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* ThatOneAchievement: '''Ground Man's CD.''' Screen Crunch makes it worse for the GBA.

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* ThatOneAchievement: '''Ground Man's CD.''' Screen Crunch makes it worse takes its madness UpToEleven for the GBA.
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* ThatOneAchievement: '''Ground Man's CD.'''

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* ThatOneAchievement: '''Ground Man's CD.''' Screen Crunch makes it worse for the GBA.

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** 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 [[{{Padding}} long and drawn out 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.

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** 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 [[{{Padding}} [[EngagingChevrons long and drawn out 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.
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** Summed up best by WebOriginal/RoahmMythril [[http://www.youtube.com/watch?v=nYG9GYmXe8s in his guide to get this CD]].
--> [[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage- the Disk of Eternal Suffering and Hatred.]]
--> Seriously, [[WhatWereYouThinking 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?''

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** Summed up best by WebOriginal/RoahmMythril [[http://www.youtube.com/watch?v=nYG9GYmXe8s in his guide to get this CD]]. \n"
--> [[ThisIsGonnaSuck "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage- the Disk of Eternal Suffering and Hatred.]]
]]"
--> Seriously, "Seriously, [[WhatWereYouThinking who at the Capcom offices thought this]] would be a fun disk to have people collect!?
collect!?"
--> Oh, "Oh, Ground Man, you evil ''bastard'', bastard, ''why'd'' you hide your disk there- ''WHY?'' ''WHY?''"
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--> Seriously, [[WhatWereTheyThinking who at the Capcom offices thought this]] would be a fun disk to have people collect!?

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--> Seriously, [[WhatWereTheyThinking [[WhatWereYouThinking who at the Capcom offices thought this]] would be a fun disk to have people collect!?
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* ThatOneAchievement: '''Ground Man's CD.'''
** 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 [[ThisIsADrill 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 [[{{Padding}} long and drawn out 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 WebOriginal/RoahmMythril [[http://www.youtube.com/watch?v=nYG9GYmXe8s in his guide to get this CD]].
--> [[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage- the Disk of Eternal Suffering and Hatred.]]
--> Seriously, [[WhatWereTheyThinking 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?''
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* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous mascot's 15th anniversary that suffered heavily from [[{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]

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* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous blue mascot's 15th anniversary that suffered heavily from [[{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]
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* ThatOneBoss: Burnerman. 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, Burnerman will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss 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.

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* ThatOneBoss: Burnerman.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, Burnerman will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss 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.
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** [[{{Somecallmejohnny}} Screen Crunch]]. That is all.
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* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous mascot's 15th anniversary that suffered heavily from [[{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog1 famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]

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* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous mascot's 15th anniversary that suffered heavily from [[{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog1 [[SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]
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Added DiffLines:

* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous mascot's 15th anniversary that suffered heavily from [[{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog1 famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]
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* GoodBadBugs: 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.
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** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel 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 hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

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** The third and final fortress level isn't much better. This stage includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''MegaMan1'' ''VideoGame/MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel 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 hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.
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** The third and final fortress level isn't much better. This stage that includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel 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 hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.

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** The third and final fortress level isn't much better. This stage that includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel 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 hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.
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* ThatOneLevel: 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.

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* ThatOneLevel: 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.misery.
** The third and final fortress level isn't much better. This stage that includes the inevitable BossRush, but rather than fight the robot masters in a teleporter room as usual, it goes back to the ''MegaMan1'' method of fighting each robot master one at a time throughout a MarathonLevel 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 hurting for health, energy, and possibly lives, due to few refill opportunities being made available throughout the stage.
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* GoddamnedBats: The toy soldiers can latch on to you, immobilize you, and steal bolts.
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** The music isn't quite as good thanks to the GBA's sound chip being inferior to the SNES' chip.
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*** To make matters worse, the boss is even harder when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time.
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* PortingDisaster: While the GameBoyAdvance port isn't bad overall, Bass' dash move does not have a set button on it, unlike the SuperNES original.

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* PortingDisaster: While the GameBoyAdvance port isn't bad overall, Bass' dash move does not have a set button on it, unlike the SuperNES original. This leads to the dash taking slightly longer to execute and more slip-ups.
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* PortingDisaster: While the GameBoyAdvance port isn't bad overall, Bass' dash move does not have a set button on it, unlike the SuperNES original.
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* FreudWasRight: King's CombiningMecha has a very unfortunately-placed cannon.
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* SurprisinglyImprovedSequel: This is often considered the best of the three entries which don't use 8-bit style graphics.
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** 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 BeamSpam mode. He also forces you into a SadisticChoice of forcing him to fire hard-to-dodge projectiles, or guessing where his Lightning Bolt will strike with no warning. 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.

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** 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 BeamSpam mode. He also forces you into a SadisticChoice of forcing him to fire hard-to-dodge projectiles, or guessing where his Lightning Bolt will strike with no warning.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.
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** There's also the King Jet. You have to fight it on a FixedScrollingLevel, 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 [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platfrom it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, 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 infintely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.

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** There's also the King Jet. You have to fight it on a FixedScrollingLevel, an AutoScrollingLevel, 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 [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platfrom it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, 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 infintely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
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** There's also the King Jet. You have to fight it on a FixedScrollingLevel, having to contantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platfrom it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, 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 infintely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.

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** There's also the King Jet. You have to fight it on a FixedScrollingLevel, having to contantly constantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platfrom it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, 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 infintely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
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Added DiffLines:

** There's also the King Jet. You have to fight it on a FixedScrollingLevel, having to contantly jump from one small platfrom to the next. The Jet itself does everything in its power to make you fall, including sending out [[BlindedByTheLight flashbangs]], a RocketPunch that destroys any platfrom it collides with (often the one you just started to jump to...), and finally the above-mentioned WaveMotionGun, 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 infintely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.
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* ThatOneAttack: King Jet will reveal its [[AttackItsWeakpoint power crystal]], [[SuckingInLines begin charging up]], then will blast the entire screen. Perfect King has this as well. Destroy the crystal before it finishes charging.

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ThatOneBoss: Burnerman. 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, Burnerman will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss 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.

to:

* ThatOneBoss: Burnerman. 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, Burnerman will not. Fighting him with the Ice Wall turns him into a bit of a PuzzleBoss 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.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 BeamSpam mode. He also forces you into a SadisticChoice of forcing him to fire hard-to-dodge projectiles, or guessing where his Lightning Bolt will strike with no warning. 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.
** 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 ([[CrowningMomentOfFunny and he drops his cards!]]) but you have to start it RIGHT in front of him or you'll take CollisionDamage.
* ThatOneLevel: 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.
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ThatOneBoss: Burnerman. 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, Burnerman 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.

to:

ThatOneBoss: Burnerman. 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, Burnerman will not. Fighting him with the Ice Wall turns him into a bit of a Puzzle Boss PuzzleBoss 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.
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None

Added DiffLines:

ThatOneBoss: Burnerman. 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, Burnerman 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.

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