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*** Summed up best by WebOriginal/RoahmMythril [[https://www.youtube.com/watch?v=nYG9GYmXe8s&t=3m9s 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, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there — ''WHY?''"

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*** Summed up best by WebOriginal/RoahmMythril LetsPlay/RoahmMythril [[https://www.youtube.com/watch?v=nYG9GYmXe8s&t=3m9s 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, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there — ''WHY?''"

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* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time, or one of the worse games in the series.

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* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time, time for doing something different to freshen up the formula, or one of the worse worst games in the series.series due to [[ItsHardSoItSucks its amped up difficulty]] and elimination of some mechanics that make the game even harder.
* FakeDifficulty: The game doesn't have any E-Tanks. That alone makes the game even more difficult than it already is.
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*** 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.

to:

*** 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.



*** 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 [[EngagingChevrons 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.

to:

*** 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 [[EngagingChevrons 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.



---> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage -- the Disk of Eternal Suffering and Hatred.]]"

to:

---> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage -- the Disk of Eternal Suffering and Hatred.]]"



---> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there -- ''WHY?''"

to:

---> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there -- ''WHY?''"



** 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.
** 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.

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** King Jet will reveal its [[AttackItsWeakpoint [[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.
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 RandomNumberGod decided you should.



** Magic Man loves {{counter attack}}s, 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. 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. [[http://youtu.be/EfojFtwiE38?t=5m6s Good GOD, the f***ing King Jet]]. You have to fight it on 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 platform 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 infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.

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** Magic Man loves {{counter attack}}s, 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 ''right'' in front of him or you'll take CollisionDamage. 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. [[http://youtu.be/EfojFtwiE38?t=5m6s Good GOD, the f***ing King Jet]]. Jet.]] You have to fight it on 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 platform 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 infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.

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* PortingDisaster: The Game Boy Advance version suffers from a number of issues -- Bass' dash move does not have a set button on it, unlike the SuperNES original, which leads to the dash taking slightly longer to execute and more slip-ups; the music is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip; lastly, the screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.

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* PortingDisaster: The Game Boy Advance version suffers from a number of issues -- issues:
**
Bass' dash move does not have a set dedicated button like on it, unlike the SuperNES original, which leads to SNES original; you must double-tap in the dash taking slightly longer desired direction, meaning the move is slower to execute and more slip-ups; the easier to mess up.
** The
music is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip; lastly, the chip.
** The
screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.
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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. 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.

to:

* 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. 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 [=CDs=] without the required weapon on speed runs.



* PortingDisaster: The Game Boy Advance version suffers from a number of issues - Bass' dash move does not have a set button on it, unlike the SuperNES original, which leads to the dash taking slightly longer to execute and more slip-ups; the music is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip; lastly, the screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.

to:

* PortingDisaster: The Game Boy Advance version suffers from a number of issues - -- Bass' dash move does not have a set button on it, unlike the SuperNES original, which leads to the dash taking slightly longer to execute and more slip-ups; the music is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip; lastly, the screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.



*** 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.

to:

*** 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- 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.



*** 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 [[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.

to:

*** 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 [[EngagingChevrons long and drawn out 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''- ''weaker'' -- it cannot charge and only fires pellets, with the damage potential reduced.



---> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage- the Disk of Eternal Suffering and Hatred.]]"

to:

---> "[[ThisIsGonnaSuck Oh, gods, it's time for Disk 84 in Ground Man's stage- stage -- the Disk of Eternal Suffering and Hatred.]]"



---> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there- ''WHY?''"

to:

---> "Oh, Ground Man, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there- there -- ''WHY?''"



** 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 hoard of infinitely spawning, rapidly-moving divebombing bird robots so that they don't hit Rush while he's digging.

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** 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 hoard horde of infinitely spawning, rapidly-moving divebombing bird robots so that they don't hit Rush while he's digging.



** 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 (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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** The other major candidate is Dynamo Man. Unlike Burner Man 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 (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.



** 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. 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.

to:

** Magic Man loves counter attacks, {{counter attack}}s, 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!]]) cards!]]), but you have to start it RIGHT in front of him or you'll take CollisionDamage. 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.



** 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 1HP 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.

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** 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 1HP 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.
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Added DiffLines:

*** 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.
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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 an overly zoomed-in screen? It would happen again 4 years later to another [[Franchise/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 an overly zoomed-in screen? It would happen again 4 years later to another [[Franchise/SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]] mascot]].
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Bass actually does have one surprise advantage over Dynamo Man, and the Spread Drill makes Tengu Man a joke no matter which character you're using (but yeah, I know he's really hard for Mega Man without it.)


*** Oh, and if you're playing as [[CrutchCharacter Bass]], you'll find his projectiles even ''harder'' to dodge (Mega Man can slide underneath two of them; Bass cannot) and the recharge station [[MarathonBoss will take longer to destroy]].
** Playing as Mega Man? Have fun against Tengu Man! Bass can just shoot upwards and double-jump over most of Tengu Man's attacks. [[SkillGateCharacters Mega Man cannot.]]

to:

*** Oh, and if you're playing as [[CrutchCharacter Bass]], you'll find his projectiles even ''harder'' to dodge (Mega Man can slide underneath two of them; Bass cannot) and the recharge station [[MarathonBoss will take longer to destroy]].
destroy]] (unless you think to [[CuttingTheKnot stand directly under it and fire the Bass Buster straight up]]).
** 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. [[SkillGateCharacters Mega Man cannot.]]
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* FreudWasRight: King's CombiningMecha has a very unfortunately-placed cannon.
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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.

to:

* 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. 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.
Is there an issue? Send a MessageReason:
Added timestamp.


*** Summed up best by WebOriginal/RoahmMythril [[http://www.youtube.com/watch?v=nYG9GYmXe8s in his guide to get this CD]]."

to:

*** Summed up best by WebOriginal/RoahmMythril [[http://www.youtube.com/watch?v=nYG9GYmXe8s com/watch?v=nYG9GYmXe8s&t=3m9s in his guide to get this CD]]."
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** If you're doing any flavor of SelfImposedChallenge, 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.

to:

** If you're doing any flavor of SelfImposedChallenge, 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.destroy.
** Astro Man's level once you get to the disappearing blocks.

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* AwesomeMusic: [[AwesomeMusic/MegaMan As per usual.]]
* ContestedSequel: Fans tend to consider this game either an improvement over the [[VideoGame/MegaMan7 other]] [[VideoGame/MegaMan8 entries]] released around the same time, or one of the worse games in the series.



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

to:

* HilariousInHindsight: A game that was ported to the GBA to celebrate a famous blue mascot's 15th anniversary that suffered heavily from [[WebVideo/{{Somecallmejohnny}} screen crunch?]] an overly zoomed-in screen? It would happen again 4 years later to another [[Franchise/SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]] ]]
* ItsHardSoItSucks: This game has gotten this complaint more so than previous entries in the series, likely due to several instances of FakeDifficulty.



* 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.
** The music isn't quite as good thanks to the GBA's sound chip being inferior to the SNES' chip.

to:

* PortingDisaster: While the GameBoyAdvance port isn't bad overall, The Game Boy Advance version suffers from a number of issues - Bass' dash move does not have a set button on it, unlike the SuperNES original. This original, which leads to the dash taking slightly longer to execute and more slip-ups.
** The
slip-ups; the music isn't quite as good is of lower quality thanks to the GBA's sound chip being inferior to the SNES' chip.chip; lastly, the screen is zoomed in closer to Mega Man / Bass, making platforming more difficult than it was in the SNES version.



* SurprisinglyImprovedSequel: This is often considered the best of the three entries which don't use 8-bit style graphics.
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Two Words Obvious Trope without explaining ANYTHING. I\'ll move this to discussion, if anyone knows what the hell this is about, please elaborate.


** [[WebVideo/{{SomecallmeJohnny}} Screen Crunch]]. That is all.

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** 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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** 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 Burner Man 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.



*** Oh, and if you're playing as [[CrutchCharacter Bass]], you'll find his projectiles even ''harder'' to dodge (Mega Man can slide underneath two of them; Bass cannot) and the recharge station [[MarathonBoss will take longer to destroy]].
** Playing as Mega Man? Have fun against Tengu Man! Bass can just shoot upwards and double-jump over most of Tengu Man's attacks. [[SkillGateCharacters Mega Man cannot.]]



*** 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.

to:

*** To make matters worse, Before you ask, no, the boss Jet is even harder not any easier when you're Bass. The flying platforms are spread further apart, forcing you to double jump the whole time.



** 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 ''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.

to:

** 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 ''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.stage.
** If you're doing any flavor of SelfImposedChallenge, 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.
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** [[WebVideo/{{Somecallmejohnny}} Screen Crunch]]. That is all.

to:

** [[WebVideo/{{Somecallmejohnny}} [[WebVideo/{{SomecallmeJohnny}} Screen Crunch]]. That is all.

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* GoddamnedBats: The toy soldiers can latch on to you, immobilize you, and steal bolts.

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* GoddamnedBats: GoddamnedBats:
**
The toy soldiers can latch on to you, immobilize you, and steal bolts.



* 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.]]
* JerkassWoobie: Dynamo Man. The poor guy used to be a tour guide for school children, but after King modified him for battle, his PowerIncontinence 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. ThatOneBoss he may be, but it's hard not to feel at least a little sorry for him.

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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}} [[WebVideo/{{Somecallmejohnny}} screen crunch?]] It would happen again 4 years later to another [[SonicTheHedgehog [[Franchise/SonicTheHedgehog famous mascot]], except way [[Horrible/VideoGameGenerations worse.]]
* JerkassWoobie: JerkassWoobie:
**
Dynamo Man. The poor guy used to be a tour guide for school children, but after King modified him for battle, his PowerIncontinence 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. ThatOneBoss he may be, but it's hard not to feel at least a little sorry for him.



** [[{{Somecallmejohnny}} Screen Crunch]]. That is all.
* ThatOneAchievement: '''Ground Man's CD.''' Screen Crunch takes its madness UpToEleven 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 [[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 [[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.
** 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, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there- ''WHY?''"

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** [[{{Somecallmejohnny}} [[WebVideo/{{Somecallmejohnny}} Screen Crunch]]. That is all.
* ThatOneAchievement: ThatOneAchievement:
**
'''Ground Man's CD.''' Screen Crunch takes its madness UpToEleven 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 [[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 [[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.
** *** 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, [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there- ''WHY?''"



* 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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* ThatOneAttack: 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.



* ThatOneBoss: 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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* ThatOneBoss: ThatOneBoss:
**
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.



* ThatOneLevel: The second level of King's fortress [[MarathonLevel 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 [[SequentialBoss three phases]] [[MarathonBoss long]], just to add to your misery.

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* ThatOneLevel: ThatOneLevel:
**
The second level of King's fortress [[MarathonLevel 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 [[SequentialBoss three phases]] [[MarathonBoss long]], just to add to your misery.
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* JerkassWoobie: Dynamo Man. The poor guy used to be a tour guide for school children, but after King modified him for battle, his PowerIncontinence 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. ThatOneBoss he may be, but it's hard not to feel at least a little sorry for him.
** To a lesser degree, Burner Man, who King tricked into thinking that if he doesn't burn a forest a day, he will die.

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** There's also the King Jet. You have to fight it on 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. [[http://youtu.be/EfojFtwiE38?t=5m6s Good GOD, the f***ing King Jet]]. You have to fight it on 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 platform 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 infinitely-spawning 1-Up appear shortly beforehand so you can retry the battle as many times as your sanity allows.



* 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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*** Bass's double jump ''does'' reach high enough if you jump out of a dash. [[GuideDangIt The game never tells you this.]]
* ThatOneLevel: The second level of King's fortress [[MarathonLevel could have been broken up into three levels easily. easily]]. In fact fact, each section ends with a boss: King Tank, King Jet Jet, and King himself. The King fight is also [[SequentialBoss three phases long, phases]] [[MarathonBoss long]], just to add to your misery.
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** 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. Hey, it's not Quick Man's CD for nothin'!

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** 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. Hey, it's not Quick Someone in the dev team must have thought it was real clever to make '''Quick''' Man's CD for nothin'!only obtainable through lightning reflexes.
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** 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.

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** 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. Hey, it's not Quick Man's CD for nothin'!
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** 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.
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** 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.
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** 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.

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** 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. 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.
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** 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.
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** 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 hoard of infinitely spawning, rapidly-moving divebombing bird robots so that they don't hit Rush while he's digging.
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** Propeller turrets 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.
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** 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 1HP 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.
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--> "Oh, Ground Man, [[YouBastard you evil bastard]], ''why'd'' you hide your disk there- ''WHY?''"

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--> "Oh, Ground Man, [[YouBastard [[MisBlamed you evil bastard]], ''why'd'' you hide your disk there- ''WHY?''"
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--> "Oh, Ground Man, you evil bastard, ''why'd'' you hide your disk there- ''WHY?''"

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--> "Oh, Ground Man, [[YouBastard you evil bastard, bastard]], ''why'd'' you hide your disk there- ''WHY?''"

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