging]]) attack.
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Narm is supposed to be about a specific moment, and also about something that was supposed to be taken seriously, yet ends up being laughed at. Spikes are not supposed to be taken "seriously", they're just obstacles


* {{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]], and Yo-Yo Man is mocked in-universe.
** As far as level design is concerned, there's the overuse and placement of SpikesOfDoom. FakeDifficulty aside, spikes are placed in so many areas in the game that you'll sometimes see them in spots ''where they aren't even real obstacles.'' You'd have to deliberately walk, jump, or fall into them, as they're little more than needless stage decorations; a prime example of this is a single, solitary spike in the corner of the Laser Devil's boss room; you're encouraged to stay around the center of the room, where you can take cover from the lasers, so you really would have to be actively trying to get yourself killed if you die to that spike.
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* AlternativeCharacterInterpretation: [[spoiler: Prototype Zero, specifically the fact that he ''doesn't'' attack you immediately despite being established as a walking apocalypse. Is he merely sizing you up and disappointed at what he sees, or does he have a glimmer of that honorable warrior he's destined to be even this far back and letting you get your bearings before he attacks?]]
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** Both ''Unlimited'' and ''VideoGame/MegaMan10'' have plots that involve robots going crazy after being infected by viruses[[spoiler:, and Dr. Wily denying that he is the culprit, only for him to have lied]]. This is even funnier when you consider that the game's assets, during when it was called ''Mega Man 10'', did accidentally get used for promoting the real ''10'''s official website.

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** Both ''Unlimited'' and ''VideoGame/MegaMan10'' have plots that involve robots going crazy after being infected by viruses[[spoiler:, and Dr. Wily denying that he is the culprit, only for him to have lied]]. This is even funnier when you consider that the game's assets, during when it was called ''Mega Man 10'', did accidentally get used for promoting the real ''10'''s official website. Plus, this game's Trinitro Man was originally named Nitro Man, until the official ''10'' used the name for one of its Robot Masters.

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** [[https://www.youtube.com/watch?v=tMxefXC-gtI Explosive Artillery (Tank Man's theme)]] definitely feels like you're infiltrating the base and to the nucleus to free the robots from [[TheNeidermeyer their boss]].
** [[https://www.youtube.com/watch?v=u0qQfdXO6UU Wings Cut Through the Night (Jet Man's theme)]]. Fitting for a starry night while you transverse the busy airport.
** [[https://www.youtube.com/watch?v=BqFCin7OQOo Tears of Glue (Glue Man's theme)]]. A strange, yet somehow enticing theme, especially considering [[StickySituation the setting]].
** [[https://www.youtube.com/watch?v=xDPXOD4vbok Prismatic Descent (Rainbow Man's theme)]], an incredibly fast-paced theme that will pump you up [[ThatOneLevel as you dodge the deadly beams to safety]]. Notably, this theme was composed by the game's director, [=MegaPhilX=], and not by the main composer, Kevin Phetsomphou (symfonikev).
** [[https://www.youtube.com/watch?v=-uH_TrwMRhg Deathtrap Mirage (the bonus level's theme)]], an extremely fast-paced theme that incorporates the dreaded [[TemporaryPlatform Appearing Blocks]], fitting the entire MindScrew that [[MarathonLevel the level]] is.
** [[https://www.youtube.com/watch?v=GKajRoJIjl0 Masters of Chaos (the Robot Masters' boss theme)]], yet another fast-paced theme to accompany the ensuing battles. Get ready!
** [[https://www.youtube.com/watch?v=Sp4Vxn0wfLM An Unbreakable Will (Wily's Castle 2)]]. Starts off calm and hopeful, until you get to the bridge... when you realize you've got to give it your all.
** [[https://www.youtube.com/watch?v=xqmpich8Knc Standing on Tattered Feet (Wily's Castle 3)]]. A panic-inducing theme that fits the entire level's insanity.
** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourFriend with your brother]], who you have to [[BeatTheCurseOutOfHim snap out of the dangerous virus]].]]
** [[https://www.youtube.com/watch?v=PbsYCParU4U The Hate Comes Out]] [[spoiler:([[ClimaxBoss Bass]]' boss theme). If the revelation of him wasn't a shocker to you, [[AwesomeBosses/VideoGames his boss battle]] (and its theme) will make sure you reconsider!]]
** [[https://www.youtube.com/watch?v=VrKXDLzymaQ I Have You Now (Wily Castle's penultimate boss theme)]]. Another panic-inducing theme that goes to show that, after you survived the last battle, [[ThatOneBoss the game is actually and completely done with you]].
** [[https://www.youtube.com/watch?v=hyKnugYaM1I Countdown to Void]] [[spoiler:(the very final level's theme). With the level's multiple doors, both the level and music are telling you "you shouldn't be here, and you don't want to know what's at the end"]]. This theme was also composed by [=MegaPhilX=].
** [[https://www.youtube.com/watch?v=QxybUptPkQU Division By Zero]] [[spoiler:(the final boss' theme)]]. Nothing else to say.
** [[https://www.youtube.com/watch?v=GuQ3o21RAE0 Enigma of Aqua (Whirlpool Man's theme)]], an astoundingly beautiful theme accompanying the game's [[UnderTheSea water-themed bonus level]].
** [[https://www.youtube.com/watch?v=UAEExWFZkJ0 Chasing Eternity (the Endless Attack theme)]]. Just listening to it pumps you up for the ensuing fun!

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** [[https://www.youtube.com/watch?v=tMxefXC-gtI Explosive Artillery "Explosive Artillery" (Tank Man's theme)]] definitely feels like you're infiltrating the base and to the nucleus to free the robots from [[TheNeidermeyer their boss]].
** [[https://www.youtube.com/watch?v=u0qQfdXO6UU Wings Cut "Cut Through the Night Night" (Jet Man's theme)]]. Fitting for a starry night while you transverse the busy airport.
** [[https://www.youtube.com/watch?v=BqFCin7OQOo Tears "Tears of Glue Glue" (Glue Man's theme)]]. A strange, yet somehow enticing theme, especially considering [[StickySituation the setting]].
** [[https://www.youtube.com/watch?v=xDPXOD4vbok Prismatic Descent "Prismatic Descent" (Rainbow Man's theme)]], an incredibly fast-paced theme that will pump you up [[ThatOneLevel as you dodge the deadly beams to safety]]. Notably, this theme was composed by the game's director, [=MegaPhilX=], and not by the main composer, Kevin Phetsomphou (symfonikev).
** [[https://www.youtube.com/watch?v=-uH_TrwMRhg Deathtrap Mirage "Deathtrap Mirage" (the bonus level's theme)]], an extremely fast-paced theme that incorporates the dreaded [[TemporaryPlatform Appearing Blocks]], fitting the entire MindScrew that [[MarathonLevel the level]] is.
** [[https://www.youtube.com/watch?v=GKajRoJIjl0 Masters "Masters of Chaos Chaos" (the Robot Masters' boss theme)]], yet another fast-paced theme to accompany the ensuing battles. Get ready!
** [[https://www.youtube.com/watch?v=Sp4Vxn0wfLM An "An Unbreakable Will Will" (Wily's Castle 2)]]. Starts off calm and hopeful, until you get to the bridge... when you realize you've got to give it your all.
** [[https://www.youtube.com/watch?v=xqmpich8Knc Standing "Standing on Tattered Feet Feet" (Wily's Castle 3)]]. A panic-inducing theme that fits the entire level's insanity.
** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] "Brotherly Corruption"]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourFriend with your brother]], who you have to [[BeatTheCurseOutOfHim snap out of the dangerous virus]].]]
** [[https://www.youtube.com/watch?v=PbsYCParU4U The "The Hate Comes Out]] Out"]] [[spoiler:([[ClimaxBoss Bass]]' boss theme). If the revelation of him wasn't a shocker to you, [[AwesomeBosses/VideoGames his boss battle]] (and its theme) will make sure you reconsider!]]
** [[https://www.youtube.com/watch?v=VrKXDLzymaQ I "I Have You Now Now" (Wily Castle's penultimate boss theme)]]. Another panic-inducing theme that goes to show that, after you survived the last battle, [[ThatOneBoss the game is actually and completely done with you]].
** [[https://www.youtube.com/watch?v=hyKnugYaM1I Countdown "Countdown to Void]] Void"]] [[spoiler:(the very final level's theme). With the level's multiple doors, both the level and music are telling you "you shouldn't be here, and you don't want to know what's at the end"]]. This theme was also composed by [=MegaPhilX=].
** [[https://www.youtube.com/watch?v=QxybUptPkQU Division "Division By Zero]] Zero"]] [[spoiler:(the final boss' theme)]]. Nothing else to say.
** [[https://www.youtube.com/watch?v=GuQ3o21RAE0 Enigma "Enigma of Aqua Aqua" (Whirlpool Man's theme)]], an astoundingly beautiful theme accompanying the game's [[UnderTheSea water-themed bonus level]].
** [[https://www.youtube.com/watch?v=UAEExWFZkJ0 Chasing Eternity "Chasing Eternity" (the Endless Attack theme)]]. Just listening to it pumps you up for the ensuing fun!



** Once you learn how to exploit his patterns and keep staying at long range, [[spoiler:Bass' battle at Wily's castle]] suddenly becomes much more manageable. With only three attacks at his disposal [[spoiler:(shooting the Bass Buster from afar, dashing and jumping; jumping, pausing midair to fire downwards then dash; and merging with Treble to fire large energy spheres)]], all of which can be telegraphed easily despite their speed[=/=]size, the only thing you should be worried about is staying healthy for [[ThatOneBoss the next two bosses]].

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** Once you learn how to exploit his patterns and keep staying at long range, [[spoiler:Bass' battle at Wily's castle]] suddenly becomes much more manageable. With only three attacks at his disposal [[spoiler:(shooting the Bass Buster from afar, dashing and jumping; jumping, pausing midair to fire downwards then dash; and merging with Treble to fire large energy spheres)]], all of which can be telegraphed easily despite their speed[=/=]size, speed/size, the only thing you should be worried about is staying healthy for [[ThatOneBoss the next two bosses]].



** On the topic of difficulty, just ''how'' difficult is the game? Is it FakeDifficulty abound, with over abuse of SpikesOfDoom and instakill hazards? Or is it like any VideoGame/MegaManClassic game, where [[TrialAndErrorGameplay slowly learning the stage and getting better is key]] and that you have to be ''trying'' to run into most of the SpikesOfDoom since most of them are cosmetic? About the only thing people can agree on is the [[MarathonLevel levels are too long]].

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** On the topic of difficulty, just ''how'' difficult is the game? Is it FakeDifficulty abound, with over abuse of SpikesOfDoom and instakill hazards? Or is it like any VideoGame/MegaManClassic ''VideoGame/MegaManClassic'' game, where [[TrialAndErrorGameplay slowly learning the stage and getting better is key]] and that you have to be ''trying'' to run into most of the SpikesOfDoom since most of them are cosmetic? About the only thing people can agree on is the [[MarathonLevel levels are too long]].



** 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 consider it an untouchable plot point and feel offended by the game's pretentiousness. [[TakeAThirdOption A third camp]] doesn't mind it, but some of them feel it could've been handled better. One thing many will agree, however, is that having the game end with [[spoiler:an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.
** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[FandomVIP Zan Sidera]] over. Some think [[SceneryPorn it makes the stages and assorted details look beautiful]] by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.
* CaptainObviousReveal: The twist that reveals [[spoiler:Bass]] as the one who kidnapped Dr. Wily and lead the robot attack, since the game's promotional material made no effort to hide that he would have a major role. [[spoiler:Also, Wily being the actual villain, but that [[OnceAnEpisode goes]] [[GrandfatherClause without saying]]]].

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** The ending's take on [[spoiler:the events that bridge the Classic [[VideoGame/MegaManClassic Classic]] and X ''[[VideoGame/MegaManX X]]'' timelines]]. Some think it's really awesome and love the connection, others consider it an untouchable plot point and feel offended by the game's pretentiousness. [[TakeAThirdOption A third camp]] doesn't mind it, but some of them feel it could've been handled better. One thing many will agree, however, is that having the game end with [[spoiler:an [[HopelessBossFight [[spoiler:[[HopelessBossFight an unwinnable boss fight]]]] ends the game on a sour note.
** Whether or not ignoring NES [[UsefulNotes/NintendoEntertainmentSystem NES]] color limits was a good idea, which [=MegaPhilX=] argued with [[FandomVIP Zan Sidera]] over. Some think [[SceneryPorn it makes the stages and assorted details look beautiful]] by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.
* CaptainObviousReveal: The twist that reveals [[spoiler:Bass]] as the one who kidnapped Dr. Wily and lead the robot attack, since the game's promotional material made no effort to hide that he would have a major role. [[spoiler:Also, Wily being the actual villain, but that [[HijackedByCanon that]] [[OnceAnEpisode goes]] [[GrandfatherClause without saying]]]].



* [[GatewaySeries Gateway Game]]: To Mega Man fangames in general.

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* [[GatewaySeries Gateway Game]]: To Mega Man fangames ''Mega Man'' fan games in general.



** The [[{{Hologram}} Yoku]] [[HardLight Attack]]. While it doesn't deal as much damage as the weapons above, it makes up for it by homing in on enemies, grabbing items, and being very ammo-friendly (even moreso than the Rainbow Laser). Its only issues are that it makes you flinch if it hits a shielded enemy (though it does not damage you), and that no bosses outside of Yoku Man are weak to it.

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** The [[{{Hologram}} Yoku]] [[HardLight Attack]]. While it doesn't deal as much damage as the weapons above, it makes up for it by homing in on enemies, grabbing items, and being very ammo-friendly (even moreso more so than the Rainbow Laser). Its only issues are that it makes you flinch if it hits a shielded enemy (though it does not damage you), and that no bosses outside of Yoku Man are weak to it.



** [[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.

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** [[spoiler:Prototype Zero]]. You have to have already beaten the game already on original Original or instant death, Insta-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.



** 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.

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** Using Glue Man's weapon, you can zip through walls similar to the bugs in earlier classic Megaman ''Mega Man'' 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.



** [[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''.]]

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** [[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''. ''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''.]]



** The first victim of the robot apocalypse says "What!?" [[labelnote:Spoiler/Explanation]]Fans noted similarities between the Z-Prototype boss fight and [=CMSPyrowolf=]'s ''[[https://www.youtube.com/watch?v=NcHR3HizRTA Dr. Wily Fails at Life]]'', in particular how much stronger Zero is compared to regular robots.[[/labelnote]]

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** The first victim of the robot apocalypse says "What!?" [[labelnote:Spoiler/Explanation]]Fans [[labelnote:Explanation (Spoilers!)]]Fans noted similarities between the Z-Prototype boss fight and [=CMSPyrowolf=]'s ''[[https://www.youtube.com/watch?v=NcHR3HizRTA Dr. Wily Fails at Life]]'', in particular how much stronger Zero is compared to regular robots.[[/labelnote]]



* ShockingMoments: Highlights include [[spoiler:Proto Man getting infected and [[FightingYourFriend turning on you]], Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending [[spoiler:bridging the Classic and X series, however, takes the cake]].

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* SelfImposedChallenge: The Insta-Death difficulty. Take what's already considered to be [[NintendoHard one of the most difficult]] ''Mega Man'' fan games out there, then [[HarderThanHard ratchet up the difficulty]] by playing as a OneHitPointWonder. Good luck!
* ShockingMoments: Highlights include [[spoiler:Proto Man getting infected and [[FightingYourFriend turning on you]], Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending [[spoiler:bridging the Classic and X ''X'' series, however, takes the cake]].



*** Finally, while the previous battle [[spoiler:against Bass]] before the two isn't difficult per se (and likely a BreatherBoss as stated above), it ''is'' cluttered with the other two fights above and the two battles above come one after another with no chance to regain lost health or weapon energy without an E-Tank or W-Tank.

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*** Finally, while the previous battle [[spoiler:against Bass]] before the two isn't difficult per se ''per se'' (and likely a BreatherBoss as stated above), it ''is'' cluttered with the other two fights above and the two battles above come one after another with no chance to regain lost health or weapon energy without an E-Tank or W-Tank.
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** ''VideoGame/MegaManXDive'' casually implies Bass (who is essentially Mega Man's equal) is able to actually bring Zero to at least a stalemate, [[spoiler:which makes ''Unlimited'''s depiction of how Mega Man fares against him a bit awkward]].
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* FanNickname: [[spoiler:The "Wily Cow Catcher", for the first Wily machine.]]

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* 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.

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* 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 4.4 despite it being classified as ThatOneBoss, as shown below.



** As soon as the game came out, complaints of FakeDifficulty across levels did not go unnoticed within the community. Progress was made, and several of the unfair aspects and/or "gotcha" moments levels had were removed or toned down.

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** As soon as the game came out, complaints of FakeDifficulty across levels from the community did not go unnoticed within the community.unnoticed. Progress was made, and several of the unfair aspects and/or "gotcha" moments levels had were removed or toned down.



** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourBrother with your brother]], who you have to [[BeatTheCurseOutOfHim snap out of the dangerous virus]].]]

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** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourBrother [[FightingYourFriend with your brother]], who you have to [[BeatTheCurseOutOfHim snap out of the dangerous virus]].]]



** Comet Woman, the first time you fight her. Her attacks are somewhat sluggish (even her [[SuperSpeed Comet Dash]]), the {{Orbiting Particle Shield}}s she fires have an easy timing to dodge, and the level's gravity is minimal while her lair has no hazards to worry about. [[GoddamnedBoss Her second fight isn't as easy, though...]]
** Tank Man's attack pattern is predictable and easy to learn. His Tank Assault is deceptively easy to dodge, and his only other method of hurting you is ramming into you, which is also easily dodged.

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** Tank Man's attack pattern is predictable and easy to learn. His Tank Assault is fairly easy to dodge, and his only other method of hurting you is [[DashAttack ramming into you]], which is also easily dodged. He'll try to mix his dash attack on even uses, by stopping short of the dash and firing a shell at you, but that's also easy to predict.
** Comet Woman, the first time you fight her. Her attacks are somewhat sluggish (even her [[SuperSpeed Comet Dash]]), the {{Orbiting Particle Shield}}s she fires have an easy timing to dodge, and the level's gravity is minimal while her lair has no hazards to worry about. [[GoddamnedBoss Her second fight isn't as easy, though...]]
** Tank Man's attack pattern is predictable and easy to learn. His Tank Assault is deceptively easy to dodge, and his only other method of hurting you is ramming into you, which is also easily dodged.
[[GoddamnedBoss subverts the "breather" part, though]]...



** The [[RayGun Rainbow Beam]] is up there with the Nail Shield in terms of destructive power. The laser you fire deals paltry damage (as much as a buster shot), but is piercing (meaning some armored enemies that aren't Mets will receive damage from it), and the moment you press the fire button again, you create a SphereOfDestruction from it that deals repeated damage, which will add up to four times the damage you would've normally dealt and is very good for crowd control. Even better, it is ammo-friendly, consuming only one unit per shot.

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** The [[RayGun Rainbow Beam]] is up there with the Nail Shield in terms of destructive power. The laser you fire deals paltry damage (as much as a buster shot), but is piercing (meaning some armored enemies that aren't Mets will receive damage from it), and the moment you press the fire button again, you create a SphereOfDestruction from it that deals repeated damage, which will add up to four times the damage you would've normally dealt (for a potential ''five'' points of damage per shot) and is very good for crowd control. Even better, it is ammo-friendly, consuming only one unit per shot.



** The [[MakingASplash Water]] [[BeamSpam Cannon]], while normally a mundane weapon on its own (there's also [[LethalJokeWeapon the fact it's]] unusable underwater), is actually capable of doing a number on stationary enemies and/or some {{mini boss}}es (chief among them, Hammer Man) thanks to its rapid-fire.

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** The [[MakingASplash Water]] [[BeamSpam Cannon]], while normally a mundane weapon on its own (there's also [[LethalJokeWeapon the fact it's]] [[SurprisinglyRealisticOutcome unusable underwater), underwater]]), is actually capable of doing a number on stationary enemies and/or some {{mini boss}}es (chief among them, Hammer Man) thanks to its rapid-fire.



** Omega Special Weapons, which are denoted by an Ω symbol below their energy gauge. For them to be obtained, you've got to defeat each and every one of the [[ThatOneBoss Omega Robot Masters]] in the Special section, with each defeated boss giving you their respective Omega Special Weapon; the trade-off is completely worth it, however, as Omega weapons ''consume half as much energy as their respective normal weapons would have consumed''. Weapons that were previously considered average can become Game-Breakers in their own right, whereas most of the already Game-Breakers above become [[UpToEleven outright unfair]].

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** Omega Special Weapons, which are denoted by an Ω symbol below their energy gauge. For them to be obtained, you've got to defeat each and every one of the [[ThatOneBoss Omega Robot Masters]] in the Special section, with each defeated boss giving you their respective Omega Special Weapon; the trade-off is completely worth it, however, as Omega weapons ''consume half as much energy as their respective normal weapons would have consumed''. Weapons that were previously considered average can become Game-Breakers in their own right, whereas most of the already Game-Breakers above become [[UpToEleven [[ThereIsNoKillLikeOverkill outright unfair]].



** Rainbow Man. He follows a set pattern, but his most annoying attack is disappearing in one of two rain clouds followed by them creating sparks, then him appearing from the cloud that shot the sparks second - the problem isn't from avoiding the spikes, but from knowing which cloud shot sparks first. It doesn't help that, after this attack, Rainbow Man plants an arrow in the floor and fires a Rainbow Beam at the arrow, resulting in his [[ThatOneAttack infamous]] OneHitKill beam. The latter attack did get {{nerf}}ed hard in an update, becoming merely a damaging attack, though the fact its huge hitbox can still [[CycleOfHurting lock you in place for long]] is still bothersome.



** [=MegaPhilX=] [[WordOfGod stated this as the reason]] behind the lack of [[BlobMonster Devil]] bosses, finding them boring to fight. [[spoiler:As a compromise, the Wily Machine and Wily Walker make use of some of their usual attack patterns.]]

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** [=MegaPhilX=] [[WordOfGod stated this as the reason]] behind the lack of [[BlobMonster Devil]] bosses, finding them boring to fight. [[spoiler:As a compromise, the Wily Machine and Wily Walker make use of some of their usual usual, though less annoying, attack patterns.]]



* ScrappyMechanic: The prisms in Rainbow Man's stage. They make the Force Beams take [[UpToEleven a triangular spread]], often forcing the player into react immediately or die situations.
* ShockingMoments: Highlights include [[spoiler:Proto Man getting infected and [[FightingYourFriend turning on you]], Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending [[spoiler:bridging the Classic and X series, howeverm takes the cake]].

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* ScrappyMechanic: The prisms in Rainbow Man's stage. They make the Force Beams take [[UpToEleven a triangular spread]], spread, often forcing the player into react immediately or die situations.
* ShockingMoments: Highlights include [[spoiler:Proto Man getting infected and [[FightingYourFriend turning on you]], Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending [[spoiler:bridging the Classic and X series, howeverm however, takes the cake]].



** Jet Man's [[MacrossMissileMassacre missile rain]]. If you're on the right side of the screen, you get about a second to dodge or counter the missiles (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 ThatOneBoss.



** Jet Man's [[MacrossMissileMassacre missile rain]]. If you're on the right side of the screen, you get about a second to dodge or counter the missiles (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.
** Elecrab's electrifying ladder attack (Elecrab being the Captured Wily Stage 1 boss). 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.

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** Jet Man's [[MacrossMissileMassacre missile rain]]. If you're on Elecrab, the right side of the screen, you get about a second to dodge or counter the missiles (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.
** Elecrab's electrifying ladder attack (Elecrab being
first boss in the Captured Wily Stage 1 boss).Wily's Castle, has an attack where it electrifies the ladders in the arena. 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.



** Jet Man. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage, chief among them being his [[ThatOneAttack infamous]] [[MacrossMissileMassacre missile rain]]. He also doesn't give you many opportunities to hit him. He's also notable in that his weakness doesn't have enough energy to kill him alone, requiring you to also hit him with the sonic blasts that come from the dash, too.
** Yoku Man summons Appearing Blocks, then teleports to a random one and fires a projectile at you. After doing this three times, he teleports to the bottom of the stage and [[ThatOneAttack fills it with spikes]], except for a small area in front of him. You'll need quick reflexes coming in on his battle, and hope the RNG is on your favor. 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, as he's absurdly weak to his own weapon.
** Elecrab, the [[GiantEnemyCrab crab boss]] at the end of the first Wily Castle 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.

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** Jet Man. Not only is he quite fast, but his attacks all cause small explosions, come out quickly, and do deal lots of damage, chief among them being his most [[ThatOneAttack infamous]] infamously]] [[MacrossMissileMassacre his missile rain]]. He also doesn't give you many opportunities to hit him. He's also notable in that his weakness weakness, the Comet Dash, doesn't have enough energy to kill him alone, requiring you to also hit him with the sonic blasts that come from the dash, too.
dash attack, too. Clash all of this with the fact his stage is ThatOneLevel, and you get a fight that will have you on your feet.
** Yoku Man summons Appearing Blocks, then teleports to a random one and fires a projectile at you. Predicting which block he will appear on can be quite hard, and contact damage from him is high, while his shots aren't weak, either. After doing this three times, he teleports to the bottom of the stage and [[ThatOneAttack fills it with spikes]], except for a small area in front of him. You'll need quick reflexes coming in on his battle, and hope the RNG is on your favor. Similarly to Jet Man, the fact his stage is a ''{{Marathon|Level}}'' ThatOneLevel, only adds insult to injury. 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, as he's absurdly egregiously weak to his own weapon.
** Elecrab, the [[GiantEnemyCrab crab boss]] Elecrab]], the boss at the end of the first Wily Captured Wily's Castle 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. Fortunately, the boss itself is allergic to the [[AlwaysAccurateAttack Jet Missile]].



** Omega Robot Masters. Their speed, damage and strategies are all taken UpToEleven, to the point easy bosses become nightmarish while already hard bosses become completely overbearing[[labelnote:Changes to each boss]]Nail Man rains many more nails, shoots his Nail Shield faster, and leaves himself less vulnerable; Tank Man shoots Tank Arsenal volleys more often and less predictable, and when he feints tackling Mega Man, fires a barrage of shots to cover his distance; Jet Man is faster, shoots three Jet Missiles from the air before landing, and his missile rain deals more damage while covering virtually the entire arena; Glue Man shoots ''three'' Glue Shots on the ground and ''five '''all at once''''' when he clings to the ceiling; Trinitro Man needs only one hit on his weak point to explode and fires his Nitro Blast faster; Rainbow Man is '''much''' faster and unpredictable, and the clouds he summons shoot many more sparks; Yo-Yo Man is faster and has faster attacks; Comet Woman lacks gravity (like in her Wily Castle rematch), is faster and her Comet Dash sends more sonic waves flying; Yoku Man is faster, his projectiles travel directly towards you, his Appearing Blocks and OneHitKill attack are faster, and he teleports faster; and Whirlpool Man is faster and his water mines take one more bullet of punishment (so a charge shot can't immediatly destroy them)[[/labelnote]]. For all your troubles at fighting said bosses, however, you receive their respective [[GameBreaker Omega Special Weapons]] (denoted by an Ω symbol below their energy gauge), which use only half the energy the respective weapon would normally use.

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** {{Invoked|Trope}} with the Omega Robot Masters. Their speed, damage and strategies are all taken UpToEleven, cranked [[NintendoHard up to eleven]], to the point easy bosses become nightmarish nightmarish, while already hard bosses become completely overbearing[[labelnote:Changes HarderThanHard[[labelnote:Changes to each boss]]Nail Man rains many more nails, shoots his Nail Shield faster, and leaves himself less vulnerable; Tank Man shoots Tank Arsenal volleys more often and less predictable, and when he feints tackling Mega Man, fires a barrage of shots to cover his distance; Jet Man is faster, shoots three Jet Missiles from the air before landing, and his missile rain deals more damage while covering virtually the entire arena; Glue Man shoots ''three'' Glue Shots on the ground and ''five '''all at once''''' when he clings to the ceiling; Trinitro Man needs only one hit on his weak point to explode and fires his Nitro Blast faster; Rainbow Man is '''much''' faster and unpredictable, and the clouds he summons shoot many more sparks; Yo-Yo Man is faster and has faster attacks; Comet Woman lacks gravity (like in her Wily Castle rematch), is faster and her Comet Dash sends more sonic waves flying; Yoku Man is faster, his projectiles travel directly towards you, his Appearing Blocks and OneHitKill attack are faster, and he teleports faster; and Whirlpool Man is faster and his water mines take one more bullet of punishment (so a charge shot can't immediatly destroy them)[[/labelnote]]. For all your troubles at fighting said bosses, however, you receive their respective [[GameBreaker Omega Special Weapons]] (denoted by an Ω symbol below their energy gauge), which use only half the energy the respective weapon would normally use.



** 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. Finally, [[FromBadToWorse there's the battle with]] [[ThatOneBoss Jet Man]]...



** 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.

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** Yoku Man's level also counts, for [[BrutalBonusLevel obvious reasons]].
** Captured Wily Castle Stage 4
reasons]]. His stage is a prime contender, even accounting MarathonLevel to [[ExaggeratedTrope end all Maraathon Levels in the game]], [[MalevolentArchitecture full of]] EliteMooks, [[TemporaryPlatform Appearing Blocks]], Appearing ''[[SpikesOfDoom Spike Blocks]]'', {{Fake Platform}}s, [[StealthyMook enemies that emulate Appearing Blocks]], and more. There's [[CheckpointStarvation only one checkpoint, which comes fairly late for the fact level's standards]], and after that, you'll have to contend with [[TheMaze a maze]] comprised of ten different screens that it's has only one solution, and you'll get bounced back a Fortress stage. [[spoiler:9 Robot rematches complete considerable amount if you choose the wrong path (though mercifully, the maze is divided in two sections). After the maze, you'll have to contend with gimmick mini-levels prior to each rematch and a 3-part final boss much longer, difficult level section full of Appearing Block puzzles before the battle all in one stage]]. It is enough to make players rage. Doubly frustrating if you haven't been through with Yoku Man's Man. And finally, the battle with [[ThatOneBoss Yoku Man]] is no slouch, either. The developers must have known how aggravating the level would be, as mercifully, there are three [[OneUp extra lives]] scattered around the level.



** 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. Finally there's [[ThatOneBoss the battle with Jet Man]]...

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** Jet 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 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. Finally there's [[ThatOneBoss the battle with Jet Man]]...level.
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** The [[MakingASplash Water]] [[BeamSpam Cannon]], while normally a mundane weapon on its own (there's also [[LethalJokeWeapon the fact it's]] [[RealityEnsues unusable underwater]]), is actually capable of doing a number on stationary enemies and/or some {{mini boss}}es (chief among them, Hammer Man) thanks to its rapid-fire.

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** The [[MakingASplash Water]] [[BeamSpam Cannon]], while normally a mundane weapon on its own (there's also [[LethalJokeWeapon the fact it's]] [[RealityEnsues unusable underwater]]), underwater), is actually capable of doing a number on stationary enemies and/or some {{mini boss}}es (chief among them, Hammer Man) thanks to its rapid-fire.
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Big Name Fan was renamed Fandom VIP to avoid usage of "famous person is a fan". Misuse and low-context examples are being deleted.


** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think [[SceneryPorn it makes the stages and assorted details look beautiful]] by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.

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** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan [[FandomVIP Zan Sidera]] over. Some think [[SceneryPorn it makes the stages and assorted details look beautiful]] by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.
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** Tank Man's attack pattern is predictable and easy to learn. His Tank Assault is deceptively easy to dodge, and his only other method of hurting you is ramming into you, which is also easily dodged.
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** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening. One of the game's final updates, however, reintroduced it AND the ability to turn it on/off, for those who prefered the lack of a charge shot.

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** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening. One of the game's final updates, however, reintroduced it AND the ability to turn it on/off, for those who prefered preferred the lack of a charge shot.



** [[https://www.youtube.com/watch?v=u0qQfdXO6UU Wings Cut Through the Night (Jet Man's theme)]]. Fitting for a starry night while you trasverse the busy airport.

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** [[https://www.youtube.com/watch?v=u0qQfdXO6UU Wings Cut Through the Night (Jet Man's theme)]]. Fitting for a starry night while you trasverse transverse the busy airport.



** [[https://www.youtube.com/watch?v=hyKnugYaM1I Countdown to Void]] [[spoiler:(the very final level's theme). With the level's multiple doors, both the level and music are telling you "you shouldn't be here, and you don't want to know what's at the end".]] This theme was also composed by [=MegaPhilX=].
** [[https://www.youtube.com/watch?v=QxybUptPkQU Division By Zero]][[spoiler: (the final boss' theme)]]. Nothing else to say.

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** [[https://www.youtube.com/watch?v=hyKnugYaM1I Countdown to Void]] [[spoiler:(the very final level's theme). With the level's multiple doors, both the level and music are telling you "you shouldn't be here, and you don't want to know what's at the end".]] end"]]. This theme was also composed by [=MegaPhilX=].
** [[https://www.youtube.com/watch?v=QxybUptPkQU Division By Zero]][[spoiler: (the Zero]] [[spoiler:(the final boss' theme)]]. Nothing else to say.

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** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening/ Oone of the game's final updates, however, reintroduced it AND the ability to turn it on/off.
** Rainbow Man was notable for being a boss with an ''[[OneHitKill instant kill]]'' attack, it being the Rainbow Laser spreading over an arrow he fires to the floor and spreads out. Many people cried foul on this, saying that ''no'' Robot Master should have an instant kill attack. An update later changed it into a normal (but still ''very'' damaging) attack.

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** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening/ Oone saddening. One of the game's final updates, however, reintroduced it AND the ability to turn it on/off.
on/off, for those who prefered the lack of a charge shot.
** Rainbow Man was notable for being a boss with an ''[[OneHitKill instant kill]]'' attack, it being the Rainbow Laser spreading over an arrow he fires to the floor and spreads out. Many people cried foul on this, saying that ''no'' Robot Master should have an instant kill attack. An early update later changed it into a normal (but still ''very'' damaging) ''[[ThatOneAttack very]]'' [[ThatOneAttack damaging]]) attack.



** [[https://www.youtube.com/watch?v=Sp4Vxn0wfLM An Unbreakable Will (Wily's Castle 2)]]. Starts off calm and hopeful, until you get to the bridge... when you realize you gotta give it your all.

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** [[https://www.youtube.com/watch?v=Sp4Vxn0wfLM An Unbreakable Will (Wily's Castle 2)]]. Starts off calm and hopeful, until you get to the bridge... when you realize you gotta you've got to give it your all.



** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourBrother with your brother]].]]
** [[https://www.youtube.com/watch?v=VrKXDLzymaQ I Have You Now (Wily Castle's penultimate boss theme)]]. Another panic-inducing theme that goes to show [[ThatOneBoss the game is completely done with you]].

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** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourBrother with your brother]].brother]], who you have to [[BeatTheCurseOutOfHim snap out of the dangerous virus]].]]
** [[https://www.youtube.com/watch?v=PbsYCParU4U The Hate Comes Out]] [[spoiler:([[ClimaxBoss Bass]]' boss theme). If the revelation of him wasn't a shocker to you, [[AwesomeBosses/VideoGames his boss battle]] (and its theme) will make sure you reconsider!]]
** [[https://www.youtube.com/watch?v=VrKXDLzymaQ I Have You Now (Wily Castle's penultimate boss theme)]]. Another panic-inducing theme that goes to show that, after you survived the last battle, [[ThatOneBoss the game is actually and completely done with you]].



** Nail Man doesn't leave himself too vulnerable with his Nail Shield, meaning his boss fight can ''sometimes'' reach MarathonBoss levels, but nevertheless, there's not much to worry about on it. As long as you watch out the pattern on which his nails fall, avoid the one nail acting as a pretty short-lived hazard, and you pelt him with buster shots after you watch where he falls without getting cornered, it shouldn't be terrible. There's a reason why this boss is fought first, after all.

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** Nail Man doesn't leave himself too vulnerable with his Nail Shield, meaning his boss fight can ''sometimes'' reach MarathonBoss levels, but nevertheless, there's not much to worry about on it. As long as you watch out the pattern on which his nails fall, avoid the one nail acting as a pretty short-lived hazard, and you pelt him with buster shots after you watch where he falls without getting cornered, it he shouldn't be terrible. And the icing on the cake is that Nail Man gives you [[GameBreaker one of the most useful weapons]] in the game. There's a reason few reasons why this boss is fought first, after all.



** Hilariously, Yoku Man can become this in the boss rush if you've acquired his weapon. It will track him without fail, and [[HoistByHisOwnPetard kills him in two hits]].

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** Hilariously, Yoku Man can become this in the boss rush if you've acquired his weapon. weapon, the Yoku Attack. It will track him without fail, and [[HoistByHisOwnPetard kills him in two hits]].hits]].
** Once you learn how to exploit his patterns and keep staying at long range, [[spoiler:Bass' battle at Wily's castle]] suddenly becomes much more manageable. With only three attacks at his disposal [[spoiler:(shooting the Bass Buster from afar, dashing and jumping; jumping, pausing midair to fire downwards then dash; and merging with Treble to fire large energy spheres)]], all of which can be telegraphed easily despite their speed[=/=]size, the only thing you should be worried about is staying healthy for [[ThatOneBoss the next two bosses]].



** 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 consider it an untouchable plot point and feel offended by the game's pretentiousness. A third camp doesn't mind it, but feels it could be handled better. One thing many will agree, however, is that having the game end with [[spoiler: an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.
** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think it makes the stages and assorted details look beautiful by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.

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** 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 consider it an untouchable plot point and feel offended by the game's pretentiousness. [[TakeAThirdOption A third camp camp]] doesn't mind it, but feels some of them feel it could be could've been handled better. One thing many will agree, however, is that having the game end with [[spoiler: an [[spoiler:an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.
** Whether or not ignoring NES color limits was a good idea, which [=MegaPhilX=] argued with [[BigNameFan Zan Sidera]] over. Some think [[SceneryPorn it makes the stages and assorted details look beautiful beautiful]] by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.



** Hammer Man, especially for those who wanted to see him as more than a MiniBoss.
** Comet Woman, partly thanks to there being so few official Robot Mistresses.

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** [[DropTheHammer Hammer Man, Man]], especially for those who wanted to see him as more than a MiniBoss.
** Comet Woman, partly thanks to there being [[TheSmurfettePrinciple so few official Robot Mistresses.Mistresses]].



** The {{Nail|Em}} [[OrbitingParticleShield Shield]], considered to be one of the Special Weapons in the game (if not ''the'' best). It has a large hitbox to keep enemies at bay, can take a large number of hits before finally dissipating and can be fired into four large projectiles that shred through anything that doesn't have MercyInvincibility. It helps immensely with the trickier platform sections.

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** The {{Nail|Em}} [[OrbitingParticleShield Shield]], considered to be one of the most useful Special Weapons in the game (if not ''the'' best). It has a large hitbox to keep enemies at bay, can take a large number of hits before finally dissipating and can be fired into four large projectiles that shred through anything that doesn't have MercyInvincibility. It helps immensely with the trickier platform sections.



** The [[SuperSpeed Comet Dash]] helps a lot with trivializing certain platforming sections. It launches you forward with a hitbox that's invincible to everything save spikes. Have to make a precise jump through spikes? Comet Dash will help make it a non-issue. Its only issue is its extremely high cost.

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** The [[SuperSpeed Comet Dash]] helps a lot with trivializing certain platforming sections. It launches you forward with a hitbox that's invincible to everything save spikes. Have to make a precise jump through spikes? Comet Dash will help make it a non-issue. Its only issue is its extremely very high cost.cost, with only seven uses per full gauge.



** The [[MakingASplash Water]] [[BeamSpam Cannon]], while normally a mundane weapon on its own (there's also [[LethalJokeWeapon the fact it's]] [[RealityEnsues unusable underwater]]), is actually capable of doing a number on stationary enemies and/or some {{mini boss}}es (chief among them, Hammer Man) thanks to its rapid-fire.



** Omega Special Weapons, which are denoted by an Ω symbol below their energy gauge. For them to be obtained, you've got to defeat each and every one of the [[ThatOneBoss Omega Robot Masters]] in the Special section, with each defeated boss giving you their respective Omega Special Weapon; the trade-off is completely worth it, however, as Omega weapons ''consume half as much energy as their respective normal weapons would have consumed''. Weapons that were previously considered average can become Game-Breakers in their own right, whereas most of the already Game-Breakers above become [[UpToEleven outright unfair]].



** Glue Man has a fast pace to his battle, which can throw off newer players. His [[StickySituation Glue Shot]] immobilizes Mega Man, enough for him to crash onto him for CollisionDamage. And while this is his only damaging attack, ''[[ThatOneAttack it hurts a lot]]''. He can also cling to the ceiling to shoot three Glue Shots before coming down. Mastering the pace to the fight and where Glue Man will shoot the Glue Shots is essential, but once you do so, you'll realize the fight was actually more reliant on FakeDifficulty than anything else.
** Trinitro Man. See the top of his head? That's his [[AchileesHeel weak point]], which you actually [[SchmuckBait do NOT want to hit]], as doing so three times will make him explode and [[TakingYouWithMe take you with him]], ending in a lost battle. His Nitro Blast can also be annoying to dodge and deals a crapload of damage, meaning that if you get cornered trying to dodge him, you ''will'' take damage. Fortunately, the Rainbow Beam just so happens to ignore his head's hurtbox limit, all the while dealing more damage to him.

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** Glue Man has a fast pace to his battle, which can throw off newer players. His [[StickySituation Glue Shot]] immobilizes Mega Man, enough for him to crash onto him for CollisionDamage. And while this is his only damaging attack, ''[[ThatOneAttack it hurts a lot]]''. He can also cling to the ceiling to shoot three Glue Shots succesively before coming down. Mastering the pace to the fight and where Glue Man will shoot the Glue Shots is essential, but once you do so, you'll realize the fight was actually more reliant on FakeDifficulty than anything else.
** Trinitro Man. See His Nitro Blast can be annoying to dodge and deals a crapload of damage, meaning that if you get cornered trying to dodge Trinitro Man's landing (and this is actually easy to dodge), you ''will'' take damage. By the way, see the top of his head? That's his [[AchileesHeel [[AchillesHeel weak point]], which you actually [[SchmuckBait do NOT want to hit]], as doing so three times will make him explode and [[TakingYouWithMe take you with him]], ending in [[YetAnotherStupidDeath a lost battle. His Nitro Blast can also be annoying to dodge and deals a crapload of damage, meaning that if you get cornered trying to dodge him, you ''will'' take damage.battle]]. Fortunately, the Rainbow Beam just so happens to ignore his head's hurtbox limit, all the while dealing more damage to him.



** The second [[spoiler:Wily Machine]]. Its attacks aren't too hard to dodge, but its vulnerability window is tiny, and the Rainbow Beam, the most effective way to hit it, does barely any damage, whereas the Yo-Yo Cutter, the weapon that deals the most damage to it, is incredibly hard to aim towards it.
** [=MegaPhilX=] [[WordOfGod stated this as the reason]] behind the lack of [[BlobMonster Devil]] bosses, finding them boring to fight. [[spoiler:As a compromise, the Wily Machine makes use of their usual attack pattern.]]

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** The second [[spoiler:Wily Machine]]. Its attacks aren't too hard to dodge, but its vulnerability window is tiny, and the Rainbow Beam, the most effective way to hit it, does barely any damage, whereas the Yo-Yo Cutter, the weapon that deals the most damage to it, is incredibly hard to aim towards it.
** [=MegaPhilX=] [[WordOfGod stated this as the reason]] behind the lack of [[BlobMonster Devil]] bosses, finding them boring to fight. [[spoiler:As a compromise, the Wily Machine makes and Wily Walker make use of some of their usual attack pattern.patterns.]]



** Jet Man's [[MacrossMissileMassacre misile rain]]. If you're on the right side of the screen, you get about a second to dodge or counter the missiles (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.

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** Jet Man's [[MacrossMissileMassacre misile missile rain]]. If you're on the right side of the screen, you get about a second to dodge or counter the missiles (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.



** Jet Man. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage, chief among them being his [[MacrossMissileMassacre missile rain]]. He also doesn't give you many opportunities to hit him. He's also notable in that his weakness doesn't have enough energy to kill him alone, requiring you to also hit him with the curved blasts that apart.
** 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.
** Elecrab, 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]].

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** Jet Man. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage, chief among them being his [[ThatOneAttack infamous]] [[MacrossMissileMassacre missile rain]]. He also doesn't give you many opportunities to hit him. He's also notable in that his weakness doesn't have enough energy to kill him alone, requiring you to also hit him with the curved sonic blasts that apart.
come from the dash, too.
** Yoku Man summons yoku blocks, Appearing Blocks, then teleports to a random yoku block one and fires a fast moving projectile at you. After doing this three yoku blocks, times, he teleports to the bottom of the stage and [[ThatOneAttack fills it with spikes, spikes]], except for a small area in front of him. You'll need quick reflexes coming in on his battle, and hope the RNG is on your favor. 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 BossRush, as he's absurdly weak to his own weapon.
** Elecrab, the [[GiantEnemyCrab crab boss]] at the end of the first fortress Wily Castle 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 ''real'' FinalBoss at the two-form Wily Machine. None end of the fourth Wily Castle level: [[spoiler:the Wily Machine, and the Wily Walker]].
*** [[spoiler:The Wily Machine's]] difficulty stems mainly from the fact that [[spoiler:unlike traditional Wily Machine fights,]] all of its attacks aren't easy to see coming because of how the boss moves, plus [[spoiler:as ''per tradition'' for Wily boss fights,]] they all deal high damage that stacks quickly. TrialAndErrorGameplay does apply, but you'll need to be on your wits in order to overcome and memorize each and every attack. What's more, since it's constantly moving and it has such an enormous hitbox on its underside, aiming for [[spoiler:the ship's glass]] becomes incredibly hard, even with the weapon that damages it the most, the Yo-Yo Cutter.
*** And then there's [[spoiler:the Wily Walker]]. Its energy spheres aren't too hard to dodge, but the real problem comes from how the boss jumps around the arena, which is completely unpredictable (which means TrialAndErrorGameplay doesn't apply as easily). If it doesn't jump from one side to the other, you'll have to contend with quickly sliding and make sure the boss doesn't land on you or in front of you (and if it does, pray you have enough energy on the invincible Comet Dash, otherwise you're taking damage). At least when he activates its thrusters to tackle you, you can outright negate this by shooting at it repeteadly. Only when the boss jumps does it have a window of vulnerability, but the fact is that its a tiny vulnerability window, and the Rainbow Beam, the most effective way to hit it, deals barely any damage, whereas the Yo-Yo Cutter, the weapon that deals the most damage to it, is hard to aim towards it, much like the previous boss (although fortunately less so).
*** Finally, while the previous battle [[spoiler:against Bass]] before the two isn't difficult per se (and likely a BreatherBoss as stated above), it ''is'' cluttered with the other two
fights are particularly ''hard'', per se, but they above and the two battles above come one after another with no chance to regain lost health or weapon energy without an E- E-Tank or W-Tank]].W-Tank.
** Omega Robot Masters. Their speed, damage and strategies are all taken UpToEleven, to the point easy bosses become nightmarish while already hard bosses become completely overbearing[[labelnote:Changes to each boss]]Nail Man rains many more nails, shoots his Nail Shield faster, and leaves himself less vulnerable; Tank Man shoots Tank Arsenal volleys more often and less predictable, and when he feints tackling Mega Man, fires a barrage of shots to cover his distance; Jet Man is faster, shoots three Jet Missiles from the air before landing, and his missile rain deals more damage while covering virtually the entire arena; Glue Man shoots ''three'' Glue Shots on the ground and ''five '''all at once''''' when he clings to the ceiling; Trinitro Man needs only one hit on his weak point to explode and fires his Nitro Blast faster; Rainbow Man is '''much''' faster and unpredictable, and the clouds he summons shoot many more sparks; Yo-Yo Man is faster and has faster attacks; Comet Woman lacks gravity (like in her Wily Castle rematch), is faster and her Comet Dash sends more sonic waves flying; Yoku Man is faster, his projectiles travel directly towards you, his Appearing Blocks and OneHitKill attack are faster, and he teleports faster; and Whirlpool Man is faster and his water mines take one more bullet of punishment (so a charge shot can't immediatly destroy them)[[/labelnote]]. For all your troubles at fighting said bosses, however, you receive their respective [[GameBreaker Omega Special Weapons]] (denoted by an Ω symbol below their energy gauge), which use only half the energy the respective weapon would normally use.



** Rainbow Man's level, which is loaded with Quick Man's intant death Force 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. And that's without getting into the fight with [[GoddamnedBoss Rainbow Man]].

to:

** Rainbow Man's level, which is loaded with Quick Man's intant instant death Force 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. And that's without getting into the fight with [[GoddamnedBoss Rainbow Man]].



* ToughActToFollow: Downplayed with the game's music. The songs composed by symfonikev are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Captured Wily Castle stage songs make the quality gap more obvious. However, they're not considered outright bad, as is the case with [[SugarWiki/AwesomeMusic Rainbow Man's theme]].

to:

* ToughActToFollow: Downplayed with the game's music. The songs composed by symfonikev are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Captured Wily Castle stage songs make the quality gap more obvious. However, they're not considered outright bad, bad or lackluster, as is the case with [[SugarWiki/AwesomeMusic Rainbow Man's theme]].

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* 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.
* BreatherBoss: Hilariously, [[spoiler:Yoku Man can become this in the boss rush if you've acquired his weapon.]]
* BreatherLevel: [[spoiler: The final level, even after accounting for its handicaps, is much easier than the previous ones.]]

to:

* AntiClimaxBoss: [[spoiler: Prototype [[spoiler:Prototype Zero, if you consider him to be the final 'boss' of the game, game,]] is a letdown compared to the three-part battle in Wily stage 4.Stage 4.
* AuthorsSavingThrow:
** As soon as the game came out, complaints of FakeDifficulty across levels did not go unnoticed within the community. Progress was made, and several of the unfair aspects and/or "gotcha" moments levels had were removed or toned down.
** Although not the biggest complaint, some people felt like Mega Man lacking his charge shot was saddening/ Oone of the game's final updates, however, reintroduced it AND the ability to turn it on/off.
** Rainbow Man was notable for being a boss with an ''[[OneHitKill instant kill]]'' attack, it being the Rainbow Laser spreading over an arrow he fires to the floor and spreads out. Many people cried foul on this, saying that ''no'' Robot Master should have an instant kill attack. An update later changed it into a normal (but still ''very'' damaging) attack.
* SugarWiki/AwesomeMusic: One thing that many fans can agree about the game is that it is chock-full of excellent music.
** [[https://www.youtube.com/watch?v=tMxefXC-gtI Explosive Artillery (Tank Man's theme)]] definitely feels like you're infiltrating the base and to the nucleus to free the robots from [[TheNeidermeyer their boss]].
** [[https://www.youtube.com/watch?v=u0qQfdXO6UU Wings Cut Through the Night (Jet Man's theme)]]. Fitting for a starry night while you trasverse the busy airport.
** [[https://www.youtube.com/watch?v=BqFCin7OQOo Tears of Glue (Glue Man's theme)]]. A strange, yet somehow enticing theme, especially considering [[StickySituation the setting]].
** [[https://www.youtube.com/watch?v=xDPXOD4vbok Prismatic Descent (Rainbow Man's theme)]], an incredibly fast-paced theme that will pump you up [[ThatOneLevel as you dodge the deadly beams to safety]]. Notably, this theme was composed by the game's director, [=MegaPhilX=], and not by the main composer, Kevin Phetsomphou (symfonikev).
** [[https://www.youtube.com/watch?v=-uH_TrwMRhg Deathtrap Mirage (the bonus level's theme)]], an extremely fast-paced theme that incorporates the dreaded [[TemporaryPlatform Appearing Blocks]], fitting the entire MindScrew that [[MarathonLevel the level]] is.
** [[https://www.youtube.com/watch?v=GKajRoJIjl0 Masters of Chaos (the Robot Masters' boss theme)]], yet another fast-paced theme to accompany the ensuing battles. Get ready!
** [[https://www.youtube.com/watch?v=Sp4Vxn0wfLM An Unbreakable Will (Wily's Castle 2)]]. Starts off calm and hopeful, until you get to the bridge... when you realize you gotta give it your all.
** [[https://www.youtube.com/watch?v=xqmpich8Knc Standing on Tattered Feet (Wily's Castle 3)]]. A panic-inducing theme that fits the entire level's insanity.
** [[https://www.youtube.com/watch?v=5qJ4wmwarbc Brotherly Corruption]] [[spoiler:(Proto Man's boss theme). A fast-paced, TearJerker boss theme to accompany the ensuing battle... [[FightingYourBrother with your brother]].
]]
* SugarWiki/AwesomeMusic: Almost all ** [[https://www.youtube.com/watch?v=VrKXDLzymaQ I Have You Now (Wily Castle's penultimate boss theme)]]. Another panic-inducing theme that goes to show [[ThatOneBoss the music, game is completely done with you]].
** [[https://www.youtube.com/watch?v=hyKnugYaM1I Countdown to Void]] [[spoiler:(the very final level's theme). With the level's multiple doors, both the level and music are telling you "you shouldn't be here, and you don't want to know what's at the end".]] This theme was also composed by [=MegaPhilX=].
** [[https://www.youtube.com/watch?v=QxybUptPkQU Division By Zero]][[spoiler: (the final boss' theme)]]. Nothing else to say.
** [[https://www.youtube.com/watch?v=GuQ3o21RAE0 Enigma of Aqua (Whirlpool Man's theme)]], an astoundingly beautiful theme accompanying the game's [[UnderTheSea water-themed bonus level]].
** [[https://www.youtube.com/watch?v=UAEExWFZkJ0 Chasing Eternity (the Endless Attack theme)]]. Just listening to it pumps you up for the ensuing fun!
* BreatherBoss:
** Nail Man doesn't leave himself too vulnerable with his Nail Shield, meaning his boss fight can ''sometimes'' reach MarathonBoss levels,
but especially Tank Man nevertheless, there's not much to worry about on it. As long as you watch out the pattern on which his nails fall, avoid the one nail acting as a pretty short-lived hazard, and Wily's Castle 2 & 3.
* BreatherBoss: Hilariously, [[spoiler:Yoku Man can become
you pelt him with buster shots after you watch where he falls without getting cornered, it shouldn't be terrible. There's a reason why this in the boss rush if you've acquired his weapon.is fought first, after all.
** Comet Woman, the first time you fight her. Her attacks are somewhat sluggish (even her [[SuperSpeed Comet Dash]]), the {{Orbiting Particle Shield}}s she fires have an easy timing to dodge, and the level's gravity is minimal while her lair has no hazards to worry about. [[GoddamnedBoss Her second fight isn't as easy, though...
]]
** Hilariously, Yoku Man can become this in the boss rush if you've acquired his weapon. It will track him without fail, and [[HoistByHisOwnPetard kills him in two hits]].
* BreatherLevel: [[spoiler: The [[spoiler:The final level, even after accounting for its handicaps, is much easier than the previous ones.]]



** 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.

to:

** A number of players also dislike the art style and certain (but very few) songs, while the rest find them good.
good enough and, as mentioned above, full of SugarWiki/AwesomeMusic.
** 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 feel offended by the game's pretentiousness. Others still feel A third camp doesn't mind it, but feels it could be handled better. One thing many will agree, however, is that having the game end with [[spoiler: an [[HopelessBossFight unwinnable boss fight]]]] ends the game on a sour note.



* ComplacentGamingSyndrome: Most people tend to go after Nail Man first since his stage and boss fight is generally considered to be the easiest, on top of his Robot Master weapon being a shield that's really useful for dealing with enemies during the percised platforming parts.

to:

* ComplacentGamingSyndrome: Most people tend to go after Nail Man first since his stage and boss fight is generally considered to be the easiest, on top of his Robot Master weapon being a shield that's really useful for dealing with enemies during the percised hardest platforming parts.



* EnsembleDarkhorse: Hammer Man, especially for those who want to see him as more than a MiniBoss.

to:

* EnsembleDarkhorse: EnsembleDarkhorse:
**
Hammer Man, especially for those who want wanted 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?
** Yo-Yo Man's dislike is stated to be kids, yet he happily shows off tricks to some in the ending. This might seem like typical GameplayAndStorySegregation, until you realise that the bio likely reflects how he was acting ''while'' he was out of control.

to:

* FridgeBrilliance: 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?
** Yo-Yo Man's dislike is stated to be kids, yet he happily shows off tricks to some in the ending. This might seem like typical GameplayAndStorySegregation, until you realise realize that the bio likely reflects how he was acting ''while'' he was out of control.



** [[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.
** The Nail Shield is the best robot master weapon in the game, period. Has a large hitbox to keep enemies at bay, can take a large number of hits before finally dissipating and can be fired into four large projectiles that shred through anything that doesn't have MercyInvincibility. Helps immensely with the more tricker platform sections.
** Comet Dash helps a lot with trivializing certain platforming sections. It launches you forward with a hitbox that's invincible to everything save spikes. Have to make a precise jump through spikes? Comet Dash will make it a non-issue.
** ''Rush Jet''. Despite being the most bog-standard utility item in the franchise, it's very clear that most of the levels were ''not'' designed with it in mind, as there are numerous PlatformHell sections that can be completely skipped with the jet. Combined with energy balancer, you shouldn't have any trouble with keeping Rush Jet's energy full.
* 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.

to:

** [[spoiler: Prototype The {{Nail|Em}} [[OrbitingParticleShield Shield]], considered to be one of the Special Weapons in the game (if not ''the'' best). It has a large hitbox to keep enemies at bay, can take a large number of hits before finally dissipating and can be fired into four large projectiles that shred through anything that doesn't have MercyInvincibility. It helps immensely with the trickier platform sections.
** The [[RayGun Rainbow Beam]] is up there with the Nail Shield in terms of destructive power. The laser you fire deals paltry damage (as much as a buster shot), but is piercing (meaning some armored enemies that aren't Mets will receive damage from it), and the moment you press the fire button again, you create a SphereOfDestruction from it that deals repeated damage, which will add up to four times the damage you would've normally dealt and is very good for crowd control. Even better, it is ammo-friendly, consuming only one unit per shot.
** The [[SuperSpeed Comet Dash]] helps a lot with trivializing certain platforming sections. It launches you forward with a hitbox that's invincible to everything save spikes. Have to make a precise jump through spikes? Comet Dash will help make it a non-issue. Its only issue is its extremely high cost.
** The [[{{Hologram}} Yoku]] [[HardLight Attack]]. While it doesn't deal as much damage as the weapons above, it makes up for it by homing in on enemies, grabbing items, and being very ammo-friendly (even moreso than the Rainbow Laser). Its only issues are that it makes you flinch if it hits a shielded enemy (though it does not damage you), and that no bosses outside of Yoku Man are weak to it.
** ''Rush Jet''. Despite being the most bog-standard utility item in the franchise, it's very clear that most of the levels were ''not'' designed with it in mind, as there are numerous PlatformHell sections that can be completely skipped with the jet. Combined with the Energy Balancer, you shouldn't have any trouble with keeping Rush Jet's energy full.
** [[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 Nail Shield Glue Man has a fast pace to his battle, which can throw off newer players. His [[StickySituation Glue Shot]] immobilizes Mega Man, enough for him to crash onto him for CollisionDamage. And while this is his only damaging attack, ''[[ThatOneAttack it hurts a lot]]''. He can also cling to the best robot master weapon in the game, period. Has a large hitbox ceiling to keep enemies at bay, can take a large number of hits shoot three Glue Shots before finally dissipating coming down. Mastering the pace to the fight and can be fired into four large projectiles that shred through where Glue Man will shoot the Glue Shots is essential, but once you do so, you'll realize the fight was actually more reliant on FakeDifficulty than anything that doesn't have MercyInvincibility. Helps immensely with else.
** Trinitro Man. See
the more tricker platform sections.
** Comet Dash helps a lot with trivializing certain platforming sections. It launches
top of his head? That's his [[AchileesHeel weak point]], which you forward with a hitbox that's invincible actually [[SchmuckBait do NOT want to everything save spikes. Have to make a precise jump through spikes? Comet Dash hit]], as doing so three times will make it him explode and [[TakingYouWithMe take you with him]], ending in a non-issue.
lost battle. His Nitro Blast can also be annoying to dodge and deals a crapload of damage, meaning that if you get cornered trying to dodge him, you ''will'' take damage. Fortunately, the Rainbow Beam just so happens to ignore his head's hurtbox limit, all the while dealing more damage to him.
** ''Rush Jet''. Despite Comet Woman, the second time you fight her. With gravity being the most bog-standard utility item in the franchise, it's very clear that most normal instead of low, her attacks suddenly have a different timing to dodge, plus you can't count on increased leniency to dodge her attacks [[DamnYouMuscleMemory because of the levels were ''not'' designed with it in mind, as there are numerous PlatformHell sections that can be completely skipped with the jet. Combined with energy balancer, you shouldn't have any trouble with keeping Rush Jet's energy full.
* GoddamnedBoss:
regular gravity]].
** The second [[spoiler:Wily Machine]]. Its attacks are fairly easy aren't too hard 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
damage, whereas the Yo-Yo Cutter, the weapon that deals the most of the fight offscreen. While all but one of his attacks can be easily dodged, trying damage to kill him with the Buster takes forever only because he's never available it, is incredibly hard to hit.aim towards it.



** The first victim of the [[spoiler: robot apocalypse]] says "What!?" [[labelnote:Spoiler/Explanation]]Fans noted similarities between the Z-Prototype boss fight and [=CMSPyrowolf=]'s ''[[https://www.youtube.com/watch?v=NcHR3HizRTA Dr. Wily Fails at Life]]'', in particular how much stronger Zero is compared to regular robots.[[/labelnote]]

to:

** The first victim of the [[spoiler: robot apocalypse]] apocalypse says "What!?" [[labelnote:Spoiler/Explanation]]Fans noted similarities between the Z-Prototype boss fight and [=CMSPyrowolf=]'s ''[[https://www.youtube.com/watch?v=NcHR3HizRTA Dr. Wily Fails at Life]]'', in particular how much stronger Zero is compared to regular robots.[[/labelnote]]



** As far as level design is concerned, there's the overuse and placement of SpikesOfDoom. FakeDifficulty aside, spikes are placed in so many areas in the game that you'll sometimes see them in spots ''where they aren't even real obstacles.'' You'd have to deliberately walk, jump, or fall into them, as they're little more than needless stage decorations; one of the prime examples this is a single, solitary spike in the corner of the Laser Devil's boss room; you're encouraged to stay around the center of the room, where you can take cover from the lasers, so you really would have to be actively trying to get yourself killed if you die to that spike.
* 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.

to:

** As far as level design is concerned, there's the overuse and placement of SpikesOfDoom. FakeDifficulty aside, spikes are placed in so many areas in the game that you'll sometimes see them in spots ''where they aren't even real obstacles.'' You'd have to deliberately walk, jump, or fall into them, as they're little more than needless stage decorations; one of the a prime examples example of this is a single, solitary spike in the corner of the Laser Devil's boss room; you're encouraged to stay around the center of the room, where you can take cover from the lasers, so you really would have to be actively trying to get yourself killed if you die to that spike.
* NeverLiveItDown: Despite the many patches and updates made to make the game more balanced, ''Unlimited'' is mostly still remembered for its CheckpointStarvation and odd checkpoint placements, such placements (such as putting a few ''before'' the mid-bosses of most levels levels), and for being [[NintendoHard brutally difficult]], often verging on FakeDifficulty at times.



* 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. They force the instakill laser beams [[UpToEleven in a triangular spread]], often forcing the player into react immediately or die situations. Rainbow Man himself is also notable for being a boss with an ''[[OneHitKill instant kill]]'' attack. Many people often cry foul on this, saying that ''no'' Robot Master should have an instant kill attack.
* ShockingMoments: 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]].

to:

* PanderingToTheBase: The development of the game itself is a form of this, due to the fans begging Mega Phil X [=MegaPhilX=] to make a full project out of his fan-made trailer.
* ScrappyMechanic: The prisms in Rainbow Man's stage. They force make the instakill laser beams Force Beams take [[UpToEleven in a triangular spread]], often forcing the player into react immediately or die situations. Rainbow Man himself is also notable for being a boss with an ''[[OneHitKill instant kill]]'' attack. Many people often cry foul on this, saying that ''no'' Robot Master should have an instant kill attack.
situations.
* ShockingMoments: Highlights include [[spoiler: Proto [[spoiler:Proto Man getting infected and [[FightingYourFriend turning on you, you]], Bass going rogue, and the fight with Prototype Zero in the finale]]. The ending [[spoiler: bridges [[spoiler:bridging the Classic and X series]].series, howeverm takes the cake]].



** 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.

to:

** Jet Man's bombs. [[MacrossMissileMassacre misile rain]]. If you're on the right side of the screen, you get about a second to dodge or counter the bombs missiles (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 Elecrab's electrifying ladder attack (Elecrab being the Captured Wily Stage 1 boss's electrifying ladder attack.boss). 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.
ThatOneBoss:
** Jet Man can also pose quite a challenge. Man. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage.damage, chief among them being his [[MacrossMissileMassacre missile rain]]. He also doesn't give you many opportunities to hit him. He's also notable in that his weakness doesn't have enough energy to kill him alone, requiring you to also hit him with the curved blasts that apart.



** 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.

to:

** The Elecrab, 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.



** 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.

to:

** Rainbow Man's level, which is loaded with Quick Man Man's intant death beams.Force 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. And that's without getting into the fight with [[GoddamnedBoss Rainbow Man]].



** 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: The songs composed by Kevvviiinnn are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Captured Wily Castle stage songs make the quality gap more obvious.

to:

** 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.
guaranteed. Finally there's [[ThatOneBoss the battle with Jet Man]]...
* ToughActToFollow: Downplayed with the game's music. The songs composed by Kevvviiinnn symfonikev are seen as much better than [=MegaPhilX=]'s and (to a lesser extent) [=ThunderThouin=]'s. The Captured Wily Castle stage songs make the quality gap more obvious. However, they're not considered outright bad, as is the case with [[SugarWiki/AwesomeMusic Rainbow Man's theme]].

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* 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]].


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* ShockingMoments: 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]].

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