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* [[Anticlimax Boss]]: Both phases of the Wily Machine battle are almost insultingly easy after the hellish boss rush that comes before, not to mention how hard the game is in general. He only has one method of attacking in both phases, and both are easily dodged (phase 2 less so, but still quite easy).
* [[Anticlimax Boss]]: Both phases of the Wily Machine battle are almost insultingly easy after the hellish boss rush that comes before, not to mention how hard the game is in general. He only has one method of attacking in both phases, and both are easily dodged (phase 2 less so, but still quite easy).
* [[Breather Boss]]:
* [[Breather Boss]]: Cut Man and Bomb Man. Cut Man's attacks are sluggish and easily dodged, and Bomb Man is more likely to kill you through [[Collision Damage]] than he is with his bombs. Both Robot Masters (especially Cut Man) aren't well-protected against the Mega Buster, either.
** If you choose to fight a different Robot Master first, Cut Man is this. The traits that make him an ideal [[Warmup Boss]] such as his predictable movements, predictable attack pattern, and slow Rolling Cutter projectile can make him a much-needed breather after the likes of Elec Man or Fire Man.
** Fire Man is this for players who fight at close range. It's entirely possible to brute force him with the Mega Buster by holding the direction he's standing and [[Button Mashing]], provided you start with full health, as you'll outdamage him by a slim margin. Fighting from a distance, however? See [[That One Boss]] below.
** The same goes for Bomb Man, who's just as predictable as Cut Man with his Hyper Bomb attack being even slower and less threatening than the Rolling Cutters.
* [[Breather Level]]:
* [[Breather Level]]:
** Much like Cut Man himself, Cut Man's stage is a very straightforward and traditional level that wouldn't be out of place in the first world of a Mario game. Bomb Man's stage is a ''little'' tougher since there are more death spikes and constantly-spawning Killer Bullets to worry about, but it's still pretty easy.
** As Cut Man and Bomb Man are easy, so too are their stages, which are the easiest of the six Robot Master stages. They don't have any infuriating gimmicks or particularly tough spots like you'll find in Guts Man or Ice Man's stage.
** The third Wily stage comes after a few levels with tons of instant death and annoying bosses, and is a straightforward trek through a sewer system where the only obstacles are easy enemies and a boss that's a lot simpler than the Yellow Devil and Copy Robot.
** The third Wily stage is very straight forward with no real gimmicks.
* [[Demonic Spiders]]:
* [[Demonic Spiders]]: Big Eyes will be the bane of many players' existence. Three hits from one kill you, they have two jump patterns (and only one can let players get past it) and they take twenty buster shots to kill. So of course they put one at the end of the stages of two thirds of the game's Robot Master roster AND put three in a row at the beginning of Wily Stage 1.
** If you want to make a ''Mega Man'' veteran shudder, say these two words: Big Eye. The great grandaddies of the "Annoyingly durable, freakishly powerful bouncing enemy" archetype present in nearly every game, Big Eyes deal a colossal amount of damage (enough to three-shot a full-health Mega Man) with their jumping attacks and take forever to kill. You can easily run under them when they jump... except they jump in two different patterns: a high jump that you can run under, and a short hop that you can't, and there's no tell for what jump they'll do until they're already in the air. It's annoyingly common to take a huge amount of unavoidable damage from a Big Eye because the stupid bastard just ''wouldn't'' jump high enough for you to avoid. It says a lot that even in harder Mega Man fangames and ROMhacks, most developers make them ''easier'' to deal with by giving them obvious tells and patterns.
* [[Ensemble Darkhorse]]:
** Footholders, those flying platform enemies in Ice Man's stage. Their collision detection is inconsistent and spotty, meaning that you will sometimes inexplicably take damage when jumping on one and fall right through it. They will also pelt you with bullets that often deal ''juuuuuust'' enough knockback damage to drop you into a death pit, and have an annoying habit of de-synching with each other. These things will kill you more than every obstacle in the stage and possibly even Ice Man himself ''combined''.
** Guts Man is often considered the most iconic Robot Master from this game, if not the entire series. Not surprisingly, many people were pissed that he didn't make it into ''Dr. Wily's Revenge'' for the Game Boy (and, by extension, any of the Game Boy games).
* [[Ensemble Darkhorse]]: Guts Man and Cut Man are the game's most popular Robot Masters and get a lot of exposure in spinoffs and later games in the series. Their designs are simplistic, but cool and iconic, and it helps that they were a fun and lovable [[Evil Duo]] in the Ruby-Spears cartoon.
** Cut Man: he was popular enough to make it into the Saturn version of ''[[Mega Man 8]]'' as a [[Bonus Boss]].
* [[Game Breaker]]:
* [[Game Breaker]]:
** The Thunder Beam is ''ridiculous'', and can easily be compared to the Metal Blade in sheer terms of usefulness. You fire three beams at once in a plus-shaped pattern (minus a backwards-firing beam) which gives you a ''ton'' of coverage, and they hit for massive amounts of damage. Each shot uses very little ammo, so once you get it? Feel free to use it as a Buster replacement!
** The Fire Storm is quite possibly the most effective weapon in the game, thanks to a fairly large ammo pool, a fairly large hitbox with a reliable straight shot in a game where most weapons focus on arcs, a short-lived flaming shield which is enough to kill most non-boss enemies outright if they collide with you (and does multiple hits against opponents with short [[Mercy Invincibility]], to the point where the first stage of Wily Machine 1 can go down in seconds just from touching it), and does at least double damage to more than half of the bosses in the game (including half of the Robot Masters, the Yellow Devil, and the first stage of the aforementioned [[Final Boss]]).
** The Magnet Beam breaks a lot of annoying platforming challenges in half. Struggling with the Footholder sections in Ice Man's stage and Wily 1, or the Guts Lifts in Guts Man's stage? Just slap down a beam of hard light, jump onto it, and laugh while you run past them!
** The Elec Beam is the other major contender for most effective weapon in the game due to its versatility in hitting enemies above, below, and in front of you all at once, has an overall larger hitbox on the frontal shot, is equally effective against regular enemies, and is much easier to land numerous hits in one shot with using the pause glitch. A good player can easily use it to destroy the Yellow Devil in one cycle.
* [[Goddamned Bats]]: Bladers, spastic helicopter enemies that move slowly until they come close, then they suddenly rush you with barely enough time for you to react. In Wily Stage 2, they'll do all that they can to drop you into the bottomless pits below.
* [[Goddamned Bats]]: Bladers, spastic helicopter enemies that move slowly until they come close, where they'll suddenly rush you with barely enough time for you to react. In Wily Stage 2, they'll do all that they can to drop you into the bottomless pits below.
** Ditto for Fleas, which are awkward to hit thanks to their small size and the speed of their jumps.
** Ditto for Fleas, which are awkward to hit thanks to their small size and the speed of their jumps.
** Flying Shells, especially in Bomb Man's stage. They can only be hit whenever they attack, and they shoot an eight bullet spreadshot that can be tricky to dodge. Even worse, they respawn almost instantly when defeated, and in Bomb Man's stage, they appear en masse while you maneuver over death spikes, and you WILL die if you touch them since mercy invincibility won't save you!
** Flying Shells, especially in Bomb Man's stage. They can only be hit whenever they attack, and they shoot an eight bullet spreadshot that can be tricky to dodge. Even worse, they respawn almost instantly when defeated, and in Bomb Man's stage, they appear en masse while you maneuver over death spikes, and you WILL die if you touch them since mercy invincibility won't save you!
* [[Goddamned Boss]]: If you think the Yellow Devil is easy, you'll view it as this instead of [[That One Boss]]. Its attack pattern is very learnable and it never deviates from it, but the battle still takes ''forever'' because it only shows its weak spot for the briefest of moments. If you're not using the Pause Glitch to trivialize a brutal boss fight, you're using it to trivialize a ''boring'' one.
* [[Goddamned Boss]]: Once you memorize the Yellow Devil's pattern (and develop quick enough reflexes), it's actually more tedious than hard.
* [[Good Bad Bugs]]: The famous "Pause Trick" glitch, which allows you to rapidly pause the game while an attack like the Elec Beam is passing through an enemy, allowing them to take multiple bits of damage from the same shot. This is often used by gamers to beat...
* [[Good Bad Bugs]]: The famous "Pause Trick" glitch, which allows you to rapidly pause the game while an attack like the Elec Beam is passing through an enemy, allowing them to take multiple bits of damage from the same shot. With it, the infamous Yellow Devil goes from a major threat (or tedious slog) to a total joke.
* [[Harsher in Hindsight]]: The encouraging words at the end of the game "Fight, Mega Man! For everlasting peace!" are incredibly depressing whenever you take the [[Mega Man X]] and ESPECIALLY [[Mega Man Zero]] series into account, as everlasting peace was never accomplished.
* [[Harsher in Hindsight]]: The ending narration's encouraging words of "Fight, Mega Man! For everlasting peace!" did ''not'' age well. Dr. Wily's actions in this game would cause a butterfly effect (and that's when the old bastard wasn't ruining things himself) triggering the events causing all the death and destruction in the ''X'', ''Zero'', and ''ZX'' series, culminating in humanity's ''total extinction'' by the time of the ''Legends'' games. To say the dream of everlasting peace was unobtainable is a '''hell''' of an understatement.
* [[Polished Port]]: The remake contained in ''Mega Man: The Wily Wars'', which beefed up the graphics, remixed the music and added a save feature. The only tradeoff is that the difficulty is ramped up even ''higher'' than the original game!
* [[Polished Port]]: The ''Wily Wars'' remake gives us better graphics and more importantly, the option to save your progress! Even though some would argue that the new music is a downgrade, it's an acceptable loss if it means not having to beat this game in one sitting anymore.
* [[Scrappy Weapon]]: The Hyper Bomb and Super Arm are weird examples of this trope: neither of them are bad in theory, but the execution really screws them over. The Hyper Bomb hits ridiculously hard and has an impressive blast radius, but unless you're fighting a stationary enemy, a slow enemy, or one that's trapped on a small platform, they'll more often than not get safely out of the way because of how stupidly long it takes for them to detonate, and you can't force them to go off yourself. The Super Arm, meanwhile, turns crushes certain blocks up into a fast-moving, wide-ranged spreadshot of powerful rock projectiles... with the downside being that you can ''only'' use it on certain blocks, and they're very hard to come by.
* [[Scrappy Weapon]]:
* [[Seinfeld Is Unfunny|"Seinfeld" Is Unfunny]]: This game's a fun and solid experience in its own right, but there are many annoying aspects such as its lack of a save function, frustrating death spike mechanics, and Mega Man's own movement screwing over the player. Because of this, it can be hard for newcomers and even series veterans to appreciate it when compared to the more polished sequels.
** The Hyper Bomb, while powerful with a decent explosion radius, suffers from a severe delay that only starts to tick down when the thing comes to a complete stop. By the time it does explode, odds are the target will have moved out of range, and since it doesn't explode on contact like Bomb Man's version did, it flat-out can't be used on certain bosses. The ''Wily Wars'' port rectified this slightly by having the Hyper Bomb explode as soon as it came to a complete stop, but even still, other Special Weapons do a more efficient job unless one is fighting Guts Man.
* [[Suspiciously Similar Song]]: This game kickstarted the trend of level themes in Mega Man games sounding suspiciously like classic rock tunes with Elec Man's stage. Just [https://www.youtube.com/watch?v=CJdFxTOysjo listen] to it and ''try'' to deny how similar it sounds to [https://www.youtube.com/watch?v=rj__jhmPMgI Faithfully] by Journey.
** The Super Arm is crippled due to its reliance on external ammunition in the form of specific blocks, which can't be generated by Mega Man and aren't available in many stages, making it completely useless in such situations (and just like the Hyper Bomb, this means ''very'' few enemies and bosses can be damaged with it). Said blocks don't respawn until the stage is restarted, by the way, so if you missed Cut Man with one block, you're not going to beat him with just the Super Arm.
* [[Seinfeld Is Unfunny|"Seinfeld" Is Unfunny]]: This game had incredible graphics, gameplay and level design for it's day, but more than a few fans feel it is highly outdated and that many games in the series have done everything this game did and better, including ''Mega Man Zero'', ''Mega Man X'' and to a lesser extent ''ZX'', due to more gameplay elements and more concrete story elements. This is hardly unanimous, however.
* [[Suspiciously Similar Song]]:
** Elec Man's theme is this to either [[Journey]]'s "Faithfully" or [[R.E.M.]]'s obscure song "All the Right Friends".
** The stage select theme also sounds like the beginning to [[Bon Jovi]]'s "Runaway".
* [[That One Boss]]:
* [[That One Boss]]:
** Yellow Devil, Yellow Devil, '''YELLOW DEVIL'''. Many gamers throughout the years have never been able to conquer this infamously tough boss without exploting the "Pause Trick" glitch.
** Yellow Devil, Yellow Devil, '''YELLOW DEVIL'''. Many gamers throughout the years have never been able to conquer this infamously tough boss without exploiting the "Pause Trick" glitch.
** Elec Man and Fire Man become this if you fight them without their weaknesses. Elec Man is incredibly spastic and unpredictable, and his weapon the Thunder Beam has huge hitboxes and can kill you with three hits. Fire Man on the other hand simply blasts at you with his weapon constantly. It's incredibly fast and hard to dodge, and comes at you in random intervals.
** Elec Man and Fire Man become this if you fight them without their weaknesses. Elec Man is a total spaz who hops around the arena like a monkey on crack, and his Elec Beam can kill you in just three hits. Fire Man on the other hand simply fires an overwhelming barrage of Fire Storms. They're just as fast and unpredictable as Elec Man's Thunder Beams, and they'll even drop damaging flames on the ground to screw you over even further.
** Ice Man isn't easy as well. While he ''does'' attack in a pattern, you need precise timing to dodge his Ice Slashers, or else you may as well kiss a third of your health goodbye.
** Ice Man isn't easy as well. While he ''does'' attack in a pattern, you need precise timing to dodge his Ice Slashers, or else you may as well kiss a third of your health goodbye.
* [[That One Level]]:
* [[That One Level]]:
** Iceman's stage, because of those [[Demonic Spiders|goddamned Footholders]]. Near the end, you have to cross huge distances over bottomless pits while hoping and praying that these finnicky living platforms won't randomly fuck you over, and it's very likely that they will. Thankfully, the Magnet Beam makes it a joke! Unfortunately, you get it from [[That One Boss|Elec Man]]'s stage... and if you want to grab your first go around, you have to beat [[That One Level|Guts Man's stage]] before that.
** Iceman's stage, if you're doing it without the Magnet Beam. There's a large chasm you must cross on Foot Holders, moving platforms that drift back and forth at random intervals. In addition, they fire at you while this is going on and it's perfectly possible to fall right through one. And then about halfway across, Pengs will start to [[Zerg Rush]] you. Without the Magnet Beam, it really starts to feel like a [[Luck-Based Mission]].
** As mentioned above, Guts Man's stage has its own problematic platforms to worry about. The opening stretch has you ride Guts Lifts across bottomless pits, with the lifts occasionally falling slack. If you don't jump the ''second'' before they drop you, you fall like a stone to your death. Luckily, they're ''only'' in the beginning of the stage, and things get easier once you've gotten past them.
** Wily Stage 4 is another one, mainly for having an incredibly tough boss rush with Bomb Man, Fire Man, Ice Man, and Guts Man right before Dr. Wily with no way to heal yourself in-between battles and no checkpoints in between the Robot Masters. Thankfully, the small area in between Guts Man's and Dr. Wily's rooms counts as a checkpoint, and Wily is so easy that he more than makes up for the previous bosses.
** Wily Stage 4 is another one, mainly for having an incredibly tough boss rush with Bomb Man, Fire Man, Ice Man, and Guts Man right before Dr. Wily with no way to heal yourself in between battles and no checkpoints in between the Robot Masters. Thankfully, the small area in between Guts Man's and Dr. Wily's rooms counts as a checkpoint, and Wily is so easy that he more than makes up for the previous bosses.


{{reflist}}
{{reflist}}

Latest revision as of 06:46, 18 October 2021


  • Anticlimax Boss: Both phases of the Wily Machine battle are almost insultingly easy after the hellish boss rush that comes before, not to mention how hard the game is in general. He only has one method of attacking in both phases, and both are easily dodged (phase 2 less so, but still quite easy).
  • Breather Boss:
    • If you choose to fight a different Robot Master first, Cut Man is this. The traits that make him an ideal Warmup Boss such as his predictable movements, predictable attack pattern, and slow Rolling Cutter projectile can make him a much-needed breather after the likes of Elec Man or Fire Man.
    • The same goes for Bomb Man, who's just as predictable as Cut Man with his Hyper Bomb attack being even slower and less threatening than the Rolling Cutters.
  • Breather Level:
    • Much like Cut Man himself, Cut Man's stage is a very straightforward and traditional level that wouldn't be out of place in the first world of a Mario game. Bomb Man's stage is a little tougher since there are more death spikes and constantly-spawning Killer Bullets to worry about, but it's still pretty easy.
    • The third Wily stage comes after a few levels with tons of instant death and annoying bosses, and is a straightforward trek through a sewer system where the only obstacles are easy enemies and a boss that's a lot simpler than the Yellow Devil and Copy Robot.
  • Demonic Spiders:
    • If you want to make a Mega Man veteran shudder, say these two words: Big Eye. The great grandaddies of the "Annoyingly durable, freakishly powerful bouncing enemy" archetype present in nearly every game, Big Eyes deal a colossal amount of damage (enough to three-shot a full-health Mega Man) with their jumping attacks and take forever to kill. You can easily run under them when they jump... except they jump in two different patterns: a high jump that you can run under, and a short hop that you can't, and there's no tell for what jump they'll do until they're already in the air. It's annoyingly common to take a huge amount of unavoidable damage from a Big Eye because the stupid bastard just wouldn't jump high enough for you to avoid. It says a lot that even in harder Mega Man fangames and ROMhacks, most developers make them easier to deal with by giving them obvious tells and patterns.
    • Footholders, those flying platform enemies in Ice Man's stage. Their collision detection is inconsistent and spotty, meaning that you will sometimes inexplicably take damage when jumping on one and fall right through it. They will also pelt you with bullets that often deal juuuuuust enough knockback damage to drop you into a death pit, and have an annoying habit of de-synching with each other. These things will kill you more than every obstacle in the stage and possibly even Ice Man himself combined.
  • Ensemble Darkhorse: Guts Man and Cut Man are the game's most popular Robot Masters and get a lot of exposure in spinoffs and later games in the series. Their designs are simplistic, but cool and iconic, and it helps that they were a fun and lovable Evil Duo in the Ruby-Spears cartoon.
  • Game Breaker:
    • The Thunder Beam is ridiculous, and can easily be compared to the Metal Blade in sheer terms of usefulness. You fire three beams at once in a plus-shaped pattern (minus a backwards-firing beam) which gives you a ton of coverage, and they hit for massive amounts of damage. Each shot uses very little ammo, so once you get it? Feel free to use it as a Buster replacement!
    • The Magnet Beam breaks a lot of annoying platforming challenges in half. Struggling with the Footholder sections in Ice Man's stage and Wily 1, or the Guts Lifts in Guts Man's stage? Just slap down a beam of hard light, jump onto it, and laugh while you run past them!
  • Goddamned Bats: Bladers, spastic helicopter enemies that move slowly until they come close, where they'll suddenly rush you with barely enough time for you to react. In Wily Stage 2, they'll do all that they can to drop you into the bottomless pits below.
    • Ditto for Fleas, which are awkward to hit thanks to their small size and the speed of their jumps.
    • Flying Shells, especially in Bomb Man's stage. They can only be hit whenever they attack, and they shoot an eight bullet spreadshot that can be tricky to dodge. Even worse, they respawn almost instantly when defeated, and in Bomb Man's stage, they appear en masse while you maneuver over death spikes, and you WILL die if you touch them since mercy invincibility won't save you!
  • Goddamned Boss: If you think the Yellow Devil is easy, you'll view it as this instead of That One Boss. Its attack pattern is very learnable and it never deviates from it, but the battle still takes forever because it only shows its weak spot for the briefest of moments. If you're not using the Pause Glitch to trivialize a brutal boss fight, you're using it to trivialize a boring one.
  • Good Bad Bugs: The famous "Pause Trick" glitch, which allows you to rapidly pause the game while an attack like the Elec Beam is passing through an enemy, allowing them to take multiple bits of damage from the same shot. With it, the infamous Yellow Devil goes from a major threat (or tedious slog) to a total joke.
  • Harsher in Hindsight: The ending narration's encouraging words of "Fight, Mega Man! For everlasting peace!" did not age well. Dr. Wily's actions in this game would cause a butterfly effect (and that's when the old bastard wasn't ruining things himself) triggering the events causing all the death and destruction in the X, Zero, and ZX series, culminating in humanity's total extinction by the time of the Legends games. To say the dream of everlasting peace was unobtainable is a hell of an understatement.
  • Polished Port: The Wily Wars remake gives us better graphics and more importantly, the option to save your progress! Even though some would argue that the new music is a downgrade, it's an acceptable loss if it means not having to beat this game in one sitting anymore.
  • Scrappy Weapon: The Hyper Bomb and Super Arm are weird examples of this trope: neither of them are bad in theory, but the execution really screws them over. The Hyper Bomb hits ridiculously hard and has an impressive blast radius, but unless you're fighting a stationary enemy, a slow enemy, or one that's trapped on a small platform, they'll more often than not get safely out of the way because of how stupidly long it takes for them to detonate, and you can't force them to go off yourself. The Super Arm, meanwhile, turns crushes certain blocks up into a fast-moving, wide-ranged spreadshot of powerful rock projectiles... with the downside being that you can only use it on certain blocks, and they're very hard to come by.
  • "Seinfeld" Is Unfunny: This game's a fun and solid experience in its own right, but there are many annoying aspects such as its lack of a save function, frustrating death spike mechanics, and Mega Man's own movement screwing over the player. Because of this, it can be hard for newcomers and even series veterans to appreciate it when compared to the more polished sequels.
  • Suspiciously Similar Song: This game kickstarted the trend of level themes in Mega Man games sounding suspiciously like classic rock tunes with Elec Man's stage. Just listen to it and try to deny how similar it sounds to Faithfully by Journey.
  • That One Boss:
    • Yellow Devil, Yellow Devil, YELLOW DEVIL. Many gamers throughout the years have never been able to conquer this infamously tough boss without exploiting the "Pause Trick" glitch.
    • Elec Man and Fire Man become this if you fight them without their weaknesses. Elec Man is a total spaz who hops around the arena like a monkey on crack, and his Elec Beam can kill you in just three hits. Fire Man on the other hand simply fires an overwhelming barrage of Fire Storms. They're just as fast and unpredictable as Elec Man's Thunder Beams, and they'll even drop damaging flames on the ground to screw you over even further.
    • Ice Man isn't easy as well. While he does attack in a pattern, you need precise timing to dodge his Ice Slashers, or else you may as well kiss a third of your health goodbye.
  • That One Level:
    • Iceman's stage, because of those goddamned Footholders. Near the end, you have to cross huge distances over bottomless pits while hoping and praying that these finnicky living platforms won't randomly fuck you over, and it's very likely that they will. Thankfully, the Magnet Beam makes it a joke! Unfortunately, you get it from Elec Man's stage... and if you want to grab your first go around, you have to beat Guts Man's stage before that.
    • As mentioned above, Guts Man's stage has its own problematic platforms to worry about. The opening stretch has you ride Guts Lifts across bottomless pits, with the lifts occasionally falling slack. If you don't jump the second before they drop you, you fall like a stone to your death. Luckily, they're only in the beginning of the stage, and things get easier once you've gotten past them.
    • Wily Stage 4 is another one, mainly for having an incredibly tough boss rush with Bomb Man, Fire Man, Ice Man, and Guts Man right before Dr. Wily with no way to heal yourself in between battles and no checkpoints in between the Robot Masters. Thankfully, the small area in between Guts Man's and Dr. Wily's rooms counts as a checkpoint, and Wily is so easy that he more than makes up for the previous bosses.