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* FridgeBrilliance: [[https://m.youtube.com/watch?v=eaDq2aHGKUo This commercial for the game]] is set to the opening stage theme from ''VideoGame/MegaManX'', which might seem strange until you remember that A. Up until ''[[VideoGame/MegaMan8 8]]'', Mega Man games used Roman numerals overseas and B. X is the Roman numeral for 10.
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* ItsEasySoItSucks: When it was announced that this game would have an Easy Mode, it got a lot of flak from StopHavingFunGuys. Never mind the fact that Easy Mode is completely optional. Nonetheless, a lot of reviewers found the Easy Mode to be overkill, being so loaded with health items and so low on enemies that it was pretty much unloseable.

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* ItsEasySoItSucks: When it was announced that this game would have an Easy Mode, it got a lot of flak from StopHavingFunGuys. Never mind the fact that Easy Mode is completely optional. Nonetheless, a lot of reviewers found the Easy Mode to be overkill, being so loaded with health items and so low on enemies that it was pretty much unloseable.unlosable.



** Block Devil is right up there with [[VideoGame/MegaManX5 Shadow Devil]] as one of the toughest versions of the recurring Devil bosses, with a much harder to memorize and dodge pattern thanks to pieces changing direction mid-flight and the player being given such a minuscule amount of room to move around in. And just like Shadow Devil, it's one of the only Devil bosses capable of a OneHitKill thanks to the presence of a {{Bottomless Pit|s}}.

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** Block Devil is right up there with [[VideoGame/MegaManX5 Shadow Devil]] as one of the toughest versions of the recurring Devil bosses, with a much harder to memorize and dodge pattern thanks to pieces changing direction mid-flight and the player being given such a minuscule amount of room to move around in. And just like Shadow Devil, it's one of the only Devil bosses capable of a OneHitKill thanks to the presence of a {{Bottomless Pit|s}}.Pits}}.



* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC[[Note]]This has been mitigated by the release of ''Mega Man Legacy Collection 2, which upgraded Bass from DLC to unlockable after beating the game[[/Note]][) helped as well.

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* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running speedrunning Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC[[Note]]This DLC [[note]]This has been mitigated by the release of ''Mega Man Legacy Collection 2, which upgraded Bass from DLC to unlockable after beating the game[[/Note]][) game[[/note]] helped as well.)
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* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) helped as well.

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* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) DLC[[Note]]This has been mitigated by the release of ''Mega Man Legacy Collection 2, which upgraded Bass from DLC to unlockable after beating the game[[/Note]][) helped as well.
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* GameBreaker: [[GameBreaker/MegaMan Shares a page with the rest of the franchise.]]

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* GameBreaker: [[GameBreaker/MegaMan [[GameBreaker/MegaManClassic Shares a page with the rest of the franchise.]]
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Hindsight tropes are regarding things that came out after the work whose page the entry is on, not before.


* HilariousInHindsight: One of the Robot Masters in the fan-made ''[[https://mfgg.net/index.php?act=resdb&param=02&c=2&id=35583 Ultimate Mega Man]]'', made in 2005, is called Chill Man.
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** Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... if you're not, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.

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** Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... if you're not, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster. If you're playing as Mega Man, the Screw Crusher is also rather effective, but unfortunately this does not help Proto Man or Bass.
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* HilariousInHindsight: One of the Robot Masters in the fan-made ''[[https://mfgg.net/index.php?act=resdb&param=02&c=2&id=35583 Ultimate Mega Man]]'', made in 2005, is called Chill Man.

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I've never seen anyone say that Blade Man is a hard boss by any means. If anything, he, Sheep Man and Commando Man are usual starting points for players.


* GoddamnedBoss: Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... if you're not, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.

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* GoddamnedBoss: GoddamnedBoss:
** Blade Man fights with a fairly simple, predictable and easy-to-learn pattern, but his three-blade attack can still be tricky to dodge even when you know it's coming. His rush attack is quick, so avoiding collision damage is also tricky. It doesn't help that his weakness is the Commando Bomb, which is slow, uses up a lot of energy, and it only meaningfully hurts Blade Man if he gets hit by the explosion's shockwave, ''not'' by the bomb itself. It's best that you attack Blade Man while he's clinging to the walls instead of any other time, and aim correctly with the Commando Bomb. If you can manage his attack scheme, however, Blade Man can suddenly become much easier to fight, and he drops the [[GameBreaker Triple Blade]] on defeat.
**
Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... if you're not, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.



** Blade Man fights with a fairly simple pattern, but his three-blade attack can still be hard to dodge even when you know it's coming and he moves so quickly across the stage avoiding collision damage is also a difficult problem. It doesn't help that his weakness is the Commando Bomb, which is slow, uses up a lot of energy, and it only does a lot of damage to Blade Man if he gets hit by the explosion, ''not'' by the bomb itself, so you have to be careful and deliberate with the Commando Bomb while at the same time dodging Blade Man's fast and hard to dodge strikes.
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** Blade Man fights with a fairly simple pattern, but his three-blade attack can still be hard to dodge even when you know it's coming and he moves so quickly across the stage avoiding collision damage is also a difficult problem. It doesn't help that his weakness is the Commando Bomb, which is slow, uses up a lot of energy, and it only does a lot of damage to Blade Man if he gets hit by the explosion, ''not'' by the bomb itself.

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** Blade Man fights with a fairly simple pattern, but his three-blade attack can still be hard to dodge even when you know it's coming and he moves so quickly across the stage avoiding collision damage is also a difficult problem. It doesn't help that his weakness is the Commando Bomb, which is slow, uses up a lot of energy, and it only does a lot of damage to Blade Man if he gets hit by the explosion, ''not'' by the bomb itself.itself, so you have to be careful and deliberate with the Commando Bomb while at the same time dodging Blade Man's fast and hard to dodge strikes.
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** Blade Man fights with a fairly simple pattern, but his three-blade attack can still be hard to dodge even when you know it's coming and he moves so quickly across the stage avoiding collision damage is also a difficult problem. It doesn't help that his weakness is the Commando Bomb, which is slow, uses up a lot of energy, and it only does a lot of damage to Blade Man if he gets hit by the explosion, ''not'' by the bomb itself.
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Not YMMV. Moved to Trivia.


* WhatCouldHaveBeen:
** The game's Robot Masters originally had various concept designs before their final versions.
** A purple Bunby Catcher was originally going to be Bass's version of Treble Rescue, instead of a cameo from the Wily Bot in a cutscene detailing [[spoiler:Dr. Wily revealing himself as the creator of Roboenza]].
** The Mets disguising themselves as Guts Man from the ''Mega Man 8'' manga were originally going to be enemies.
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* WhatCouldHaveBeen:
** The game's Robot Masters originally had various concept designs before their final versions.
** A purple Bunby Catcher was originally going to be Bass's version of Treble Rescue, instead of a cameo from the Wily Bot in a cutscene detailing [[spoiler:Dr. Wily revealing himself as the creator of Roboenza]].
** The Mets disguising themselves as Guts Man from the ''Mega Man 8'' manga were originally going to be enemies.

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* GameBreaker:
** Many people cite the Triple Blade as the game's equivalent to the [[VideoGame/MegaMan2 Metal Blade]]. Its triple SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed. It also has a low ammo cost, making its maintenance a relatively easy task. It's not uncommon for players to swap the Mega Buster for this one as their "primary weapon", allowing other weapons to save their energy before facing the bosses weak to them.
** The [[MakingASplash Water]] [[OrbitingParticleShield Shield]], while not to the level of the [[VideoGame/MegaMan9 Jewel Satellite]], is one of the best "shield" Special Weapons in the series by virtue of just how many projectiles it spawns upon use. It can block eight enemy projectiles, and each water bubble deals double the damage of the Mega Buster while not deactivating the shield, making it a very potent weapon for facing hordes of smaller enemies. As with most "shield" weapons in the series, however, its power comes at a price — its ammo is depleted in seven uses. Once you acquire the Energy Balancer, however, have fun.
** The [[DeathOfAThousandCuts Bass Buster]], Bass's ''default weapon'', is almost hilariously broken when used against the mini-bosses, and even several of the Wily Castle bosses, thanks to its rapid-fire nature and ability to fire in seven directions. Just stand below the boss's weakpoint, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all.
** The [[ThrowDownTheBomblet Ballade Cracker]] is every bit as useful as ir was in ''VideoGame/MegaManIV''. A weapon that is ammo friendly, can be aimed in seven directions, has a large area of impact thanks to its explosion, the explosion lasts a surprisingly long time, and it deals a fair amount of damage to everything? ''Yes please.'' Essentially, it works as a slower yet stronger version of the Bass Buster. Its only weaknesses are that it is impossible to use in closed stairways, and that no bosses outside from [[BonusBoss Enker]] are vulnerable to it, but even the latter point is a blessing in disguise as it makes for an alternative to the Mega Buster as a "primary weapon".
* GoddamnedBoss: Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon...and the other 99% of the time, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.

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* GameBreaker:
** Many people cite
GameBreaker: [[GameBreaker/MegaMan Shares a page with the Triple Blade as the game's equivalent to the [[VideoGame/MegaMan2 Metal Blade]]. Its triple SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed. It also has a low ammo cost, making its maintenance a relatively easy task. It's not uncommon for players to swap the Mega Buster for this one as their "primary weapon", allowing other weapons to save their energy before facing the bosses weak to them.
** The [[MakingASplash Water]] [[OrbitingParticleShield Shield]], while not to the level
rest of the [[VideoGame/MegaMan9 Jewel Satellite]], is one of the best "shield" Special Weapons in the series by virtue of just how many projectiles it spawns upon use. It can block eight enemy projectiles, and each water bubble deals double the damage of the Mega Buster while not deactivating the shield, making it a very potent weapon for facing hordes of smaller enemies. As with most "shield" weapons in the series, however, its power comes at a price — its ammo is depleted in seven uses. Once you acquire the Energy Balancer, however, have fun.
** The [[DeathOfAThousandCuts Bass Buster]], Bass's ''default weapon'', is almost hilariously broken when used against the mini-bosses, and even several of the Wily Castle bosses, thanks to its rapid-fire nature and ability to fire in seven directions. Just stand below the boss's weakpoint, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all.
** The [[ThrowDownTheBomblet Ballade Cracker]] is every bit as useful as ir was in ''VideoGame/MegaManIV''. A weapon that is ammo friendly, can be aimed in seven directions, has a large area of impact thanks to its explosion, the explosion lasts a surprisingly long time, and it deals a fair amount of damage to everything? ''Yes please.'' Essentially, it works as a slower yet stronger version of the Bass Buster. Its only weaknesses are that it is impossible to use in closed stairways, and that no bosses outside from [[BonusBoss Enker]] are vulnerable to it, but even the latter point is a blessing in disguise as it makes for an alternative to the Mega Buster as a "primary weapon".
franchise.]]
* GoddamnedBoss: Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon...and the other 99% of the time, if you're not, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.



* ScrappyWeapon:
** The [[ShockAndAwe Thunder Wool]] produces a cloud that slowly floats upwards before shooting a lightning bolt below. If the cloud comes into contact with an enemy, it vanishes while dealing minimal damage. It is slow to fire, difficult to use properly, and blows through all its ammo in seven shots.
** The Screw Crusher has been nerfed since its appearance in ''VideoGame/MegaManIII''. While its weapon energy remains extremely high, its damage was toned down significantly to a mere ''one'' point of damage, and its low-ranged high arc also makes it awkward to aim. Its only appeal is that it's the only weapon aside from the Bass Buster that's capable of negating the shields of Sniper Joes and Shield Attackers.

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* ScrappyWeapon:
** The [[ShockAndAwe Thunder Wool]] produces
ScrappyWeapon: [[ScrappyWeapon/MegaMan Shares a cloud that slowly floats upwards before shooting a lightning bolt below. If the cloud comes into contact page with an enemy, it vanishes while dealing minimal damage. It is slow to fire, difficult to use properly, and blows through all its ammo in seven shots.
** The Screw Crusher has been nerfed since its appearance in ''VideoGame/MegaManIII''. While its weapon energy remains extremely high, its damage was toned down significantly to a mere ''one'' point of damage, and its low-ranged high arc also makes it awkward to aim. Its only appeal is that it's
the only weapon aside from rest of the Bass Buster that's capable of negating the shields of Sniper Joes and Shield Attackers.franchise.]]
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this page was mostly written by a guy who had a weird mad-on for 9 and this was one of the last vestiges of it


* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) helped as well. The game also does its own thing, and while it still borrows from earlier games, it does so more pragmatically and thoughtfully, instead of just overdoing it for the nostalgia.

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* VindicatedByHistory: Over time, fans have come to appreciate ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) helped as well. The game also does its own thing, and while it still borrows from earlier games, it does so more pragmatically and thoughtfully, instead of just overdoing it for the nostalgia.
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This is Flame Bait now.


* IdiotPlot: As usual, everyone is far too trusting of Wily, and nobody thinks to keep him under close surveillance while he's working on a cure in case he's up to something, and Wily doesn't think to make the Roboenza cure that's the entire lynchpin to his plans ''before'' unleashing the virus. Even Roll holding onto her personal cure instead of taking it - which saved Mega Man in the end - was done in case "a really sick robot was brought in" instead of intentionally saving it for Mega Man just in case.
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disambiguating Knife Nut per TRS


** Many people cite the [[KnifeNut Triple Blade]] as the game's equivalent to the [[VideoGame/MegaMan2 Metal Blade]]. Its triple SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed. It also has a low ammo cost, making its maintenance a relatively easy task. It's not uncommon for players to swap the Mega Buster for this one as their "primary weapon", allowing other weapons to save their energy before facing the bosses weak to them.

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** Many people cite the [[KnifeNut Triple Blade]] Blade as the game's equivalent to the [[VideoGame/MegaMan2 Metal Blade]]. Its triple SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed. It also has a low ammo cost, making its maintenance a relatively easy task. It's not uncommon for players to swap the Mega Buster for this one as their "primary weapon", allowing other weapons to save their energy before facing the bosses weak to them.
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Trimming entries, there are too many redundant sentences here.


** In a game where every Special Weapon has a use however limited it may be, and where three other Special Weapons can be acquired through DLC, the [[ShockAndAwe Thunder Wool]] just fails to stand out. It is slow to fire, difficult to use properly, and blows through all its ammo in seven shots. To make matters worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range or in a tight corridor, since that pretty much guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Oh, and it's one of only two weaknesses of the Crab Puncher [[note]]though if you can place it where it will hit both eyes, it becomes a OneHitKill[[/note]], and one of only two weapons that's particularly useful against the Block Devil (the other being the Rebound Striker).
** The Screw Crusher in this game has been deceptively toned down since its appearance in ''VideoGame/MegaManIII''. While its weapon energy remains extremely high, its high damage was toned down significantly to a mere ''one'' point of damage. Its low-ranged high arc also makes it awkward to aim. Even firing the Mega Buster is less awkward, as despite also dealing a single point of damage, it has better range. Its only use comes as the only weapon aside from the Bass Buster that's capable of negating the shields of Sniper Joes and Shield Attackers. Not helping matters is that it's one of the three DLC Special Weapons.

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** In a game where every Special Weapon has a use however limited it may be, and where three other Special Weapons can be acquired through DLC, the The [[ShockAndAwe Thunder Wool]] just fails to stand out. produces a cloud that slowly floats upwards before shooting a lightning bolt below. If the cloud comes into contact with an enemy, it vanishes while dealing minimal damage. It is slow to fire, difficult to use properly, and blows through all its ammo in seven shots. To make matters worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range or in a tight corridor, since that pretty much guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Oh, and it's one of only two weaknesses of the Crab Puncher [[note]]though if you can place it where it will hit both eyes, it becomes a OneHitKill[[/note]], and one of only two weapons that's particularly useful against the Block Devil (the other being the Rebound Striker).
shots.
** The Screw Crusher in this game has been deceptively toned down nerfed since its appearance in ''VideoGame/MegaManIII''. While its weapon energy remains extremely high, its high damage was toned down significantly to a mere ''one'' point of damage. Its damage, and its low-ranged high arc also makes it awkward to aim. Even firing the Mega Buster is less awkward, as despite also dealing a single point of damage, it has better range. Its only use comes as appeal is that it's the only weapon aside from the Bass Buster that's capable of negating the shields of Sniper Joes and Shield Attackers. Not helping matters is that it's one of the three DLC Special Weapons.Attackers.
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Whoops wrong game. My bad.


* FanartAtFirstSight: Splash Woman's reveal really got artists going as, save for Roll, the OG series never had another female robot, let alone a female robot master before.
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* FanartAtFirstSight: Splash Woman's reveal really got artists going as, save for Roll, the OG series never had another female robot, let alone a female robot master before.
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* EnsembleDarkhorse: Sheep Man started off as TheScrappy, but evolved into this as well as a MemeticBadass.

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* EnsembleDarkhorse: Sheep Man started off as TheScrappy, but evolved into this as well as a MemeticBadass. It also helps that he has [[https://youtu.be/rIioQ8ySGTs one of the best theme songs in the game.]]

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** Many people cite the Triple Blade as the game's [[VideoGame/MegaMan2 Metal Blade]] equivalent. It has a low ammo cost, and the SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed.
** The other contender is the Water Shield, just for how many projectiles it spawns upon use.
** Bass's ''default weapon'' is almost hilariously broken when used against the mini-bosses, and even several of the Wily Castle bosses, thanks to its rapid-fire nature and ability to fire in seven directions. Just stand below the boss's weakpoint, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all.

to:

** Many people cite the [[KnifeNut Triple Blade Blade]] as the game's equivalent to the [[VideoGame/MegaMan2 Metal Blade]] equivalent. It has a low ammo cost, and the Blade]]. Its triple SpreadShot makes it easier to hit enemies above or below Mega Man in addition to shredding anything in close range when spammed.
spammed. It also has a low ammo cost, making its maintenance a relatively easy task. It's not uncommon for players to swap the Mega Buster for this one as their "primary weapon", allowing other weapons to save their energy before facing the bosses weak to them.
** The other contender is [[MakingASplash Water]] [[OrbitingParticleShield Shield]], while not to the Water Shield, level of the [[VideoGame/MegaMan9 Jewel Satellite]], is one of the best "shield" Special Weapons in the series by virtue of just for how many projectiles it spawns upon use.
use. It can block eight enemy projectiles, and each water bubble deals double the damage of the Mega Buster while not deactivating the shield, making it a very potent weapon for facing hordes of smaller enemies. As with most "shield" weapons in the series, however, its power comes at a price — its ammo is depleted in seven uses. Once you acquire the Energy Balancer, however, have fun.
** The [[DeathOfAThousandCuts Bass Buster]], Bass's ''default weapon'' weapon'', is almost hilariously broken when used against the mini-bosses, and even several of the Wily Castle bosses, thanks to its rapid-fire nature and ability to fire in seven directions. Just stand below the boss's weakpoint, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all.all.
** The [[ThrowDownTheBomblet Ballade Cracker]] is every bit as useful as ir was in ''VideoGame/MegaManIV''. A weapon that is ammo friendly, can be aimed in seven directions, has a large area of impact thanks to its explosion, the explosion lasts a surprisingly long time, and it deals a fair amount of damage to everything? ''Yes please.'' Essentially, it works as a slower yet stronger version of the Bass Buster. Its only weaknesses are that it is impossible to use in closed stairways, and that no bosses outside from [[BonusBoss Enker]] are vulnerable to it, but even the latter point is a blessing in disguise as it makes for an alternative to the Mega Buster as a "primary weapon".



* ScrappyWeapon: Thunder Wool. It is slow to fire, difficult to use properly, and blows through all its ammo in 6 shots. To make matters worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range or in a tight corridor, since that pretty much guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Oh, and it's one of only two weaknesses of the Crab Puncher [[note]]unless you can place it where it will hit both eyes for a possible OneHitKill, the best way to deal with it is with the much more reliable Commando Bomb[[/note]], and one of only two weapons (the other being the Rebound Striker) that's particularly useful against the Block Devil. To quote one Website/GameFAQs poster: "Anything the Thunder Wool does, another weapon does better and for less ammo cost."

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* ScrappyWeapon: ScrappyWeapon:
** In a game where every Special Weapon has a use however limited it may be, and where three other Special Weapons can be acquired through DLC, the [[ShockAndAwe
Thunder Wool. Wool]] just fails to stand out. It is slow to fire, difficult to use properly, and blows through all its ammo in 6 seven shots. To make matters worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range or in a tight corridor, since that pretty much guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. Oh, and it's one of only two weaknesses of the Crab Puncher [[note]]unless [[note]]though if you can place it where it will hit both eyes for a possible OneHitKill, the best way to deal with eyes, it is with the much more reliable Commando Bomb[[/note]], becomes a OneHitKill[[/note]], and one of only two weapons (the other being the Rebound Striker) that's particularly useful against the Block Devil. To quote one Website/GameFAQs poster: "Anything Devil (the other being the Thunder Wool does, another Rebound Striker).
** The Screw Crusher in this game has been deceptively toned down since its appearance in ''VideoGame/MegaManIII''. While its
weapon does energy remains extremely high, its high damage was toned down significantly to a mere ''one'' point of damage. Its low-ranged high arc also makes it awkward to aim. Even firing the Mega Buster is less awkward, as despite also dealing a single point of damage, it has better range. Its only use comes as the only weapon aside from the Bass Buster that's capable of negating the shields of Sniper Joes and for less ammo cost."Shield Attackers. Not helping matters is that it's one of the three DLC Special Weapons.
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* ContestedSequel: To the preceding retro-focused game: ''10''[='=]s optional difficulties, ability to play as more characters, and overall inspiration from other games tend to make people like it, while others see it as lesser than ''9'' due to a mixture of being less novel, a weaker weapon selection, and somewhat lower difficulty.

to:

* ContestedSequel: To the preceding retro-focused game: ''10''[='=]s ''10's'' optional difficulties, ability to play as more characters, and overall inspiration from other games tend to make people like it, while others see it as lesser than ''9'' due to a mixture of being less novel, a weaker weapon selection, and somewhat lower difficulty.



* GoddamnedBoss: Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... and the other 99% of the time, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.

to:

* GoddamnedBoss: Pump Man isn't ''that'' hard compared to some of the game's other bosses, but his tends to be the longest and most tedious Robot Master battle, as his weakness is to [[ScrappyWeapon Thunder Wool]]. If you're lucky, then the lightning blasts will hit him twice per use, enabling you to take him down with only three uses of the weapon... and the other 99% of the time, he'll just jump up and destroy the wool cloud before it can emit its lightning (causing just a single damage point if he hits it unprotected, and ''no damage'' if he does so while using the Water Shield), then repeat this a couple of times until you run out of weapon energy, either forcing you to use up a W-Tank and try again with the Thunder Wool, or just slowly chip away at him with the Mega Buster.



* VindicatedByHistory: Over time, fans have come to appreciate ''10''[='=]s strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) helped as well. The game also does its own thing, and while it still borrows from earlier games, it does so more pragmatically and thoughtfully, instead of just overdoing it for the nostalgia.

to:

* VindicatedByHistory: Over time, fans have come to appreciate ''10''[='=]s ''10's'' strengths. For one, it relies on real difficulty over FakeDifficulty (a Hard Mode exists, but it relies more on good design than cheap tricks). The initially maligned Easy Mode has been accepted since it attracts a wider audience and has its own Speed Running Paths. Proto Man being available from the get-go as opposed to being relegated to DLC, as well as the return of Bass, who's also playable (even if he ''is'' DLC) helped as well. The game also does its own thing, and while it still borrows from earlier games, it does so more pragmatically and thoughtfully, instead of just overdoing it for the nostalgia.

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Changed: 1599

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* ContestedSequel: To the preceding retro-focused game: ''10'''s optional difficulties, ability to play as more characters, and overall inspiration from other games tend to make people like it, while others see it as lesser than ''9'' due to a mixture of being less novel, a weaker weapon selection, and somewhat lower difficulty.

to:

* ContestedSequel: To the preceding retro-focused game: ''10'''s ''10''[='=]s optional difficulties, ability to play as more characters, and overall inspiration from other games tend to make people like it, while others see it as lesser than ''9'' due to a mixture of being less novel, a weaker weapon selection, and somewhat lower difficulty.



* FanficFuel: Fans naturally had a field day with Roboenza, due to it being [[CallForward heavily implied]] to be a prototype of the eventual Maverick virus.
** Likewise, the Weapons Archive provides a window into how ''7'' and ''8'' would look if they were still 8-bit using both Slash Man and Frost Man as examples, prompting many a pixel artist to attempt at making 8-bit graphics of those two games in this game's style. 8-bit Deathmatch is one such example

to:

* FanficFuel: FanficFuel:
**
Fans naturally had a field day with Roboenza, due to it being [[CallForward heavily implied]] to be a prototype of the eventual Maverick virus.
** Likewise, the The Weapons Archive provides a window into how ''7'' and ''8'' would look if they were still 8-bit using both Slash Man and Frost Man as examples, prompting many a pixel artist to attempt at making 8-bit graphics of those two games in this game's style. 8-bit Deathmatch is one such exampleexample.



* NauseaFuel: [=PumpMan=]'s stage takes place in the sewer and forces [=MegaMan=] to traverse through brown water.

to:

* NauseaFuel: [=PumpMan=]'s Pump Man's stage takes place in the sewer and forces [=MegaMan=] Mega Man to traverse through brown water.



* ThatOneBoss: Block Devil is right up there with [[VideoGame/MegaManX5 Shadow Devil]] as one of the toughest versions of the recurring Devil bosses, with a much harder to memorize and dodge pattern thanks to pieces changing direction mid-flight and the player being given such a minuscule amount of room to move around in. And just like Shadow Devil, it's one of the only Devil bosses capable of a OneHitKill thanks to the presence of a {{Bottomless Pit|s}}.
** Nitro Man, due to his quick attacks, and the fact that hitting him with his weakness requires good timing and can't be done directly. Also, the fact that both he ''and his projectiles'' literally [[StealthPun drive up the wall]] means you have to be careful about just how much distance you keep, meaning there really isn't a fase way to approach the fight.

to:

* ThatOneBoss: ThatOneBoss:
**
Block Devil is right up there with [[VideoGame/MegaManX5 Shadow Devil]] as one of the toughest versions of the recurring Devil bosses, with a much harder to memorize and dodge pattern thanks to pieces changing direction mid-flight and the player being given such a minuscule amount of room to move around in. And just like Shadow Devil, it's one of the only Devil bosses capable of a OneHitKill thanks to the presence of a {{Bottomless Pit|s}}.
** Nitro Man, due to his quick attacks, and the fact that hitting him with his weakness requires good timing and can't be done directly. Also, the fact that both he ''and his projectiles'' literally [[StealthPun drive up the wall]] means you have to be careful about just how much distance you keep, meaning there really isn't a fase safe way to approach the fight.
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Should probably have noted this too.


** Nitro Man, due to his quick attacks, and the fact that hitting him with his weakness requires good timing and can't be done directly.

to:

** Nitro Man, due to his quick attacks, and the fact that hitting him with his weakness requires good timing and can't be done directly. Also, the fact that both he ''and his projectiles'' literally [[StealthPun drive up the wall]] means you have to be careful about just how much distance you keep, meaning there really isn't a fase way to approach the fight.
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Added DiffLines:

** Nitro Man, due to his quick attacks, and the fact that hitting him with his weakness requires good timing and can't be done directly.
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We aren't allowed to have COVID examples until the pandemic is over. That example violates ROCEJ anyway.


* HarsherInHindsight: Regrettably, the COVID-19 pandemic has caused this game to become dated and classless very quickly. A highly infectious virus known as Roboenza, that causes symptoms akin to a fever and madness, has no cure (Dr. Light is developing it), and is designed to disrupt normal societal works. In a chilling prediction, Dr. Wily escapes with the vaccines and will not turn them over until his demands for reform or more workers are met. Guess who else is doing the stupid thing and holding back critical vaccines, stimulus payments and such until the President’s demands are met? Mitch McConnell, senate majority leader. The parallels are quite shocking.
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Added DiffLines:

* HarsherInHindsight: Regrettably, the COVID-19 pandemic has caused this game to become dated and classless very quickly. A highly infectious virus known as Roboenza, that causes symptoms akin to a fever and madness, has no cure (Dr. Light is developing it), and is designed to disrupt normal societal works. In a chilling prediction, Dr. Wily escapes with the vaccines and will not turn them over until his demands for reform or more workers are met. Guess who else is doing the stupid thing and holding back critical vaccines, stimulus payments and such until the President’s demands are met? Mitch McConnell, senate majority leader. The parallels are quite shocking.

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