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Capitalization was fixed from YMMV.Megaman Revengeofthe Fallen to YMMV.Mega Man Revenge Of The Fallen. Null edit to update page.
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Ghost wick was fixed on YMMV.Mega Man Revenge Of The Fallen.
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Capitalization was fixed from YMMV.Megaman Revengeofthe Fallen to YMMV.Megaman Revenge Of The Fallen. Null edit to update page.
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Ghost wick was fixed on YMMV.Megaman Revenge Of The Fallen.
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* EarWorm: Just about every single song in this game.

Added: 373

Removed: 373

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* SugarWiki/AwesomeMusic: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!



* SugarWiki/AwesomeMusic: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!

Added: 373

Changed: 1014

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* BrokenBase: There is a strong split between players on applauding the length of the stages and reviling the game because of this. The fact there are permanent checkpoints never seems to enter the discussion about this issue.
** There is also complaints that arose due to the overabundance of bottomless pits and instant death spikes littered throughout every level. Some feel it adds to the tense, platforming feel of the game while others believe it is an example of shoddy level design.
* [[CrowningMusicofAwesome Crowning Music of Awesome]]: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!

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* BrokenBase: BrokenBase:
**
There is a strong split between players on applauding the length of the stages and reviling the game because of this. The fact there are permanent checkpoints never seems to enter the discussion about this issue.
** There is also are complaints that arose due to the overabundance of bottomless pits and instant death spikes littered throughout every level. Some feel it adds to the tense, platforming feel of the game while others believe it is an example of shoddy level design.
* [[CrowningMusicofAwesome Crowning Music of Awesome]]: SugarWiki/AwesomeMusic: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!

Added: 257

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Edited a bit more due to more Youtube LP Viewing.


* GameBreaker: The Recover Chip. Once acquired, as long as you have the patience and are relatively safe when using it, you can blaze through most stages at full health.

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* GameBreaker: The Recover Chip. Knight Crush. It blows through any shielded enemy defense in the game, can one-shot most common and even mini-boss like enemies in the game, and is a secondary weakness to every boss in the game. The fact it uses low weapon usage per shot and you got a suitable buster replacement for every stage in the game.
** Any of the three screen wipe weapons could also count: Rain Flush, Centaur Flash and Tornado Blow.
Once acquired, as long as you have the patience and are relatively safe when using it, you acquire all three, one can blaze through most stages at full health. an entire level, swapping between the three as needed, to decimate any enemy-based obstacle in your path.
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* NintendoHard: Many Let's Players and reviewers of the game have stated it is harder than most Franchise/MegaMan games in the classic, official series, due to it being difficult by legitimate challenges or cheap TrialAndErrorGameplay is open to debate and varies wildly on the player experiencing the game.

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Revamped due to player feedback and watching a bunch of LP videos.


* BrokenBase: A good chunk of players feel like the level designs and overall feel of the game is quite professional and exceptionally done for a fan-made game. The other chunk feel like it is too gimmicky and/or too heavy of reliance on bottomless pits and insta-death spikes.
** Note: Since this game is currently in beta form, this opinion is based off of the current pool of testers which seem to be split down the middle regarding this issue. But one can assume that the general playing fanbase will experience a similar division upon official game release.
** Note: The latest beta version of the game has had a more favorable response from the tester base; with issues of difficulty and platforming been greatly tweaked in favor of an easier play experience.

to:

* BrokenBase: A good chunk of There is a strong split between players feel like on applauding the level designs length of the stages and overall feel of reviling the game is quite professional and exceptionally done for a fan-made game. because of this. The other chunk feel like it fact there are permanent checkpoints never seems to enter the discussion about this issue.
** There
is too gimmicky and/or too heavy also complaints that arose due to the overabundance of reliance on bottomless pits and insta-death spikes.
** Note: Since this game is currently in beta form, this opinion is based off of
instant death spikes littered throughout every level. Some feel it adds to the current pool of testers which seem to be split down the middle regarding this issue. But one can assume that the general playing fanbase will experience a similar division upon official game release.
** Note: The latest beta version
tense, platforming feel of the game has had a more favorable response from the tester base; with issues while others believe it is an example of difficulty and platforming been greatly tweaked in favor of an easier play experience.shoddy level design.



* ScrappyMechanic: Those wind current generators in Tornado Man’s stage and Skull Castle stage 5 are spotty at best. Sometimes getting the proper height to make it to the next platform isn’t always assured.
* ThatOneAttack: [[spoiler: The Robot Master Replication Laser in the final Wily Capsule battle. It basically has a random shot at pulling up 20 different Robot Masters in various configurations to attack you in tandem. Dodging said attacks can be quite difficult and Wily does not stop just because you are focused on dodging Robot Master shadow attacks.]]
* ThatOneBoss: There are quite a few actually:
** Magma Man, who summons flames with every hop. Has a small arena where you have to be on your toes or be hit in the face with flames. Finally, he can summon insta-death magma beams from the tubes in the ceiling which can end a battle instantly. Good luck trying to do a perfect run on him!

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* ScrappyMechanic: Those wind current generators More Let's Players have had trouble with the Mag Flys than any other gimmick in Tornado Man’s stage the game. The concept of utilizing their magnetic pull to raise and Skull Castle stage 5 are spotty at best. Sometimes getting the proper height lower yourself to make it to the next platform isn’t always assured.
dodge obstacles has eluded many a player.
* ThatOneAttack: [[spoiler: The Robot Master Replication Laser in Tornado Man's cloud attack. It slows you down, halves your jump height and makes you susceptible to his incoming Tornado Blow which launches the final Wily Capsule battle. It basically has a random shot at pulling up 20 different Robot Masters in various configurations to attack you in tandem. Dodging said attacks can be quite difficult and Wily does not stop just because you are focused on dodging Robot Master shadow attacks.]]
platforms into the instant death spikes above. Lovely.
* ThatOneBoss: There are quite a few actually:
** Magma Man, who summons flames with every hop. Has a small arena where you have
Revamped due to be on your toes or be hit in the face with flames. Finally, he can summon insta-death magma beams from the tubes in the ceiling which can end a battle instantly. Good luck trying to do a perfect run on him!player feedback:



** The Yellow Devil does not disappoint. He has no less than 5 different methods of attack and he can pull each of them off fairly quickly. Given the short duration you have to hit his weak spot, this battle can drag on for ages, to your detriment.

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** Star Man, unless you are pelting him with nothing but lemons, he will most assuredly teleport away from your charged buster blasts and summon a ColonyDrop on your head. Furthermore, his outward spiraling Star Crash attack is almost impossible to dodge most instances and many players have been frustrated by the elongated pacing of his battle.
** The Yellow Devil does not disappoint. He has no less than 5 different methods Square Machine at the end of attack Skull Castle 6 is one just for its sheer annoyance factor. It takes forever to get the machine's vulnerable spot to become available and he can pull each of them off fairly quickly. Given the short duration you only have a limited time to hit his weak spot, this it, which drags the battle on forever. Combine this with the multitude of ways it can drag on instant kill you and you got a recipe for ages, to your detriment.an aggravating boss.



** Wily Castle stage 5 doesn’t really bear its fangs until the midway point where you are traversing phasing platforms over bottomless pits and [[GoddamnedBats Goddamned Bats]] assaulting you as you traverse this tricky terrain. The alternate route with the Rush Jet isn’t that much better, adding [[SpikesofDoom Spikes of Doom]] as insult to injury.

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** Wily Castle Yamato Man's stage 5 doesn’t really bear its fangs until the midway point is not only long and full of death spikes, it can take forever to get to checkpoints since you must wait on grasshopper enemies to get you to where you need to be. This level drags on and the checkpoints are traversing phasing platforms over bottomless pits spaced quite a good distance apart from each other making it frustrating when you die and [[GoddamnedBats Goddamned Bats]] assaulting must start back at the beginning because you as you traverse this tricky terrain. The alternate route with the Rush Jet isn’t that much better, adding [[SpikesofDoom Spikes of Doom]] as insult to injury.were only one screen away from a checkpoint. Oh, and Yoku Blocks.
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* GoodBadBugs: The Spark Shock could be used as a secondary weakness for each of the Megaman Killers: Enker, Punk and Ballade; despite the fact that it was not a designated weakness of each killer. Unfortunately, this was fixed in the 1.4 release of the game but is still present in all previous releases.

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Adding an additional That One Boss due to tester feedback about it and other minor changes.


** Note: The latest beta version of the game has had a more favorable response from the tester base; with issues of difficulty and platforming been greatly tweaked in favor of an easier play experience.



* DemonicSpiders: The Power Muscler in Stone Man’s stage, Knight Man’s stage and a few of the Skull Castle stages takes many shots to bring down and can hack a huge junk off your life meter. The Bikky’s from Spark Man’s stage and Skull Castle stage 5 are immune to all damage unless their eyes are open; coupled with the fact that they do huge chunks of damage to you, it is best to sometimes just slide under them and move on. The one that takes the cake however is the Apache Joe who appears in Star Man’s stage, Knight Man’s stage and the final Skull Castle stage; these enemies are relentless and they have pinpoint aim and once defeated, respawn after a short time. Annoying.

to:

* DemonicSpiders: The Power Muscler in Stone Man’s stage, Knight Man’s stage and a few of the Skull Castle stages takes many shots to bring down and can hack a huge junk off your life meter. The Bikky’s from Spark Man’s stage and Skull Castle stage 5 are immune to all damage unless their eyes are open; coupled with the fact that they do huge chunks of damage to you, it is best to sometimes just slide under them and move on. The one that takes the cake however is the Apache Joe who appears in Star Man’s stage, stage and Knight Man’s stage and the final Skull Castle stage; these enemies are relentless and they have pinpoint aim and once defeated, respawn after a short time. Annoying.



** The final battle with the Wily Machine and Capsule in Skull Castle 8 can be punishing; the quick attacks of the huge crusher tank in the first two phases leave little room for error on dodging its shots. The capsule battle is just as arduous and annoying as the one found in VideoGame/MegaMan7; with Wily giving you little chances to hit him.



** Tornado Man’s stage is one full level of hurt. It is platform intensive combined with shifting wind currents during the rain sections and deadly flying enemies that can kick your off your platform; Neither half of the stage is easier than the other and it is just one long slog.

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** Tornado Man’s stage is one full level of hurt. It is platform intensive combined with shifting wind currents during the rain sections and deadly flying enemies that can kick your you off your platform; Neither half of the stage is easier than the other and it is just one long slog.
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None


* EnsembleDarkhorse: Pharaoh Man was shoehorned in despite the fact it wasn’t exactly a favorite ''VideoGame/MegaMan4'' Robot Master of the game’s creator: Darkflamewolf. He was placed in due to his immense popularity within the Mega Man community.

to:

* EnsembleDarkhorse: Pharaoh Man was shoehorned in despite the fact it wasn’t exactly a favorite ''VideoGame/MegaMan4'' Robot Master of the game’s creator: Darkflamewolf.Creator/DarkFlameWolf. He was placed in due to his immense popularity within the Mega Man community.
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None

Added DiffLines:

** Note: Since this game is currently in beta form, this opinion is based off of the current pool of testers which seem to be split down the middle regarding this issue. But one can assume that the general playing fanbase will experience a similar division upon official game release.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** Wily Castle stage 5 doesn’t really bear its fangs until the midway point where you are traversing phasing platforms over bottomless pits and Goddamned Bats assaulting you as you traverse this tricky terrain. The alternate route with the Rush Jet isn’t that much better, adding [[SpikesofDoom Spikes of Doom]] as insult to injury.

to:

** Wily Castle stage 5 doesn’t really bear its fangs until the midway point where you are traversing phasing platforms over bottomless pits and [[GoddamnedBats Goddamned Bats Bats]] assaulting you as you traverse this tricky terrain. The alternate route with the Rush Jet isn’t that much better, adding [[SpikesofDoom Spikes of Doom]] as insult to injury.
Is there an issue? Send a MessageReason:
None


* DemonicSpiders: The Power Muscler in Stone Man’s stage, Knight Man’s stage a few of the Skull Castle stages takes many shots to bring down and can hack a huge junk off your life meter. The Bikky’s from Spark Man’s stage and Skull Castle stage 5 are immune to all damage unless their eyes are open; coupled with the fact that they do huge chunks of damage to you, it is best to sometimes just slide under them and move on. The one that takes the cake however is the Apache Joe who appears in Star Man’s stage, Knight Man’s stage and the final Skull Castle stage; these enemies are relentless and they have pinpoint aim and once defeated, respawn after a short time. Annoying.

to:

* DemonicSpiders: The Power Muscler in Stone Man’s stage, Knight Man’s stage and a few of the Skull Castle stages takes many shots to bring down and can hack a huge junk off your life meter. The Bikky’s from Spark Man’s stage and Skull Castle stage 5 are immune to all damage unless their eyes are open; coupled with the fact that they do huge chunks of damage to you, it is best to sometimes just slide under them and move on. The one that takes the cake however is the Apache Joe who appears in Star Man’s stage, Knight Man’s stage and the final Skull Castle stage; these enemies are relentless and they have pinpoint aim and once defeated, respawn after a short time. Annoying.
Is there an issue? Send a MessageReason:
None


* CrowningMusicofAwesome: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!

to:

* CrowningMusicofAwesome: [[CrowningMusicofAwesome Crowning Music of Awesome]]: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BrokenBase: A good chunk of players feel like the level designs and overall feel of the game is quite professional and exceptionally done for a fan-made game. The other chunk feel like it is too gimmicky and/or too heavy of reliance on bottomless pits and insta-death spikes.
* CrowningMusicofAwesome: [[spoiler: After a grueling slog through Wily Castle stage 7 and a complete fake-out by Dr. Wily, we are forced to another stage of the Skull Castle.]] However, what makes it completely awesome is the Wily stage 1 music from ''VideoGame/MegaMan2'' blaring out through your speakers, giving you no doubt that you are on the home stretch. Heck yeah!
* DemonicSpiders: The Power Muscler in Stone Man’s stage, Knight Man’s stage a few of the Skull Castle stages takes many shots to bring down and can hack a huge junk off your life meter. The Bikky’s from Spark Man’s stage and Skull Castle stage 5 are immune to all damage unless their eyes are open; coupled with the fact that they do huge chunks of damage to you, it is best to sometimes just slide under them and move on. The one that takes the cake however is the Apache Joe who appears in Star Man’s stage, Knight Man’s stage and the final Skull Castle stage; these enemies are relentless and they have pinpoint aim and once defeated, respawn after a short time. Annoying.
* EarWorm: Just about every single song in this game.
* GameBreaker: The Recover Chip. Once acquired, as long as you have the patience and are relatively safe when using it, you can blaze through most stages at full health.
* GoddamnedBats: The Kouker Q, Yambow and Swallown can qualify, or just about any flying enemy during heavy platform segments over bottomless pits or spikes.
* EnsembleDarkhorse: Pharaoh Man was shoehorned in despite the fact it wasn’t exactly a favorite ''VideoGame/MegaMan4'' Robot Master of the game’s creator: Darkflamewolf. He was placed in due to his immense popularity within the Mega Man community.
* ScrappyMechanic: Those wind current generators in Tornado Man’s stage and Skull Castle stage 5 are spotty at best. Sometimes getting the proper height to make it to the next platform isn’t always assured.
* ThatOneAttack: [[spoiler: The Robot Master Replication Laser in the final Wily Capsule battle. It basically has a random shot at pulling up 20 different Robot Masters in various configurations to attack you in tandem. Dodging said attacks can be quite difficult and Wily does not stop just because you are focused on dodging Robot Master shadow attacks.]]
* ThatOneBoss: There are quite a few actually:
** Magma Man, who summons flames with every hop. Has a small arena where you have to be on your toes or be hit in the face with flames. Finally, he can summon insta-death magma beams from the tubes in the ceiling which can end a battle instantly. Good luck trying to do a perfect run on him!
** Tornado Man, his entire arena is one big deathtrap; every time he uses his Tornado Blow, the two center platforms rise to slam you into the [[SpikesofDoom Spikes of Doom]] on the ceiling. There are bottomless pits beneath said platforms. He produces clouds that latch onto you that slow your movement and dull your jumping height, making it all the more likely those platforms will catch you and send you to your doom.
** The Yellow Devil does not disappoint. He has no less than 5 different methods of attack and he can pull each of them off fairly quickly. Given the short duration you have to hit his weak spot, this battle can drag on for ages, to your detriment.
* ThatOneLevel: There are quite a few actually:
** Centaur Man’s stage can be hell until you get past the initial water section of death, then the stage gets strangely easier.
** Magma Man’s stage can play out like a bastardized version of Quick Man’s and is just as hard to get through.
** Toad Man’s stage is extremely long and many of the rain segments make it hard to cross platforms successfully. Combine that with bird-like swarms that try to knock you off your perch and you have a recipe for frustration.
** Star Man’s stage is a grueling gauntlet of low gravity combined with spiked ceilings and shifting gravity that fluctuates as you progress through the latter half of the stage. You’ll be lucky to make it to the boss with one life left intact!
** Tornado Man’s stage is one full level of hurt. It is platform intensive combined with shifting wind currents during the rain sections and deadly flying enemies that can kick your off your platform; Neither half of the stage is easier than the other and it is just one long slog.
** Wily Castle stage 5 doesn’t really bear its fangs until the midway point where you are traversing phasing platforms over bottomless pits and Goddamned Bats assaulting you as you traverse this tricky terrain. The alternate route with the Rush Jet isn’t that much better, adding [[SpikesofDoom Spikes of Doom]] as insult to injury.
** Wily Castle stage 8 is seemingly out to get you. You have to be constantly on the move to survive in this level. Hesitate for only a moment and you die.

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