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Mega Man (Classic series)
- Guts Man, the real problem is the start of the level, with precise jumps when the platforms carrying you are about to drop.
- Ice Man: Yoku Blocks and moving platforms that double as enemies that shoot at you; incredibly easy if you have the Magnet Beam, though... which can only be gotten in Elec Man's stage and you must have Guts Man's weapon to access it.
- Dr. Wily Stage 1, with the opening sequence of dodging the game's Boss in Mook Clothing enemy Big Eye, with no helpful stage geography to use against them; the return of the enemy-slash-platforms from Ice Man's stage, now in a room full of spikes that they will arbitrarily fly you up into if you don't fall onto the spikes on the floor; a required Magnet Beam section that can send players all the way back to Elec Man's stage if they didn't know the item was necessary; and capped off with the Yellow Devil in his first and most difficult incarnation.
- Quick Man's level, two-thirds of which is a vertical maze of instant-kill lasers, as pictured above; Flash Man's power (which pauses time, stopping the lasers) can help alleviate it some, but it can't get you through the whole thing and also means that unless you refill it (and against nothing but Sniper Armours), you can't use it against Quick Man (who is weak to Flash Man's power).
- Heat Man's level possibly tops this if you try to tackle it early on, because it has an EXTREMELY long sequence of those annoying yoku blocks, most of which is over a pit. Fortunately, if you do it after beating Air Man, who gives you the Item 2 Jet Sled, you can bypass that entire part. And in the original version of the level, they put a wall halfway through to stop you from using the jet.
- Wood Man's level isn't too bad... until you get attacked by Hot Dogs whose fire attacks are almost impossible to dodge and can cause a ton of damage. The Atomic Chickens near the end of the level are simple on Normal mode but require an extremely unintuitive action, walking straight at them so they jump over you.
- Air Man's level is a pain, too. For the first part of the level, you have to jump on "Air Tikis". When you are standing on one of them, the constantly spawning enemies combined with the drills coming out of the sides of its head means that you can't get off. What's worse, later in the level, you have to jump from one Air Tiki to another. Keep in mind that they only appear when you get nice and close to them. Which means in the end that there always will be a drill in your way. Then there's those Lightning Lords that you have to kill and then ride on their cloud platforms, and all those Pipis. And, if you survive, guess who you have to fight? Wood Man's Leaf Shield helps out a lot here, as it not only is super effective against the boss, but can be used to farm powerups and 1Ups from the respawning enemies.
- In Needle Man's Doc Robot stage, right after killing Doc Air Man, you come across a long Rush Jet section with enemies coming from all sides trying to knock you off. If you get knocked into the pit or if you miss an energy refill, you have to start back at the beginning of the section, and if your energy is too low, you may have to Game Over to refill it.
- Hell, the Doc Robot stages as a whole. You basically have to replay the stages, but with more obstacles, more enemies, very hard bosses, and only one checkpoint. More than a few players straight-up input a password to skip them after beating the Robot Masters.
- Drill Man's stage can be a nightmare about midway through: there are switches in the background that you have to touch in order to reveal the next ledge to jump on. This wouldn't be so bad, if there weren't a ton of flying enemies and falling rocks whose sole purpose are to knock you into one of the many pits scattered about the area. Having the Skull Barrier can alleviate much of the pain, since it can destroy the hazards in this area without personal risk, but without it, have fun getting knocked into pits over and over and over...
- Ring Man's stage has that one room early on where you have to dodge the cannon fire as you try to take the cannons out. It's not so bad if you have Rain Flush (and most players will at that point), but if you don't, good luck trying to get past it. And after that, you have to get past four minibosses (of two different kinds), all of which are at least somewhat annoying. Good luck going for a No-Damage Run on this stage, especially if you're also doing a Minimalist Run in addition.
- Wave Man's jetski portion. You're in a jetski, so you don't have the slide and you're a bigger target than usual. You only have the Mega Buster to use, and you have to go through two sections filled with jetski-riding Sniper Joes and hopping robo-dolphins, bookending a giant octopus miniboss. The biggest problem? You can't pause at all during this section, meaning that you can't use any E-tanks, meaning that you have to make it through two enemy-spam sections and a miniboss on one tank of health and awkward controls. Furthermore, as soon as you set foot on dry land again, you've reached the boss door, and there's no room for the lone cannon protecting it to respawn for energy farming should you wish to save any E-tanks for the boss.
- Then there's the falling-block gap of death in Gyro Man's stage, complete with its anvil-drop enemies that totally screw a good straight shot on the falling blocks.
- Crystal Man's stage is no slouch either, since it's laden with crystals that fall from tubes in the ceiling, and they're always placed in large series over pits. It wouldn't be so bad on its own, but the crystals fall at completely random intervals, making much of the level a Luck-Based Mission.
- Plant Man, a long section involving jumping over water-filled pits via springs. Problem is, the springs don't always spring you as high as you need to go, dumping you into the pits on a regular basis. Oh, and then there are the lovable robot pirahnas jumping out of the water to further ruin your jumps.
- What's the reward for beating Plant Man (aside from his weapon)? The Jet Adapter, the one power-up that can make this entire section a breeze. Pretty smart decision, developers...
- Turbo Man's stage contains the aforementioned instant-death lasers from Quick-Man's level (they're actually magma pillars this time around), and a section with instant-death spikes combined with tires that move on the ceiling. These tires have a habit of pushing you mid-jump into said spikes.
- The rocketboard sections. Enough to prevent some gamers from even finishing the game successfully.
- Jump! Jump! Slide! Slide! *shudder*
- Adding to the irritating nature of the whole thing is the boss at the end of the second Rocketboard Section, who is very easily That One Boss because he can only be hurt using the friggin' Mega Ballnote . It's basically a soccer ball that you can only "aim" by estimating where the ricochet goes. And considering that you don't get the Mega Ball from a Robot Master, and it's only just handed to you, it seems more like this boss was only added to justify the ball's existence. What's the real kicker? If you die fighting this boss, you do the Rocketboard section again.
- Rockman 8 FC, an 8-bit Fan Remake of Mega Man 8, made changes to some of the levels beyond the graphics. One of these is Sword Man's stage, which has been transformed into a veritable living hell. The real agony comes from one section, which made the sadistic decision of combining a river of insta-kill lava, single-square-wide platforms, a pseudo-Advancing Boss of Doom that erases these already tiny platforms, and Goddamn Bats swooping at you to knock you in. The hammer enemy is also quick, giving you practically zero time to stop and readjust your jump or clear said enemies out of the way. The rest of the level is somewhat difficult, but it becomes a cakewalk compared to the nightmare that is this section.
- Jewel Man's stage, which combines a difficult spike jump to the miniboss, the miniboss itself (which is suprisingly difficult), and a near-impossible spike jump shortly after said miniboss, and almost instantly after that one, you get to another one of those spike jumps, which is even harder.
- Guess what? 9 has not only magma flows reminiscent of the Quick beams, but THE LASERS THEMSELVES make a return, complete with the sound effect! Of course, these are less 'laser' than 'magma jet' in both incarnations. Thank god for the Concrete Shot, eh?
- Wily Stage 3. Here is a level that has a few areas where you're constantly floating upwards; sound okay, right? WRONG, the floating areas are chock full of spikes, and you can only move Mega Man by shooting the buster, which increases his inertia the more you shoot in one direction, which is a lot harder than it sounds, as you have to move at the correct speeds or you will get spiked and die. And if that wasn't enough, there's several spots where an enemy will drop down and DRAG you right into the very spike you thought you narrowly avoided. Oh, and the boss of this stage is not one, but two incarnations of the classic Yellow Devil boss. RAGE.
- Commando Man's stage, which is in a desert that has enemies posing as land mines that make huge explosions when you get near them, and about halfway through, a sandstorm that sporadically covers the entire screen and pushes you in its direction while blinding your view of the spikes on the limited platforms and the gaps that drop you into the bottomless pit below.
- Blade Man's level is also pretty bad due to an annoying midboss, and a mine cart section above another bottomless pit with Goddamn Bats trying to knock you in every couple of seconds.
- Special Stage 3 is probably the worst of the Special Stages. It starts with a section of Furaibons coming from bottomless pits that are almost hard to jump over, followed by an extremely difficult conveyor belt section. Afterwards, you have to shoot through some missiles that block the way, but you have to be careful due to some of them causing you to fall into a bottomless pit.
- Torch Man's stage, a campsite, has sections of Platform Hell, Blackout Basement sections, and three pain in the arse instant death wall of fire sections, one of which requires precise platforming and sliding to get through the area. While the Tundra Storm can stop the inferno for a brief moment (if you have it), both Sparkey and Torch Man himself are most susceptible to this weapon, meaning you have to choose between getting barbecued and having to deal with That One Boss at full force.
- Bounce Man's stage is riddled with bouncy balls that you, unsurprisingly, have to bounce off of to get anywhere. It's not that there's regenerating enemies everywhere, that's to be expected in a game like this, or that the jumps themselves are difficult (they're really not). It's that the balls have much larger hitboxes than their deceptively small round appearances would imply. Often you'll try to jump under or over one and unexpectedly hit it, only to be sent careening into an enemy or off a cliff, and other times you'll reel from an enemy's hit and not be expecting to suddenly be sent bouncing any which way by the ball you barely got close enough to sneeze onto. It stops being fun very fast.
- Players who choose Cut Man first, expecting a similar easy ride to his NES level, will be in for a nasty shock. His level contains some of the most unforgiving jumps in a game that already borders on Platform Hell, many of the enemies have unpredictable patterns and/or are located in inconvenient spots, and only one weapon is capable of damaging them — Cut Man's own weapon.
- Metal Man's stage isn't too bad compared to a lot of the other examples here, but it throws some nasty surprises at you early on, most notably three screens in succession that give you drops which can land you right on top of spikes, with almost no time to react.
- Dive Man's stage is filled with spikes, at one point making you jump between raised pillars of spikes. It also forces you to jump on a platform that's on top of rising and falling water, and of course, the platform is surrounded by spikes on both sides.
- Dust Man's stage is truly terrible. It has pits with Upndowns coming out of them, and not one, not two, but at least 10 pixel perfect jumps are required to make it through the stage. There is also the dust crusher section, which required Mega Man to slide through gaps with perfect timing or he dies. When you finally get to Dust Man, you find that he's a pathetic Anticlimactic Boss which really makes the stage feel even worse by comparison. Dust Man's stage really is the closest Mega Man has gotten to Platform Hell.
- Venus's stage, which has a section where Mega Man must bounce in between instant-death spikes.
Mega Man X
- In general, any of the side-scrolling hoverbike levels qualify, thanks to the annoyingly precise jumps needed to get through. Let us not get started on the 3D ones in X7 and X8.
- Spark Mandrill's stage was quite a pain. Having to dodge moving sparks on the ground while giant tank enemies shoot missiles at you, an irritating miniboss, and Blackout Basement sections with extremely cheap enemy placement. Not to mention the fact that at the start of the stage, there's a lower route that takes you quite a long way past quite a few hazards and turns out to be a complete dead end.
- This was slightly mitigated by beating Storm Eagle first: his air carrier would crash into Mandrill's stage, eliminating the sparked floors and taking away a lot of the mid-boss's bite. The blackouts would be a little more prevalent, however.
- Sigma Stage 1 can also be a pain, with it being a very, very long stage starting with having to jump over moving platforms with enemies that can potentially knock you off into a bottomless pit. Then you have to fight a few bosses throughout such as Vile (which thankfully you don't have to beat again once you beat him once), an annoying area where you have to climb vertically with several enemies hugging the wall that can easily knock you down, and then you have to fight Boomer Kuwanger again. Each by themselves isn't that bad, but enduring through the rest of the level makes this a pain. Then you have to face the Bospider at the end. It's even worse in the PSP remake as an underwater section with an Anglerge was added and instead of Vile you fight Launch Octopus again.
- Armored Armadillo's stage if you're playing as Vile in Maverick Hunter X. It takes away the mine carts that made this stage enjoyable as X, leaving you to traverse the whole level on foot (you don't even get the Ride Armor for long). This replaces the leap of faith at the end of the level with a bunch of horizontally-moving platforms and enemies swarming you from off-screen. And the Heart Tank (located where X would find the Hadouken capsule) requires you to either take a leap of faith towards a not-synchronized platform or exploit a bug with Vile's midair movement that allows him to hover towards it.
- The second X-Hunter stage, while being mercifully short, is nonetheless filled with absurdly long spike pits requiring precision use of the Crystal Hunter weapon, which seals enemies and allows them to be used as platforms. The terrible bit is that only so many enemies can spawn on screen at any given time, and are literal Goddamn Bats that both charge for X's position and can be easily missed by the compartively slow-moving Crystal Hunter projectile. You may find yourself in a position where you can't edge the screen far enough over for any of the enemies to respawn, meaning a suicide on the spikes and restart of the entire level is your only option.
- Doppler Stage 1 is probably the hardest in the game's sequence of final levels. There are several difficult jumps, walls that close in to crush you, and insta-death spikes that can suddenly descend from the ceiling and kill you mid-jump. And then the stage ends with you having to face one of the game's two hardest bosses, either the Godkarmachine O Inary or the Press Disposer, depending on whether you were able to destroy both Bit and Byte using their weaknesses.
- Jet Stingray's stage is a pain due to the level being a hoverbike level. Moreover, it's a fast Autoscrolling Level which makes it a level that is nothing but trial and error. The game also expects you to do precise jumps at pinpoint accuracy. Bottomless Pits are everywhere in the first half of the stage. Getting scrolled off the screen at any time is also instant death. Both the subtank and the Life Tank are in areas that you will miss the first time around.
- Zero Space, stage 1. The best thing about Quick Man's stage, of course, is that, for some reason, Capcom feels the need to keep revisiting it in later games. Here, in particular, they managed to make it even worse: it's bad enough that X-series characters slide slowly down walls, making it harder to fall past the lasers quickly enough, but Capcom then added in more lasers! And at the end of the stage? You fight That One Boss. And the X Legacy Collection has a medal for getting through this without the Dark Hold.
- Squid Adler/Volt Kraken's stage is even worse. Much like Jet Stingray from the previous game, the stage starts on a hoverbike, with lots of bottomless pits to fall in, and getting scrolled off the screen kills you. To make matters worse, there are eight glowing things to get if you want the head parts of the Falcon Armor. Even if you survive that, there's still plenty of annoying switch puzzles to go through. Oh, and did we mention that if you want 100% Completion, you're going to have to revisit it, in a game that punishes revisiting levels?
- The level expects you to be ready to jump before the "READY" message leaves the screen.
- Gate's Laboratory stages 1 & 2: instant-kill spikes everywhere, plus a sequence of rising instant-kill lava and slippery ice slopes, and an area for X that is all but impossible to traverse if you entered the stage with the wrong armor for it (you can only go back to switch armors once you enter Gate's domain after you either Game Over or defeat the stage's boss, and the "wrong armor" is ironically the best weapon to beat the previous level's boss with).
- Blaze Heatnix's level. While not hard on the scale Gate's lab is, Heatnix's domain contained not only lethal rising lava, but about half a dozen ultra-annoying minibosses as well. Seeing as how X6 has hideous game balance in general, this is probably not surprising.
- The stages of Commander Yammark and Rainy Turtloid can be this if you triggered the effect of Infinity Mijinion. Due to the lower screen visibility, it becomes much easier to fall into the green water and die in the latter's level, or not being able to see enemies right away in both levels.
- Recycle Lab. The entire stage is the crushing ceiling stage. The first section is fine because Ride Armor is immune to crushing. The second gets annoying. The third? Spikes and a conveyor belt, and ice if you've triggered the Nightmare effect from Blizzard Wolfang's stage. It's like giving a teenager alcohol and a car at the same time. There's also the secret section which adds auto-scrolling to the above-mentioned hazards. The entire stage can also become aggravating if you've triggered the Nightmare effect from Ground Scaravich's stage, which causes blocks to appear that can only be destroyed or pushed by his weapon.
- The Central Museum (Ground Scaravich) begs to differ. To elaborate, the entire stage is as chaotic and unexpected as the words can be. For starters, the rooms that the totem holograms transport you to are VERY random, meaning you'll never know which area you'll stumble upon and that you'll have to revisit the whole place to get every single item/Reploid. These rooms consist of rapidly materializing boulders, meaning you can't stand still for too long. To make things worse, some of these rooms can only be reached by activating two of the eight possible Nightmare Effects (the rain or the metal blocks). That, and the terrain is just as (or even more) randomized. But the real problem and what makes this stage Xtremely painful is the fact that you will have to deal with many Nightmare Viruses, and they come in PACKS. The damage from touching these buggers and the projectiles they fire are deceptively dangerous, and they rack up unforgivingly. And you better be fast in rescuing those Reploids too, since the risk of them getting infected is just absurd. Hands down THE most luck-driven and dangerous stage in the entire game.
- Infinity Mijinion's sub-stage also qualifies. There are almost NO FLOORS in this section. Instead, you get hand rails that you need to remember to hold Up on the D-pad to cling to. Meanwhile, there are TONS of Nightmares in this section. They just love sucking the life out of unsuspecting Reploids, including ONE THAT IS LITERALLY RIGHT ON TOP OF THE POOR REPLOID IMMEDIATELY AS YOU SEE IT. If you're not fast enough, as in killing the thing immediately as it comes on screen, you will lose this Reploid and have to quit without saving if you were after 100% Completion. Oh, and even when you do rescue this Reploid, it's entirely possible that you will fall to your death anyway. Oh well, for a noble cause...
- Flame Hyenard's stage isn't so bad during the 2D section, except for the instant-kill lava that bypasses Mercy Invincibility. But then you get to the 3D section, which has that lava practically everywhere, with many more hazards thrown in. There are invincible sonar towers that can knock you out of midair if you get hit by the soundwaves on the middle of small platforms that make them hard to avoid, as well as gigantic robots with a nearly unavoidable attack which almost always show up two to a platform. There's also a Reploid that disappears if you die before you get to him, regardless of whether he got hit by enemy robots, and a Heart Tank on a really low beam. Then you beat all this and actually get to fighting Hyenard...
- Snipe Anteator's stage is arguably worse than Hyenard's. For one, the entire stage is 3D. The stage is crawling with Demonic Spiders in the form of samurai robots that shoot Sword Beams with a way bigger hitbox than one would expect. You can only hurt them from behind, and you need Axl to take them down if you want to rescue all the Reploids and/or get X's Helmet Armor, as they're able to go through walls you otherwise can't pass! Then there's a dreadful Gravity Screw gimmick, because each time you get flipped, your movement controls do too. The camera being more zoomed in while you're upside-down helps absolutely nothing. And if you'd expect Snipe Anteator to be easy after all this, well... you'd be wrong.
- Burn Rooster's stage starts out going down an auto-scrolling series of platforms. After that, there's a large spike-filled room. Next, another auto-scrolling section, and then the boss. Finally, in the ultimate cheap shot, even after beating the boss, you have to escape in yet ANOTHER auto-scrolling section, this time going up.
- Another example: Gravity Antonion. It's easy until you get to the minigame (@ 1:42 in the video). There are six blocks on the ceiling. Suddenly, they sprout spikes and fall on you. You then hide on the walls, while they sprout spikes from their top and fly up at you. Repeat ad nauseam.
- Dark Mantis's stage, Pitch Black. Not only is it Exactly What It Says on the Tin, the only way to be able to collect anything of any value involves turning on the power, which cannot be done unless you beat Gigavolt first, and also requires you to transform into a Guardroid and salute at a sleeping guard. Meaning if you didn't bring Axl, too bad. If you kill the sleeper, you lose the ability to enter the generator room, even if you die and come back, as he does not respawn. Outside of that, there's also spotlights, which seal off exits if you're caught in them and summon more enemies.
- Avalanche Yeti's stage. It's a driving/shmup stage with constantly-spawning enemies, electric arcs, and the ability to die by being next to a hole. You don't need to fall in, just being by the hole kills you. Not to mention the miniboss with an absurd amount of health that you have to fight twice...
- Gigavolt Man-o-war's stage is much worse than Avalanche Yeti's (may heaven have mercy on your sanity if you try to Perfect Run this thing), as it involves chasing the titular boss through a city in a driving/shmup segment and shooting him down. Sounds simple, right? Not only do you have to deal with him firing back at you (not to mention being ahead of you most of the time), there's also oncoming traffic and signs to deal with, that can slow you down substantially. The cherry on top is that you fail the stage if Gigavolt's not defeated in three laps, which will likely happen quite a few times if the hazards don't take you down first. Mercifully, the boss himself is not so bad compared to his level.
Mega Man Zero/ZX
- Zero 2's Power Room stage, filled to the brim with lava and exploding Telebombs and not much room to maneuver. And to top it off, the boss is an absolute nightmare who can only be hit at certain points even with the right element; if you attack, he'll dodge and counteratttack, and his counterattacks are damn hard to avoid. Worse still, one of the Cyber Elves hidden here is pure Guide Dang It! material. You essentially have to play Space Invaders in one section, kill every enemy while being blocked by moving platforms that hurt you if you touch them, and after that have to hit the fast-moving UFO in the three seconds from when it emerges to when it leaves.
- The Bombardment Aircraft. You start off leaping between moving shuttlecraft which shoot at you while you're using them as platforms, on top of Pantheons shooting at you on top of them, requiring perfect timing so as to not to be knocked into the massive Bottomless Pit. Once past that section, you have to fight a miniboss who fires fast-moving, area-damage missiles at you until you hit it. When you hit it, it drops a row of bombs which can only be avoided by standing exactly where it was previously hovering. Then you navigate through a series of timed stage hazards that will eat right through your tiny lifebar and require expert timing to pass unharmed. Then you have to do a Hold the Line section protecting Ciel for 90 seconds, which counts for basically your entire mission score. If she gets hit, goodbye A or S rank. Naturally, this is a Bullet Hell sequence plus the Pantheons who you have to hit while blocking every bullet. Finally, you have to face a boss battle which becomes nigh-impossible on Hard Mode if you have an A or S rank. His A/S rank attack is literally undodgeable. Not hard to dodge, impossible to dodge. He has to be deflected, in-flight, to avoid taking damage, and the series of moves necessary to do this is not something the designers could reasonably expect people to figure out on their own, much less actually accomplish given that it takes precision timing to pull off.
- There's also the Shuttle Factory, which is also long, contains lots of lava and other stage hazards, and a tough boss fight against Fefnir at the end.
- Even the last level goes beyond what you'd expect for a final mission. Not only do you have to revisit the boss from the Power Room (who you can't partially nerf like the first time), they introduce an entirely new boss fight during the boss rush. What's worse, said new boss fight consists of the beetle boss from this game (mentioned above) and the beetle boss from the last game fighting you together in an arena that does not scroll, with attacks that cover nearly the entire screen and take split-second timing to dodge, and a Kaizo Trap ability for added measure.
- Popla Cockapetri's level when faced on Normal Mode upward features moving blocks that can instantly crush Zero to death, no chance of recovery. You have to be extremely good at getting through because the blocks are set up in a way that forces you to keep advancing and coupled with the added threat of spikes as a nasty surprise for the overly hasty player who doesn't look where they leap.
- Ouroboros from Advent is easier than Gate's laboratory stage in X6, but it's loaded to the rim with spikes, annoying enemies of all kinds, regenerating blocks, regenerating spiked blocks (and did we mention that if you happen to be standing where a block regenerates on the Normal Mode and up, it insta-kills you as though you were squashed by them?!?), the Boss Rush... yeah, all of that in one level. The fact that the whole thing's made from the world's supply of Model Ws turns it from That One Level to the Nightmare Fuel Level.
- The Floating Ruins area (Aeolus's stage) is also obnoxious, albeit easier than Ouroboros. Lots of annoying enemies in an area with bottomless pits everywhere, and even wind later on, both of which make the already annoying enemies even more annoying. (One such enemy can even mess with your jumping temporarily, and it's not only very accurate with its attacks but impossible to kill to boot.)
- Area K from the original ZX could qualify. K-1 with its boiling geysers isn't so bad, but then we go underground to find K-2 and a Goddamned Miniboss, then back to not-so-bad with K-3, then the horribly annoying lava chase segments in K-4 with really annoying enemies (good luck avoiding damage!) before you finally reach the boss, who is actually somewhat of a breather after the crap his level put you through. (Unless you're going for a Level 4 victory against him, in which case...hope you have some blood pressure medication handy.) And if you decide to take an alternate path to make the lava wall move slower, you must also go through K-5, with its shaft full of rising lava that requires memorization and precise jumping (and probably vertical air-dashes)...and then go through a different area of K-1 and fight the miniboss all over again. And then comes the collection of the Sub-Tank...which makes going through the level normally seem easy in comparison.
Mega Man Legends
- The Clozer Sub-Gate in 1 becomes this if you don't know the Guide Dang It. At a particular part in the dungeon you find a cracked ceiling that has to be demolished using two specific special weapons. The problem is that 1, you may not have those weapons if you haven't gone exploring the dungeons well; 2, it isn't immediately obvious you can break that ceiling because this is the only time in the game you encounter a destructible ceiling; and 3, there's only a single hint in the game that you have to use a certain special weapon to break the ceiling, given in the description of the Grand Grenade. Players who don't know what they're supposed to do here can get stuck forever pondering how to proceed.
- Glyde's base in 2. Several areas of powerful enemies that unleash Bullet Hell, the walls are lined with regenerating turrets, and running away to Data to recover your energy and save is a bit of a trip.
- The Nino Ruins in 2, which isn't suprising considering it's a Down the Drain area and has all of its trappings: most of it has you moving veeeeery sloooooowly through water (which also messes with your jumping physics, making it harder to dodge enemies), is labyrinthine and very, very long, and it's packed to the brim with some of the more tedious and/or annoying Reaverbots in the game. At least it's got some good music for you to listen to. By extension the Kimotama Caverns fall into this category as well, just without the cool music (you instead get the Clozer Woods ruin music from the first game, which is more Nightmare Fuel / Hell Is That Noise than anything).
Mega Man Battle Network
- MMBN1 has all of Internet Area 4, which is full of Goddamned Bats.
- And ElecMan's stage, which has invisible floors, trial-and-error battery puzzles, and infected programs which you can't tell from the regular ones until you talk to them, at which point they attack. However, the real problem in the stage is the timer — once it runs out, Mega Man stops healing after each battle.
Mega Man Battle Network 2
- Speaking of Quick Man, his counterpart in Battle Network 2 ALSO has a horribly annoying stage, because you can't jack out of the detonators once you jack in, meaning you can't restore your health. It is even possible to get into an Unwinnable by Mistake situation because while you can't jack out, there's nothing stopping you from saving...
- Freeze Man's storyline, due to the endless backtracking.
Mega Man Battle Network 3
- Any area that requires compression in 3, due to the pain of needing to reequip and rearrange the NaviCust setup so often. BubbleMan's arc, where the Press program is introduced, combines this with a lot of backtracking, effectively setting the tone for all future compression-related pathways.
- Worse than mandatory compression is mandatory Energy Change. You need to grind up an absurd amount of Fire chips to be able to get through the first dungeon that mandates it, and said dungeon has 5 separate areas! It's slightly less hellish if you get the OilBody program, which is also found in that dungeon. The second part that needs it is even longer, as it takes place across the entire cyberworld, requires you to hunt down and extinguish every obstacle with Aqua chips. To make matters worse, virus encounters don't change during this arc, forcing you to backtrack elsewhere if you need to replenish your Aqua chip supply.
Mega Man Battle Network 4
- MMBN4 has the levels at Castillo and the point collecting, the Demonic Spiders in a lot of areas, especially the Undernet and Black Earth.
- In Red Sun, you have Search Man's scenario, with a sniper taking shots at you periodically. The shots do 100 HP, are hard to dodge, and you've probably got around 400 by the time you've reached this stage. Do the math. In addition, there's Thunder Man's scenario, in which you are cursed; what this translates to is your health dropping at twenty points per second, even during dialogue, and it doesn't stop until you find memory chips and bring them to a specific spot.
- Blue Moon players have Metal Man's scenario, in which you have to play an annoying minigame that requires a lot of precision timing, and Proto Man's scenario, which is a PIXEL HUNT through the Undernet that misinforms you on one of the keys.
- And for the universal stages, there's Video Man and Cold Man. Video has you running through the Internet to pick up tapes with your controls reversed and panels that will send you back to the beginning of an area. Cold has you destroying transmitters as Lan's body temperature drops. If it goes too low, Megaman can't use any chip attacks. To actually destroy the transmitters, you need to go through a string of virus battles, and then sacrifice a specific Chip in a specific code. Oh, and if you leave to go get the chip(s) you need, the virus battles come back.
Mega Man Battle Network 5
- MMBN5 has the Ship Comp, a water dungeon which you have to guide your current Navi through. While they are underwater they are perfectly fine until they run out of "cyber-air" (really!), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air. Oh, and you had to do this several times before fighting the boss. And to top it all off, you had to come back here later in order to get some of the items that you couldn't collect if you wanted a 100% completion.
- The Gargoyle Comp also receives flak due to the large numbers of twists and turns needed to get the correct Progs to progress. And that's assuming you've already figured out where you need to go.
- If you happen to be playing Double Team DS, you'd be delighted to learn that both the above Comps were actually longer in the original Japanese release, and Double Team restores the missing part of the stage.
- In terms of the Internet proper, End Area 1, 3, and 4 are all absolute hell to navigate. They consist mainly of labyrinthine passages that all look the same and have almost no landmarks (save the pagoda in the third area). On top of that, they're all notably larger than any area so far, and the third and fourth throw in one-way conveyors. What's that, looking for Lark Man? Good luck finding the invisible path in the first area!
Mega Man Battle Network 6''
- MMBN6 has the Aquarium Comp where you have to solve fish riddles via escorts. Not only do you have to figure out the correct key NPC for the very vague riddle, you have to escort him as well! And when you pick him up, sharks appear and you had to avoid them via a Pac-Man-ish minigame and some of the sharks more very quickly. If one of them catches your escort, he gets eaten and you'll have to run all the way back to him and start over, all with lovely Random Encounter with some annoying viruses. And to top it all off, you have repeat this minigame (with a shorter length this time) at the end of the game as part of the Boss Rush!
Mega Man Network Transmission
- Network Transmission has the bank stage and the final area. Incidentally, the Bank stage happens to be, unsurprisingly, Quick Man's level. Right down to the insta-kill lasers.
Mega Man Star Force
- SF1 has the Scrap Comp which basically requires you to use the Res-Sonar to find this Hertz's coworkers in order to regain control of the bulldozers. Of course, they're buried inside the junk hence why you have the Res-Sonar. This wouldn't be so bad if it weren't for the radar being frustrating to use, being attacked by bulldozers (though you are warned) and random encounters still happening despite the mission being hard enough as it is. Further still, you have to face a Jammer at the end of each section (aside from the last one). Yeah, and don't think Gemini Spark is a walk in the park...
- SF2 has several:
- The Loch Mess has you swimming around, digging for golden Mr. Hertzes. The clues as to where they're buried are painfully cryptic. And if you're even a fraction of an inch off on your digging spot, you're thrown into a virus battle with no reward.
- The Whazzap Ruins are also extremely annoying. You have to direct Flame Hertzes to their pedestals, which is easy enough, but there's a robotic condor that will knock them away, forcing you to go BACK to get them again, unless you can duck into the shelters in time. And in the second area, you have to direct THREE of them at the same time.
- The Bermuda Maze, which can only be properly navigated through with hints given from Hertzes. If you go the wrong way, you'll either end up where you started or you'll enter a virus house (i.e several enemy battles in a row) It's all fun and games until they start outright LYING to you and you have to check the colour of the stars displayed in the sky, making things even more jumbled and confusing. Worse still, you're required to memorize a set of directions from an NPC just to get to Mu. It also doesn't help that you have to find Vega's Lair if you want to start the post-game (itself utterly frustrating)
- Finally, there's Mu. You have to go through the wave road to collect runes that allow entry to the next part. After you get the runes, however, walls come up to keep you from going on, and some Murians are summoned. If you come into contact with one, you have 3 seconds to draw a specific pattern on it that appears for less than half a second. Fail, and you have to fight two at once. Oh, and you need to memorize the patterns on the runes you collected and put them into a specific order, otherwise it's Murians for you again.
Mega Man (Fan Games)
- Mega Man Unlimited is already a hard game, but Rainbow Man's level takes the cake. This level gives a new twist to Quick Man lasers, in that they can be reflected by shooting at mirror-like enemies that the lasers pass through; think a Light and Mirrors Puzzle except the light kills you instantly. The miniboss is, of all things, the game's Devil fight (with moving lasers in the room you fight it in!), and after that is more laser puzzles. Additionally, if you want the YOKU letter in this stage a part of the alternate path is underwater, so you have to deal with floatier jumps. Fortunately, the level is relatively short, and the lasers can be temporarily stopped with Glue Shot.
- Occupied Wily Castle 3 has a section full of Yoku Blocks and Yoku Spikes that you have to traverse while upside down!
- Occupied Wily Castle 4 is a brutal Marathon Level. There are some tricky spike drops that require careful use of the Comet Dash, and then you come to the refights. Except they aren't just fights with each boss, you need to go through short sections of level based on each Robot Master's stage. This includes Yoku Man, even if you didn't visit his Brutal Bonus Level (it also excludes Whirlpool Man). Once you've beaten all nine, you'd think the level would be over, but nope, there's more! And at the very end is a three-part Sequential Boss.
- Mega Man Revolution, while not that hard of a game, had an absolutely brutal Wily Stage 2 - which basically amounted to a pixel perfect spike drop, a section almost entirely in darkness, and Gravity Screw at the end of the stage just to top it off. The kicker, is, yes, this stage also contains the game's really nasty Devil fight.
- Make A Good Mega Man Level Contest 2 has a notorious Wily 4. It's a "weapon trial" stage that involves getting through segments where the player is locked into one weapon, but some of the segments are very, very difficult. The Sakugarne section in particular requires some very precise jumps to not hit your head or fall to your death. The Super Arrow section is the worst of it, though, as there are parts where you are blind to the upcoming section and need to make a split-second jump off the arrow in order to not slam into an electrified wall. Not to mention there's 5 Noble Nickels to get, one of which requires you to take on all 3 branches of a path split. The boss you fight at the end doesn't exactly help matters, either.
- Believe it or not, this level used to be even harder. The damaging electric terrain in the Sakugarne and Super Arrow parts used to be spikes, and there were even more spikes in other areas of the level. This was changed in version 1.3, but the level remains very difficult. note
- Mega Man Rocks has Repo Man's stage and its timed spike traps.