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YMMV / Mega Man & Bass

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  • Awesome Music: As per usual.
  • Contested Sequel: Fans tend to consider this game either an improvement over the other entries released around the same time for doing something different to freshen up the formula, or one of the worst games in the series due to its amped up difficulty and its levels being designed more for Bass than for Mega Man.
  • Goddamned Bats:
    • The Rompers (toy soldiers) can latch on to you, immobilize you, and steal bolts.
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    • Monopellans fire the instant they appear on-screen, and any power-ups they leave behind are attached to the propeller, which will carry it away very quickly if you don't grab it immediately.
  • Good Bad Bugs: Speed Runners have found out that you can double jump with the Lightning Bolt. You can also wall zip by jumping during the lightning bolt into a wall, as the wall will try to eject you. Great for Mega Man. It's also possible to glitch through walls using the Ice Wall. These two techniques are combined to skip huge parts of levels or get CDs without the required weapon on speed runs.
  • Hilarious in Hindsight: A game that was ported to the GBA to celebrate a famous blue mascot's 15th anniversary that suffered heavily from an overly zoomed-in screen? It would happen again 4 years later to another famous mascot.
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  • It's Hard, So It Sucks!: This game has gotten this complaint more so than previous entries in the series, as the level design is considered unforgiving and the bosses more aggressive despite the lack of E-Tanks or other similar Anti-Frustration Features found in other entries. It's even worse in the GBA version where the smaller screen makes it difficult to keep track of the action and results in unintentional Trial-and-Error Gameplay that wasn't present in the original.
  • Jerkass Woobie:
    • Dynamo Man. The poor guy used to be a tour guide for school children, but after King modified him for battle, his Power Incontinence made him dangerous to be around, leading to people avoiding him, which he resents. Even his quote in the game's database has him wishing for the good old days. That One Boss he may be, but it's hard not to feel at least a little sorry for him.
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    • To a lesser degree, Burner Man, who King tricked into thinking that if he doesn't burn a forest a day, he will die.
  • Porting Disaster: The Game Boy Advance version suffers from a number of issues:
    • Bass' dash move does not have a dedicated button like on the SNES original; you must double-tap in the desired direction, meaning the move is slower to execute and easier to mess up. Unlike Mega Man X or Mega Man Zero, the dash cannot have a button since it is occupied with the change of weapons.
    • The music is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip.
    • The screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.
  • That One Achievement:
    • Ground Man's CD. Screen Crunch takes its madness Up to Eleven for the GBA.
      • It requires the player to be Mega Man and acquire Rush Search to spot its glittering telltale indicator where it is hidden underground. Most CDs hidden in the game are simple to collect, but the location of this one is evil. It borders on programmer sadism, buried in a certain patch of dirt atop a lone Sniper Joe that gets drilled away if Mega Man ventures too close to it and causes a deviously placed Dig Mole, an enemy drill bot, to spawn among a swarm that tunnels through bedrock — including the place where the CD awaits, forcing the player to either willingly lose a life to reset the level or exit out and try again.
      • In fact, it's almost impossible to get to the CD in time without using the Lightning Bolt to wipe out the Dig Moles and Sniper Joe before they can interfere, then the Spread Drill for use on the final Dig Mole so you don't fall in a pit; Lightning Bolt makes Mega Man stop in mid-air when active, and can cause you to miss a fairly large jump.
      • Worse, the CD has to be dug up with Rush Search in a place that forces the player to spawn the drill which will land on Rush and interrupt his long and drawnout digging animation before he finally uncovers the CD. The player cannot switch from this ability or Rush will disappear, and must use the Mega Buster to fire on the drill enemy before it strikes Rush and/or eliminates the chance to get the CD. But while Rush Search is active as Mega Man's primary weapon, his Buster shots actually grow weaker — it cannot charge and only fires pellets, with the damage potential reduced.
      • Worse still, the drills leap up and down and require perfect aim and at least three hits to destroy, rather than going down after taking two shots from a normal Robot Master. By the time a Dig Mole appears from below, it gets out of ground level firing range in time to deliver the third hit, so you'll have to jump in time with it and then fire, hoping the shot connects. You need expert timing, and insane luck.
      • Summed up best by Roahm Mythril in his guide to get this CD."
        "Seriously, who at the Capcom offices thought this would be a fun disk to have people collect!?"
        "Oh, Ground Man, you evil bastard, why'd you hide your disk there — WHY?"
      • But wait! There is one saving grace! By getting clobbered on purpose until your health is low, you can equip the C. Attack (Counter Attack) to gain a hike in your normal buster shots' power! This allows you to take the mole out in a single shot even with Rush Search active, making it a bit less of an ordeal to score the CD.
    • While not as fiendishly difficult, Heat Man's CD is also a humongous pain in the ass, as it requires the player to get Rush to teleport inside a space so small that Mega Man has to slide around just outside of it spamming the fire button until the teleportation finally sticks. And then the player has to fend off a horde of infinitely spawning, rapidly-moving divebombing bird robots so that they don't hit Rush while he's digging.
    • Quick Man's CD spawns at the top of the screen and drops into a pit as soon as it appears. The only way to get to it in time is to play as Bass with the High Speed Dash power-up and try to grab it out of the air as quickly as possible. Someone in the dev team must have thought it was real clever to make Quick Man's CD only obtainable through lightning reflexes.
  • That One Attack:
    • King Jet will reveal its power crystal, begin charging up, then will blast the entire screen. Perfect King has this as well. Destroy the crystal before it finishes charging or you will feel raw pain.
    • King Jet's fists are the reigning champion of this in the game. Everything about King Jet can be dealt with with ease once you know how. The screen-filling laser can easily be destroyed with a single Remote Mine, and even the flashbangs are nothing more than an annoyance once you get the rhythm down on the platform hopping. But the fists can very easily just destroy the platform right in front of you and render it impossible for you to jump to the next one, and feel like the only part of the fight where if you die, it's because the Random Number God decided you should.
  • That One Boss:
    • Burner Man. He has a charging attack that's tough to dodge and deals a ton of damage, his Wave Burner can block your shots and pin you in a spike-filled corner, and he sets beartraps that grab and hold you, leaving you wide open to attack. Also, there's the issue with his weakness; while most bosses in the series will let you get away with just spamming their weakness until they're dead, Burner Man will not. Fighting him with the Ice Wall turns him into a bit of a Puzzle Boss that requires you to push the wall into him, forcing him into the spikes on either end of the room, a task that's easier said than done.
    • The other major candidate is Dynamo Man. Unlike Burner Man, he is very vulnerable during most of the fight. The problem is he spends most of the fight in Beam Spam mode. He also forces you into a Sadistic Choice of forcing him to fire hard-to-dodge projectiles, or guessing where his Lightning Bolt will strike with no warning (there is a pattern to his Lightning Bolt, but it's incredibly hard to pick up on, requires split-second precision, and you can mess it up by walking just a few pixels too far). Finally, he will jump into a recharging station partway through the fight and will completely heal himself if you don't destroy it quickly. The Copy Vision will trick most of his attacks and let you focus on dodging the rest, though.
    • Playing as Mega Man? Don't have the Spread Drill? Have fun against Tengu Man! Bass can just shoot upwards and double-jump over most of Tengu Man's attacks. Mega Man cannot.
    • Magic Man loves counter attacks, and all of his attacks require a different response. The Tengu Blade must be properly timed so you hit him and not his projectiles. Sliding through him with the blade deals extra damage (and he drops his cards!), but you have to start it right in front of him or you'll take Collision Damage. Fortunately, if you're able to get into a good rhythm with the sliding Tengu Blade, you can pretty much paralyze him as you whittle away at his health.
    • There's also the King Jet. Good GOD, the f***ing King Jet. You have to fight it on an Auto-Scrolling Level, having to constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out flashbangs, a Rocket Punch that destroys any platform it collides with (often the one you just started to jump to...), and finally the above-mentioned Wave Motion Gun, which can at least be countered by destroying its power crystal before it finishes charging. The Jet has no apparent weakness, and no lifebar so you can't even tell if you're doing much damage or not. At least the game was kind enough to make an infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
      • Before you ask, no, the Jet is not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time.
    • Perfect King gives King Jet a run for its money if you're playing as Bass. With Mega Man, there's at least a platform to stand on to hit King's weak point and to stand under to avoid the falling mines, but Bass doesn't get one, and even his double jump isn't high enough to get Bass level with King's weakpoint, meaning you have to make lots and lots and lots of jumping diagonal shots and pray that enough of them hit that microscopic sweet spot.
    • The Wily Machine and Wily Capsule, even more so in the GBA version because Screen Crunch removes some of the room to dodge attacks. Wily Machine bombards you with all sorts of missiles and energy pellets, and a spiked saw wheel, that require you to slide under them or dash out of the way, while the mouth laser actually forces you to shoot into the mouth and stop the attack from being charged. The machine's only weak point is a window high out of reach without jumping. Bass's double jump remedies this, but Mega Man's jump arc barely lets you line up your shots with it. Wily Machine's weak spot is its glass dome, not the actual capsule, leaving another puny hitbox that is often impossible to reach. Magic Card is its weakness, a weapon that requires finesse to hit the capsule because of its small range. Thunderbolt, the weapon with the most range, only takes off 1 HP per use, and it gets sapped before doing enough damage to defeat Wily. Couple that with the energy balls shenanigans of Wily Capsule and the bombs that are durable enough to give you trouble without spamming the bolt to clear the battlefield, and Screen Crunch complicating your room to dodge, and a lack of chances to regain health at the end without buying upgrades? The final boss gets extremely hectic.
  • That One Level: Generally, almost ANY of these levels if you're Mega Man. The level design does not work with the character's abilities at certain intervals.
    • If you're doing any flavor of Self-Imposed Challenge, Burner Man's stage will prove as merciless as the boss himself. Even playing normally there are lots of threats that only give you about a half-second to process them before it's too late to dodge, leading you to take a bunch of cheap hits. Later on you have to avoid instant kill waves of fire along the ground, but the platforms are hogged by cannons that take several hits to destroy.
    • Astro Man's level once you get to the disappearing blocks.
    • The second level of King's fortress could have been broken up into three levels easily. In fact, each section ends with a boss: King Tank, King Jet, and King himself. The King fight is also three phases long, just to add to your misery.
    • The third and final fortress level isn't much better. This stage includes the inevitable Boss Rush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the Mega Man method of fighting each robot master one at a time throughout a Marathon Level which is particularly brutal for Mega Man due to some of the platforming segments (Bass can use Treble Boost to fly over most of it). Finally, there's the two-part final boss fight with Dr. Wily at the end, and by then you're likely hunting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.


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