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  • Bonus Material: He has attached death outtakes to the end of his videos. Examples include his play series of Quake II, Super Mario Bros. and Mega Man.
  • Fan Nickname: In Prey (2006), RCG has no idea what to call the two variants of Harvester enemy. Preferring to call the flying variant as 'Commanders' due to their uncanny likeness to Commanders from Duke Nukem 3D right down to their ability to fire missiles from their posterior. The land crawling variant he calls 'Invaders' due to their ability to 'invade' organic tunnels that look rather suggestive.
    • In Mega Pony, he offhandedly gives the name 'Ninja Ponies' to the Wonderbolts found within Loyal Mare's (Rainbow Dash) stage.
    • In Quake IV, Like the first example for Fan Nickname, RCG just couldn't recall the name for the Heavy Hover Tanks and instead called them Commanders as well since they look so similar to the ones found in Duke Nukem 3D.
    • In Serious Sam 4, Khnums were called Hell Knights, Scrapjacks were called Mancubus (Mancubi - plural), and Sirian Werebulls were sometimes referred to as Pinkies - all three nicknames stemming from the Doom series. The Common Aludran Reptiloid were given a custom nickname of Magigators by RCG's friend who was in voice chat during.
  • Follow the Leader: At least one person has been inspired to try certain challenges after watching Retrochallengegamer's videos. One example is the Youtube user Phibbykaden, who attempted the Shareware Arsenal Challenge while playing Descent. According to him, however, the results were less than stellar.

  • Demonic Spiders: There are a few of these for Retrochallengegamer, broken down by games he has covered:
    Demonic Spiders found in his Let's Plays. 
  • Beyond Good & Evil: The Trilobyte Saltans found in one room in the Slaughterhouse is a required swarm fight and ultimately results in no less than three deaths for Retrochallengegamer.
  • Descent: The homing missile laden Super Hulks is the bane of his existence and is the cause of quite a few deaths during his run. Second runner up would be the Class 1 Driller which accounts for the other half of his death count.
    • Descent: The Enemy Within: The thief bot Sonambulant was verbally called out by RCG as being one of the worst robots encountered thus far in the mission set. Its incessant stealing can leave the player in a bad spot which could ultimately end up in a death for the player by surrounding robots due to sudden lack of weapons.
      • Terapinners, with their Gauss Cannons, and Komodos, with their flurry of Homing Missiles, are two notorious enemies in his play series. Being the cause of quite a lot of deaths and the enabler for quite a few more by weakening RCG to the point of being a Glass Cannon. The recently introduced Kalki in the play series also are serving up some horrible experiences with their homing Flash Missile and Omega Cannon armament.
  • Final Fantasy VI: Two different enemy types gave RCG the most trouble:
    • The face looking Phase enemies found in the Phoenix Cave. They pretty much stopped an early traversal of the dungeon dead in its tracks. Even after leveling up and acquiring more useful party characters, this enemy still gave RCG plenty of trouble and near death experiences. The fact you can't run away or use Smoke Bombs to avoid combat with these menaces doesn't help matters.
    • Outsiders found in Kefka's Tower, most often paired with a Vajinte. These ninjas can use multiple attacks in a row that deal anywhere from 700-1200 points of damage and sometimes twice in a row. Combine that with a second Outsider who is just as fast and a Vajinte to help boost their stats and cast status effects on you? You can understand why a Smoke Bomb is a first resort method here!
  • The Legend of Zelda: The one enemy that ultimately broke Retrochallengegamer and forced him to abandon his first challenge was the Blue Darknuts. Specifically the ones found in level 8. Whether it was the Darknuts or the shooting statues in level 8 is still up for debate.
    • Hidden Duality: Ironically enough, the Batrobes are a major source of contention for RCG; vocally expressing his dislike for them in almost every appearance they make.
  • Mega Man {Series}: Verbalized in his Mega Man Rock Force playthrough, he abhors phase(Yoku) blocks in Mega Man games.
    • Mega Pony: The Wonderbolts are a annoying enemy that RCG comments on frequently during the play series as being rather tricky to defeat. Their technique of blocking most shots unless firing one off themselves and always jumping into you to prevent you from jumping over them has made them a fairly nasty obstacle.
  • Quake II: Specifically mentioned as being one of his most hated enemies in the game, the Parasite is quite annoying and can drain through your health and armor like no one's business!
  • Quake IV: There are two mentioned in his play stream. One is the Heavy Hover Tank, which he immediately reacts to in his videos violently and the more amusing and terrifying of the two: the Berserkers. More than once, the Berserkers have caused jump scares with RCG and been the cause of several deaths. A very amusing reaction can be seen at the 21:52 mark [here].
  • Secret of Mana: The Shape Shifter enemies that spawn Eggplant Men which in turn spawn powerful Needlions prior to encountering them in Pure Land are RCG's bane. He verbally decried their existence and usually turns to run at the earliest opportunity if one is spotted.
  • Teenage Mutant Ninja Turtles: Turtles in Time: Specifically stated in the playthrough as being the yellow foot soldiers with green spike boomerangs. They are quick, durable and can hit you twice with each swing of their boomerangs.
  • That One Boss: There are a few of these for Retrochallengegamer, broken down by games he has covered:
    Terrible bosses found in his Let's Plays 
  • Descent:
    • Descent: The Enemy Within: The Senbonzakura of level 25 was the single most deadly boss in the entire mission set. It resulted in quite a few deaths for RCG before he even got to the boss room proper by nailing him with Mega Missiles into the tight corridors leading to and from each 'spoke' room of the level. When dealing with a boss that has Homing Flash Missiles to blind you, Mega Missiles to easily one-shot you and a weakness only on its backside — you got a recipe for one of the worst bosses in the series.
  • Final Fantasy VI: Kefka and his Dante's Inferno Tower of pain. The first death occurred at the third tier with Rest and Lady with some well placed Meteors and Mertons. The second death was against Kefka with his use of (basically) instant death Havoc Wings keeping him on the defensive constantly. Fallen One combined with multiple Havoc Wings led to the defeat that caused RCG to end his stream early and admit that some off screen grinding was in order.
  • The Legend of Zelda:
    • The Legend of Zelda: Ocarina of Time: Between the two of them, Bongo Bongo and Ganondorf racked up the most kills for RCG than any other boss or dungeon in the entire game. Mentioned in video about their difficulty by RCG himself.
    • Hidden Duality: Although never utilized in a boss role in the game itself, the boss type enemy: Digdogger is such a bad source of untimely deaths for RCG throughout the quest that it counts.
  • Illusion of Gaia: The dual Vampire bosses in Mu almost made him consider breaking his challenge. Not only did both bosses have a full 40 HP to drain, as Will with no healing as a challenge, it was very difficult to bring both down. The 140 second time limit also didn't help RCG's stress levels. A lot of death outtakes were edited.
    • To a lesser degree, Castoth of the Incan Ruins was a tough boss for RCG. The RNG of the fireball trails and spinning energy ball of death made it difficult to score hits on the boss.
  • Mega Man: Elec Man is the difficult boss that breaks RCG's challenge in both levels that he appears in - his level and Wily Fortress 2.
    • Mega Man 2: Quick Man seems to be a rather difficult Robot Master to face. So much so that he was even chosen first to eliminate him quickly from the roster to relieve stress.
    • Mega Man 3: The obvious expectation of the eight Robot Masters being Shadow Man was correct. RCG admitted that he fared no better against him now than when he did as a kid and deserved all the hate he had harbored for the boss since youth.
      • Three of the eight Doc Robot bosses were horrendous for RCG. In order from worst to annoyingly hard is: Doc Quick, Doc Flash and Doc Wood. No other Doc Robot bosses gave near enough grief than these three.
    • Mega Man 4: Although RCG initially said Ring Man was the worst of the Robot Masters, he later rescinded that claim when, during the robot rematches, he said Bright Man was definitely the worst and top pick for eliminating first before all others. Drill Man was a close second and to this day, according to RCG, hasn't gotten the timing down for his drill bombs at perfectly avoiding them.
      • For the Wily Fortress stages, it was actually two bosses in particular that gave RCG the most trouble: Mothraya of the first level of Cossack's Fortress and Metall Daddy of Wily Fortress 1.
    • Mega Pony: Loyal Mare (Rainbow Dash) was verbalized to be specifically this for the game. The first 2/3rds of the battle isn't anything too terrible, but the last 1/3rd can screw any player over even at full health. She's basically Quick Man and Elec Man put together and then placed on steroids.
    • Mega Man: Rock N Roll: The one boss (alongside its level) that broke RCG and his challenge was the Block Devil. It's seemingly random nature and the endless looping of the falling mechanic of the boss room was disorienting enough to have him fail time and time again - with frustration getting the better of him and he quitting his challenge.
      • For Robot Masters, Polar Woman takes the cake for being the most random and unfair boss with her freezing mechanic, which gives her a free shot at you and her fake-outs with her slide and jumps. Dune Woman is a close runner-up with her randomness at quick speeds at which she can whip out attacks and trick you into falling prey to a fake copy of herself and lining yourself up to be caught in her Dust Storm. The speed at which these bosses can launch their attacks and move require fast reflexes and constant vigilance during the entire battle.
      • Another honorable mention is Ghost Woman. Her spirit orbs have the ability to freeze you in place long enough for her to get two body collision hits on you which can seriously end a good run. The rate at which she is able to launch them and track your position is insane and leads to a tiresome battle of nimble jumps and reflexes.
    • Mega Man Rocks: Repair Man was mentioned to be the worst Robot Master of the bunch if you tried fighting him with buster only based on how cheap his repair beam was and how spammable he could be with it.
    • Mega Man Super Fighting Robot: The two Wily fortress bosses, Unrelenting Fighting Obliterator (U.F.O.) and Splashmo Prime garnered the most death outtakes out of any boss before them or after.
    • Mega Man Unlimited: Glue Man seems to be the worst boss for him, giving him the most on-camera deaths of the entire lot of 8 Robot Masters.
  • Mighty No. 9: The second form of Trinity caused a lot of grief for RCG. Mentioning directly that he incurred over 30 outtakes and was on the verge of breaking his challenge just to beat the game but attempted one last run late one night and pulled through.
  • Secret of Mana: The Hydra found in the Underground City beneath the Grand Palace late in the game was verbalized as one of the worst in the game. It literally took every single recovery item RCG had, all the magic reviving power of the girl and even after all that almost had a near defeat before he pulled a clutch win on the boss.
    • The Vampire in the Northtown Empire Ruins could also count. RCG's childhood story of how this boss gave him nightmares came true with how long and dragged out the actual battle was. The boss simply refused to go down and it came down to a battle of attrition to see who would come out on top.
  • Serious Sam 4: The final boss of the game, Ugh-Zan VI, has some janky new grappling hook mechanics not introduced anywhere else in the game, a vastly different method of defeating it compared to all bosses previous (blowing off objective points rather than simply straight firing all your guns into it) and a lot of bullet-storm respawning enemies to mess you up. Retrochallengegamer just about lost his challenge and all his permissible deaths on this one boss alone.
  • Smart Ball: The penguin boss of World 5-B is probably the most difficult one in the game. Two things contribute to this; the boss's wonky hitbox and its seemingly erratic deployment of its fish projectiles.
  • Teenage Mutant Ninja Turtles: Turtles in Time: It is a toss up whether RCG considers Shredder from level 4 or Slash from level 5 as the worst boss, but both gave him more death outtakes than any other boss in the game.
  • That One Level: There are a few of these for Retrochallengegamer, broken down by games he has covered:
    Difficult levels found in his Let's Plays 
  • Descent: Level 12 was quite terrible for him, racking up a kill count greater than any video before it or after. Starting the level with just level 1 lasers and concussion missiles didn't help his case either.
    • Descent: The Enemy Within: Level 20 is the first real stopping block for RCG with plenty of doomed runs. He even put an outtake at the end of a successful run detailing how he killed the boss but did not make it out alive which prompted a very uncharacteristic outburst of expletives. Level 24 is another atrocious level where the final exit run out from the reactor was so riddled with overpowered enemies and matcens that it took no less than 12 attempts to complete the stage.
      • Level 25 finally broke RCG's challenge where he couldn't get far beyond the blue key acquisition to even make a dent into the level and gather better weaponry. Level 26 was a close follow up where he couldn't get any keys and kept dying in the central Sunspire tower due to lack of energy and shields. Both levels effectively crippled any forward progress in continuing his challenge in any shape or form. He had to complete the levels challenge free and on Trainee skill setting.
  • Final Fantasy VI: The Phoenix Cave was especially hard for RCG where his first multiple attempts ended in failure resulting in him coming back later with stronger characters and better equipment/skills. Even during his successfully recorded run of the cave, he still was struggling against the powerful enemies there and pulled a few clutch wins.
  • The Legend of Zelda: To go with the above Demonic Spiders, level 8 'The Lion', is effectively this level for him. It broke him on his first challenge that he had to leave and get some hearts so he could bring the White Sword.
    • Hidden Duality: Dungeon 7 with its abuse of Batrobes, Digdoggers, Wizzrobes, confusing layout and multiple entrances, not to mention losing his entire save file during this dungeon, it all adds up to a rather frustrating level for RCG.
  • Mega Man: There are a few levels that could qualify - Ice Man stage and Wily Fortress 1 were contenders before RCG pulled a clutch win and decided not to break his challenge. However, Wily Fortress 4 and both stages that Elec Man appears in, RCG had to admit defeat.
    • Mega Man 2: Verbalized as Quick Man's stage for the extreme amount of precision needed to get through it without Flash Stopper.
    • Mega Man 4: Cossack's Fortress had the most stage outtakes of any level in the game, with the primary area of difficulty being the ice ramparts with the pit enemies that hop out to ruin your jumps.
    • Mega Pony: Dischord Fortress Stage 4. It broke his challenge completely. The combined might of the Mane Six rematches plus the double energy bar Dischord Machine broke down RCG's resolve.
    • Mega Man: Rock N Roll: The one level that broke RCG and his challenge was Wily Stage 4, or Roll's second Wily level. It is long, arduous and employs a screen wrap gimmick vertically where falling down can lead you to the top of the screen and vice versa. Throw in an upside down section and tons of spikes and enemies perched perfectly to knock you into said spikes and you got a recipe for frustration. Add in That One Boss at the end of this level and one can easily see why RCG just gave up.
      • Polar Woman's stage with its ice physics and myriad of obstacles poised to ensure you fall into bottomless pits garnered more outtakes than any other stage RCG had to play through. He even made a comment during the run how it was one of the worst levels he had played through in recent memory.
    • Mega Man Rocks: Hit Man's stage was the worst stage of the initial 8, providing endless hours of frustration due to poor ledge detection physics which caused many a death for RCG.
    • Mega Man Rock Force: Power Man's stage is a big blunder for him. Combine conveyor belts with bottomless pits and enemies that reverse your controls; you got a recipe for hilarity as RCG attempts over and over to beat that section of the level. To a lesser extent: Circuit Man's stage, but only for one specific area.
    • Mega Man Unlimited: Trinitro Man stage, he utilizes the Rush Jet to simply skip many sections of the stage just so he doesn't have to deal with the platforming.
  • Super Mario Bros.: World 8-2 ended up being this. The multitude of deaths at all the same places is almost comical when viewed during the outtakes of the video.
  • Teenage Mutant Ninja Turtles: Turtles in Time: Verbalized to be level 4, the Technodrome. It is by far the longest stage in the game, comprises of two separate boss fights, one of which is a puzzle boss utilizing a fairly undocumented tactic of throwing enemies into the screen to damage the boss.

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