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Undoing even more TV Tropes plagiarism.
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(Undoing even more TV Tropes plagiarism.)
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* [[Even Better Sequel]]: One of the benchmark examples, to where at the very ''least'' the game is considered an improvement over the original in every way.
* [[Game Breaker]]: The Metal Blade. It's a weakness to Bubble Man, Wood Man, Flash Man, [[Irony|Metal Man himself]], and the second-to-last boss, not to mention it uses a ludicrously small amount of ammo per shot, meaning it would take a conscious effort to try and deplete it of ammo! Also, unlike any other weapon in the game, this one can be thrown in all eight directions, making it much easier to strike any [[Goddamned Bats]]. Plus it can cut through lesser enemies in a row.
* [[Goddamned Bats]]: This game introduces a truly annoying staple enemy encountered in almost every game afterwards: Pipis, robot birds that drop eggs full of tiny baby birds that home in on you. The babies attack you all at once in a huge cluster that's flat-out impossible to avoid without Metal Blade/Leaf Shield usage, or in the case of Crash Man's stage, a helpful ladder glitch.
* [[Goddamned Bats]]:
** Tellys — small tube-like bots that infinitely respawn from holes/pipes. Avoiding them unless you need resources is the best solution.
** Pipis. These robot birds drop eggs filled with about a dozen tiny Chibi Pipis which will [[Zerg Rush]] you. The ones in the ladder-intensive portion of Crash Man's level are especially annoying, because they're nigh-impossible to avoid without the Leaf Shield, Metal Blade, or (as demonstrated by [[Roahm Mythril]] in his Perfect Run series) the pause-fall glitch listed under [[Good Bad Bugs]].
* [[Good Bad Bugs]]:
** Simply pausing the game can let you abuse all sorts of physics-based glitches. Rapid pausing and unpausing turns Mega Man into an invincible bulwark thanks to him getting a single frame of invincibility with every unpause, can extend his jumps to the point of nearly flying, and essentially give the Metal Blade infinite ammo.
** When the game is paused, Mega Man's vertical speed is set to zero. Repeatedly pausing the game during a long jump will make Mega Man "glide" diagonally instead of falling parabolically, allowing for much longer jumps.
** Using Item 1 near Air Man's boss door can take you to the Mega Man equivalent of [[Pokémon|Glitch City]] or [[Super Mario Bros|Minus Land]]: an unholy fusion between Wily 2 and Air Man's stage that's glitchy as all hell, but somehow still playable. The lack of an endboss means you have to reset the game though, since you normally have to kill the Picopico-kun to beat it. See it in action [http://www.youtube.com/watch?v=8Qn5wtboO64 here.]
** When pausing and unpausing, Mega Man will be in the "teleport" animation for a split second. During this time, Mega Man is invulnerable to all weapons.
** If the game is paused while Mega Man is equipped with a weapon that uses less than one bar of weapon energy per shot, unpausing the game will "reset" the bar he's currently on, thus giving potentially infinite weapon energy for those types. In essence, this makes the Metal Blade ''even more'' of a [[Game Breaker|Game-Breaker]].
** One peculiar glitch can be triggered during the Air Man boss battle: If you use Item 1 near the door inside Air Man's room, it takes you to a glitchy (but playable) version of the second Wily Castle stage, but with the tileset and palette of Air Man's level. Unfortunately, it can't be beaten, because the PicoPico-kun doesn't show up at the end, forcing you to reset the game if you reach it. See it in action [http://www.youtube.com/watch?v=8Qn5wtboO64 here.]
*** One can pull off this trick in other levels to access similar glitched up Wily Castle levels. However, the boss data doesn't load up in any of these cases, meaning getting up to that point will trap you.
* [[Hilarious in Hindsight]]: The real final boss, an Alien, is [[Signs|killed by a water-based weapon.]]
** The real final boss, an Alien, is [[Signs|killed with water.]]
* [[Hype Backlash]]: As probably the most popular game in the ''Mega Man'' series and one of the most acclaimed games of all time, it naturally tends to get this from time to time. In particular, more than a few fans consider ''[[Mega Man 3]]'' to be the actual pinnacle of the series, and those that don't tend to give that treatment to either [[Mega Man 4|4]], [[Mega Man 9|9]], [[Mega Man 10|10]], or in more recent times, even ''[[Mega Man 7|7]]'' due being [[Vindicated by History]]. But the unifying thread behind these dissenting opinions is that the game's still too simplistic compared to later titles, to the point of feeling primitive. Questionable stage design and weapon balancing are also marks against it for some.
** One of the enemies in Wood Man's stage is a [[Five Nights at Freddy's|purple-colored robot bunny.]] Thankfully, no dead kids are involved here.
* [[Hype Backlash]]: As probably the most popular game in the ''Mega Man'' series and one of the most acclaimed games of all time, it naturally tends to get this from time to time. In particular, more than a few fans consider ''[[Mega Man 3]]'' to be the actual pinnacle of the series, and those that don't tend to give that treatment to either [[Mega Man 4|4]], [[Mega Man 9|9]], [[Mega Man 10|10]], or infrom morethe recentlate times2010's onwards, even ''[[Mega Man 7|7]]'' due being [[Vindicated by History]]. But the unifying thread behind these dissenting opinions is that the game's still too simplistic compared to later titles, to the point of feeling primitive. Questionable stage design and weapon balancing are also marks against it for some.
* [[It Was His Sled]]: Holy crap, Wily's an alien! Except he isn't, and that was just a decoy. The alien form in general counts though: back when the game came out, it was a huge surprise for obvious reasons, but now, it's one of the most famous moments in the franchise's history.
* [[Magnum Opus]]: For Keiji Inafune, to the Classic series, and the franchise as a whole.
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* [[That One Boss]]:
** [[Memetic Badass|Air Man]], at least in the games hard mode thanks to having a tornado pattern that's almost impossible to dodge. Even in easier difficulties, their tight spacing and projectile-deflecting tendencies can give newer players some trouble.
** Quick Man is even worse. Not only does he live up to his name, but he is an unpredictable spaz who deals a disgusting amount of collision damage while you try your best to dodge both him and his Quick Boomerangs. It's very easy to run right into him, even moreso in his home stage where you're forced to jump around thanks to an uneven floor. The Time Stopper doesn't even kill him in one go, forcing you to make a [[Sadistic Choice]]: either you pop it right at the start of the battle and finish the rest of it yourself, or try to get him to half health without dying so it can finish him off.
** Without the Atomic Fire or Metal Blades, Wood Man. His shield isn't too tricky to dodge, but trying to avoid it while staying away from his falling leaves can be frustrating, especially since the leaves require pixel-perfect dodging.
** The Mecha Dragon's status is a big reason why this trope is YMMV: for some he's a [[Breather Boss]] who you can practically beat in your sleep, but to others he's a terror on par with the Yellow Devil. It all depends on how good you are at dodging his fireballs, because in most cases, all it takes is one solid hit for them to knock you off the tiny platforms you fight him on and drop you into a bottomless pit.
** The Buebeam Trap at the end of Wily Stage 4 is considered by many to be one of the worst designed bosses in the series. A series of wall mounted turrets, they're all spaced around a huge room and can't be hurt by anything other than the Crash Bomb, a weapon with a ''very'' limited ammo count. You barely have enough bombs to kill it as is, and you'll need to waste at ''least'' one of them to destroy the barriers blocking a few of them. You also need at least one usage of Item-1 to get to one of the turrets since you can't hit it otherwise. If you run out of either of these weapons/utilities, [[Unwinnable|you're screwedfucked]].
*** Not to mention the only way to refill Crash Bomb energy if you run out, would be to shoot hundreds of impossibly placed TellysTellies and a bunch of Sniper Joes in narrow hallways, in the hope of getting those desperately needed energy capsules... yeah, you're better off [[Driven to Suicide|killing yourself to restart the stage]].
** Wily Machine 2 has an incredibly easy first stage... but an incredibly irritating second due to using attacks with ridiculously disjointed hitboxes, as well as shot patterns that are flat-out ''impossible'' to dodge.
* [[That One Level]]:
** Quick Man's stage is notoriouslyinsta-kill irritatinghell, withoutthrowing theyou Timeinto Stopper.a Thereton areof two"React segmentsor DIE" situations where you're haveinstantly tokilled outrunby ahis batchinfamous ofForce instantBeams killif lasersyou comingdon't outtraverse ofhis therooms wallas quickly and cleanly as possible, and youeven haveall verythe littleskill roomin forthe errorworld won't especiallyhelp withyou if you don't enter them the secondright setway. If you domake manageit to pass through the second setend, you have a fewhallway respawninginfested with Sniper JoesJoe inWalkers as well as Quick Man walkershimself waiting for you.
** If you don't have Item 2, Heat Man's stage is just as hellish as Quick Man's. The disappearing and reappearing Yoku blocks from Ice Man's stage in the first game return, only this they form a massive, sprawling line that takes place over insta-kill lava ''and'' cavernous death pits. Thankfully, Heat Man himself is far easier than Quick Man.
** Heat Man's stage becomes this during the disappearing blocks segment (unless you happen to have Item 2 on hand). Until you memorize the three tricky jumps (which isn't easy because it's somewhere around 30 blocks long), you need split second reflexes. One slip up will send you to your death. This segment makes the Ice Man and Guts Man stages from ''Mega Man 1'' look ''easy''. Much of this can be attributed to the fact the rhythm the blocks follow is very awkward, unlike anything else in the entire ''franchise''.
** Wily Stage 4 isn't exactly ''hard'', but it's definitely tedious, forcing you to travel long and slow stretches across insta-kill spikes on slow moving mobile platforms from Crash Man's stage. Dying even once sucks, because making your way back across the stage is ''painful''.
** Among the Wily Castle stages, stage 4 easily qualifies due to its tedious string of fall-through floors and line-guided platforms. The fact that you have the Buebeam Trap waiting for you at the end does little to alleviate the pain of playing through this stage.
** Crash Man's stage is about near constant upward movement and is filled to the brim with enemies attacking you from above or below, usually while you're either on small mobile platforms or on ladders, meaning guaranteed lost progress whenever you get hit. Fortunately, if you have Leaf Shield, it renders the majority of these threats rather trivial.
{{reflist}}
[[Category:Mega Man 2]]
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