Follow TV Tropes

Following

YMMV / Mega Man: A Day in the Limelight

Go To

  • Best Boss Ever: In the original game, Gamma died in one hit from the Top Spin. Not so much in 2, where he becomes a spectacular Sequential Boss that requires All Your Powers Combined to take down. Every single stage results in you losing a Robot Master, but also takes a chunk out of him. By the end of the fight, it's just Bubble Man fighting alone against a nearly-destroyed Wily Capsule - and hoo boy is it satisfying.
  • Breather Boss: Gutsman vs Crashman, compared to the level and the other bosses... But this is only when you discover the secret and summon rocks to fall on Crash Man's head when he jumps over your head.
  • Fan Nickname: The hidden items in the second game were called "squiggly things" by raocow, when a lot of other people decided to call it that as well.
  • Game-Breaker: Wily Capsule. Natch.
    • Crash Man can also be considered this. He is pretty much the character who can dish out the most damage in a large area with a single shot. The only drawback is that he can't fire straightforward when jumping, and he can't fire rapidly. To put it simply, his weapon can:
    • If you know how to use him, Flash Man can be an extreme Game-Breaker. For instance, Shadow Man can be very hard and annoying to dodge, but if he allows Flash Man to use the Time Stopper, he can basically damage Shadow Man enough to where a lot of his health will be taken away.
    • Quick Man. He's extremely fast, can jump high, and can attack very rapidly, making many of the platforming sections rather trivial.
    • Even nerfed as he is, Metal Man's ability to subvert Denial of Diagonal Attack can pretty much bust some enemy layouts wide open.
    • Doc Robot from the third game is slightly more balanced than the hilariously broken Wily Saucer from the second game, but it's still saying something that they have a huge advantage over playing the regular 8 Robot Masters. They possess all of the weapons from the Mega Man 2 Robot Masters, including the aforementioned Crash Bombers and Time Stopper, and in case of the latter, they can even switch weapons around (which Flash Man couldn't do originally, upping their versatility significantly. And the Time Stopper refills itself just like the previous game too. This is on top of how the Mega Man 3 Robot Masters have limited energy with some of their specials ...
  • Hilarious in Hindsight:
  • Sequel Difficulty Spike: A Day in the Limelight 3. The level designs are more difficult and demanding, and some of the abilities of the playable Robot Masters run on limited ammo that do not regenerate over time.
  • Surprisingly Improved Sequel: The first game showed clear potential, but suffered from uncreative level design, the Robot Masters being blatantly unbalanced, being too similar to the original game, and a general lack of polish. The second game significantly redesigned many of Mega Man 3's levels and scenarios, reworked the Robot Masters to all have clear strengths and weaknesses, and generally tightened up the mechanics. General consensus is that it's everything the first game should have been.
  • That One Boss:
    • Bubbleman and Flashman, again. Or any boss on anything harder than Easy Mode.
    • Yellow Devil MK-II.
  • Zero-Effort Boss: The Guts Tank. Hide up against the blast shield and just keep summoning boulders. They'll break hitting the shield and splinter out, and some will hit the Guts Tank. Meanwhile, the shield will protect you from all harm.

Top