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YMMV / Mega Man Unlimited

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  • Anti-Climax Boss: Prototype Zero, if you consider him to be the final 'boss' of the game, is a letdown compared to the three-part battle in Wily stage 4.
  • Awesome Music: Almost all the music, but especially Tank Man and Wily's Castle 2 & 3.
  • Breather Boss: Hilariously, Yoku Man can become this in the boss rush if you've acquired his weapon.
  • Breather Level: The final level, even after accounting for its handicaps, is much easier than the previous ones.
  • Broken Base:
    • Individual players either come to praise the game's daring approach or despise it as an exercise in frustration due to the brutal difficulty.
    • On the topic of difficulty, just how difficult is the game? Is it Fake Difficulty abound, with over abuse of Spikes of Doom and instakill hazards? Or is it like any Mega Man (Classic) game, where slowly learning the stage and getting better is key and that you have to be trying to run into most of the Spikes of Doom since most of them are cosmetic? About the only thing people can agree on is the levels are too long.
    • A number of players also dislike the art style and certain songs, while the rest find them good.
    • The ending's take on the events that bridge the Classic and X timelines. Some think it's really awesome and love the connection, others don't mind it, some feel it could be handled better and there are those who consider it an untouchable plot point and felt offended by the game's pretentiousness. Others still feel that having the game end with an unwinnable boss fight ends the game on a sour note.
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    • Whether or not ignoring NES color limits was a good idea, which MegaPhilX argued with Zan Sidera over. Some think it makes the stages and assorted details look beautiful by NES standards, while others believe that it was taken too far, like with Whirlpool Man's stage.
  • Captain Obvious Reveal: The twist that reveals Bass as the one who kidnapped Dr. Wily and lead the robot attack, since the game's promotional material made no effort to hide that he would have a major role. Also, Wily being the actual villain, but that goes without saying.
  • Complacent Gaming Syndrome: Most people tend to go after Nail Man first since his stage and boss fight is generally considered to be the easiest, on top of his Robot Master weapon being a shield that's really useful for dealing with enemies during the percised platforming parts.
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  • Disappointing Last Level: While the game wasn't exactly balanced to begin with, the final two levels break the patience of some players due to distinct reasons.
  • Ending Fatigue: The sheer amount of things you have to do in Fortress Stage 4 causes this on its own, let alone when considered alongside the "level" that follows it.
  • Ensemble Dark Horse: Hammer Man, especially for those who want to see him as more than a Mini-Boss.
    • Comet Woman, partly thanks to there being so few official Robot Mistresses.
  • Fridge Brilliance: In Rainbow Man's stage, aside from the prism enemy, the only other enemy is a leprechaun in a pot that tosses out gold coins. Why's that? Well what do you find at the end of a rainbow?
    • Yo-Yo Man's dislike is stated to be kids, yet he happily shows off tricks to some in the ending. This might seem like typical Gameplay and Story Segregation, until you realise that the bio likely reflects how he was acting while he was out of control.
  • Gateway Game: To Mega Man fangames in general.
  • Game-Breaker:
    • Prototype Zero. You have to have already beaten the game already on original or instant death, so it can't be used to cheese the game as soon as you start. He starts out weak, and grows more powerful the more bosses you beat, but even if you only beat a third of them, he completely punches a hole through a good portion of the game's difficulty.
    • The Nail Shield is the best robot master weapon in the game, period. Has a large hitbox to keep enemies at bay, can take a large number of hits before finally dissipating and can be fired into four large projectiles that shred through anything that doesn't have Mercy Invincibility. Helps immensely with the more tricker platform sections.
    • Comet Dash helps a lot with trivializing certain platforming sections. It launches you forward with a hitbox that's invincible to everything save spikes. Have to make a precise jump through spikes? Comet Dash will make it a non-issue.
    • Rush Jet. Despite being the most bog-standard utility item in the franchise, it's very clear that most of the levels were not designed with it in mind, as there are numerous Platform Hell sections that can be completely skipped with the jet. Combined with energy balancer, you shouldn't have any trouble with keeping Rush Jet's energy full.
  • Goddamned Boss:
    • The second Wily Machine. Its attacks are fairly easy to dodge, but its vulnerability window is tiny, and the Rainbow Beam, the most effective way to hit it, does barely any damage.
    • Jet Man spends most of the fight offscreen. While all but one of his attacks can be easily dodged, trying to kill him with the Buster takes forever only because he's never available to hit.
    • MegaPhilX stated this as the reason behind the lack of Devil bosses, finding them boring to fight. As a compromise, the Wily Machine makes use of their usual attack pattern.
  • Good Bad Bugs:
    • The top of Trinitro Man's head is intended as Schmuck Bait as hitting it causes a lot of damage but hitting it three times causes it to explode. If, however, the 3rd hit's damage is enough to KO Trinitro Man, the head does not explode and you win.
    • Using Glue Man's weapon, you can zip through walls similar to the bugs in earlier classic Megaman games. It was patched out in a later version, but demand caused the devs to release a "Speedrunning version" that reinstated the glitch, along with adding a few features, like an in-game timer.
    • Earlier editions of the game had a bug where Jet Man would randomly freeze in place, allowing players to simply buster him to death. Unfortunately, depending on when the bug happened, it could become a Game-Breaking Bug; this happened during Roahm Mythril's blind run, where Jet Man froze in place during his entry sequence, essentially freezing the game, and forcing Roahm to start the level over and play through it again.
  • Hilarious in Hindsight:
    • In Zero mode, you play as a rogue prototype robot who constantly lose health, and the way to stay alive is to kill enemies. In Mighty No. 9, Ray's gimmick is exactly that. It also helps that she's an Expy of said character.
    • Prototype Zero being able to shrug off everything or simply parry everything that Mega Man throws at him becomes this after you see the episode featuring Zero in Death Battle. He's estimated to be tough enough to survive the explosive force of an impact similar to the meteor that killed the dinosaurs.
    • Both Unlimited and Mega Man 10 have plots that involve robots going crazy after being infected by viruses, and Dr. Wily denying that he is the culprit, only for him to have lied. This is even funnier when you consider that the game's assets, during when it was called Mega Man 10, did accidentally get used for promoting the real 10's official website.
    • StarSimsUniverse allowed Yoku Man to be used in the public domain. This has somehow led to his theme song being included as an unlockable extra stage in Just Shapes & Beats under the name of "Yokuman".
  • "Holy Shit!" Quotient: Highlights include Proto Man getting infected and turning on you, Bass going rogue, and the fight with Prototype Zero in the finale. The ending bridges the Classic and X series.
  • Memetic Mutation: "So, like a normal Mega Man Unlimited level." Explanation 
  • Moment of Awesome: Actually managing to clear Captured Wily Stage 4 can be this for any player, regardless of what comes afterwards.
  • Narm: As most of the Robot Masters were designed when MegaPhilX was younger, they end up falling into this. However, this was intentional for Glue Man and Nail Man, and Yo-Yo Man is mocked in-universe.
    • As far as level design is concerned, there's the overuse and placement of Spikes of Doom. Fake Difficulty aside, spikes are placed in so many areas in the game that you'll sometimes see them in spots where they aren't even real obstacles. You'd have to deliberately walk, jump, or fall into them, as they're little more than needless stage decorations.
  • Never Live It Down: Despite the many patches and updates made to make the game more balanced, Unlimited is mostly remembered for its Checkpoint Starvation and odd checkpoint placements, such as putting a few before the mid-bosses of most levels and being brutally difficult, often verging on Fake Difficulty at times.
  • Older Than They Think: Rainbow Man and Yoku Man are not the first Robot Masters that use an instant kill attack, since Uranus also has one.
  • Only the Author Can Save Them Now: The only reason why Mega Man survived the fight with Protoype Zero at all is due to the latter breaking down at the last moment.
  • Pandering to the Base: The development of the game itself is a form of this, due to the fans begging Mega Phil X to make a full project out of his fan-made trailer.
  • Scrappy Mechanic: The prisms in Rainbow Man's stage. They force the instakill laser beams in a triangular spread, often forcing the player into react immediately or die situations. Rainbow Man himself is also notable for being a boss with an instant kill attack. Many people often cry foul on this, saying that no Robot Master should have an instant kill attack.
  • Signature Scene: The final boss battle, especially when Prototype Zero slices Mega Man's arm off.
  • That One Attack:
    • Yoku Man has an attack where he will make death spikes appear one tile above the ground in a row, except where he is about to appear and right beside him. If you didn't make it through his previous attack pattern properly, you're almost certain to die, unless you get lucky.
    • Jet Man's bombs. If you're on the right side of the screen, you get about a second to dodge or counter the bombs (and they don't fall straight, unlike the bombs dropped by the regular enemies). If you're on the wrong side, then you're just screwed. This attack gets an upgrade with his Omega form where he carpet-bombs the whole arena, giving you less room to dodge before they explode. Jet Man's other attacks can be dodged consistently, but this attack alone makes him a borderline That One Boss.
    • The Captured Wily Stage 1 boss's electrifying ladder attack. One hit while on the ladder it affects is enough to send you into a bottomless pit. Its other attack is annoying as well, since one hit from it will also ensure your death.
  • That One Boss:
    • Glue Man has a fast pace. He also deals a lot of Collision Damage. His Omega form is even worse, as he now shoots three glue shots at a time as opposed to one, and his collision damage has been increased.
    • Jet Man can also pose quite a challenge. Not only is he quite fast, but his attacks all cause small explosions, come quickly, and do lots of damage. He also doesn't give you many opportunities to hit him.
    • Yoku Man summons yoku blocks, then teleports to a random yoku block and fires a fast moving projectile at you. After three yoku blocks, he teleports to the bottom of the stage and fills it with spikes, except for a small area in front of him. On the bright side, if you got Yoku Attack prior to the fortress, you can serve him a taste of his own medicine in the Boss Rush. He's absurdly weak to his own weapon.
    • The crab boss at the end of the first fortress level is also aggravating. You fight it on a set of three ladders over a Bottomless Pit, where getting hit by anything is almost guaranteed to be fatal thanks to the Knock Back. Coming in with a stock of Beat Whistles is highly recommended.
    • The fight with Bass, and then the two-form Wily Machine. None of the fights are particularly hard, per se, but they come one after another with no chance to regain lost health or weapon energy without an E- or W-Tank.
  • That One Level:
    • Rainbow Man's level, which is loaded with Quick Man death beams. It even gets worse, as some of the beams will pass through prisms that fan the light out into a wide area. It got toned down as of version 1.1.0, cutting out a number of potential cheap deaths, though the stage is still quite challenging.
    • Yoku Man's level also counts, for obvious reasons.
    • Captured Wily Castle Stage 4 is a prime contender, even accounting for the fact that it's a Fortress stage. 9 Robot rematches complete with gimmick mini-levels prior to each rematch and a 3-part final boss battle all in one stage. It is enough to make players rage. Doubly frustrating if you haven't been through Yoku Man's level.
    • Captured Wily Castle Stage 3 is long and filled with Gravity Screw, and if you haven't been through Yoku Man's stage, you're introduced to the concept of Yoku Spikes of Doom here.
    • Jet Man's stage, which involves a long portion over a bottomless pit, which you must cross using platforms that move when you run the opposite direction. This is while steady streams of enemies jump up from the bottomless pit, and a pair of enemies perform what can only be described as an air raid. If you get hit by any of these, especially in midair, instant death is pretty much guaranteed.
  • Tough Act to Follow: The songs composed by Kevvviiinnn are seen as much better than MegaPhilX's and (to a lesser extent) ThunderThouin's. The Captured Wily Castle stage songs make the quality gap more obvious.
  • Unexpected Character: How many people were expecting Zero (or at least a prototype of him) to be a Post-Final Boss? Even after that, nobody expected him to become a playable character, either.
  • Unfortunate Character Design: At least one fan noticed that the dome on Trinitro Man's head looks phallic.


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