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1* AnticlimaxBoss: Warlord Samurai, the [[SequentialBoss final phase]] of the final boss in the second game. To recap: The first rocket section fires out a stream of tricky-to-avoid homing missiles, the second phase has an '''''[[TheComputerIsACheatingBastard UNAVOIDABLE]]''''' WaveMotionGun that is VERY damaging (and easily spammed) ''alongside'' Flak cannons, the first part of the third section takes MacrossMissileMassacre up to eleven while the second uses AttackDrone BeamSpam. Then, you get to Warlord Samurai, who only fires out a huge laser once, destroying the floating platform you are on and forcing you to jump onto his head. You then keep firing downwards and dodge his easy-to-avoid SpreadShot of fireballs.
2** The third and final phase of Commando 3's final boss also counts. The second phase has a pathetically easy-to-avoid laser, but its other two attacks are [[ThatOneAttack those two attacks]] that do ''massive'' damage ''and he can floor you AND combo you with them''! In contrast, the third phase's attacks aren't even a quarter as painful and are not as hard to avoid if one knows the strategy. The fireballs might hit you a lot of times, but it takes a lot of them to kill you, and the boss doesn't have enough health to survive trading blows if you did well in the previous phases.
3* SugarWiki/AwesomeMusic: Especially the latter missions are accompanied by tremendous scores.
4* ComplacentGamingSyndrome: There's a little-known tactic called the "[[https://commando2.fandom.com/wiki/The_Ultimate_Destruction Ultimate Destruction]]" used in the sequel games, where players, while attacking a tough enemy (preferably a boss), holds on the fire button while scrolling the mouse. Explosive-based weapons have a pause between firing each round; using this tactic gets rid of the pause and allows the player to basically spam whatever attacks they have, shredding entire chunks of health from their targets.
5* EasyLevelsHardBosses: Except for the penultimate stage in the third game, most of your deaths will be against the bosses.
6* EvenBetterSequel: There's a reason the troper that created this page went with ''Commando 2'' and not ''Commando (Miniclip)'' or something else that would include the first game.
7* GameBreaker: The Dragon Destructor. It shoots out huge bullets that are a OneHitKill on ANY normal Mook (elite ones included), and can kill a boss in seconds. Its only drawback is the long firing interval.
8** It has only 10 ammo, making it a waste against everything but bosses.
9** A better example would be the Kee-jerk Terminator. As told by Futurehero: The Kee-Jerk Terminator is last(?) weapon you will get. It's a double barreled machine gun with an underslung rocket launcher. Think of it as the Big Lester and the P25-Maisto combined into one super powerful gun, but because it has infinite ammo it makes carrying other weapons other than the Dragon Destructor pointless which is why i don't like it that much (that and it looks very ugly and boring for an Ultimate Weapon).
10* GoddamnedBats: Sniper soldiers. They appear off-screen (so you cannot kill them off the bat) and cause a [[CrosshairAware crosshair]] to follow you around. If said crosshair gets you, you will be hit with a huge amount of unavoidable damage. Worse still, these tend to appear with {{Elite Mook}}s, forcing you to jump around a lot.
11* HardLevelsEasyBosses: The fourth level in the third game. It is partially underwater, and you will be swarmed by foes. The parts that aren't underwater are the worst, with hazards that can combo you to death, small platforms and tough minions ON the platforms. The boss is a mechanical dragon with only one phase (the previous and next boss have three), which fires easy to avoid torpedoes and has a strong but also easy to avoid bite. And you get a submarine with unlimited rockets, which also functions as an extra life.
12* NintendoHard:
13** The first game of the series has you be barely able to take a few hits, and you can't aim with the mouse, so it's no easier than the [[VideoGame/MetalSlug arcades that inspired it]].
14** Normal Mode and above in the second game. You take a lot more damage than usual.
15** The fourth and fifth stages of the third game, especially in Hard mode, are ruthless, with several dangerous hazards and enemies.
16* ScrappyMechanic: Healing items give health over time instead of instantly, and will be completely cancelled out if you take damage. This means that they're pretty much useless in the fights where you need them most.
17* ThatOneBoss:
18** Crabocalypse, who gives out LOADS of hard-to-avoid, painful [[BulletHell bullet spam]] once its health gets below half its maximum. On top of that, it's part of a SequentialBoss fight, with highly inadequate healing items in-between.
19** The third game has the mechanical pyramid that functions as the third boss. While you have a tank to help you, you will need it, because the boss has ''three'' full bars of health you have to empty, once for each phase, and uses a lot of homing ammunition against you, which must be shot down.
20* ThatOneAttack: The FinalBoss of Commando 3 has one in its [[SequentialBoss second phase]] has two:
21** It lifts the claw nearest to you for 1.5 seconds then slams it to create a ShockwaveStomp that explodes the floor, doing HEAVY damage if you don't jump exactly, and knocks you down to the other claw. This does about a third of your maximum health on Normal.

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