It doesn't help that duck-dashing is a thing but ducking is not, because Beck has no crouch animation. Dynatron's stage features a pixel-perfect duck-dash under an instant-death spinning wheel, which caused so many problems with people assuming the regular dash would get them under it (since the two animations look almost the same) that a lazy "hint" tutorial message had to be added reminding the player of the duck-dash.The Seismic boss fight also requires that the player recognize the grab ledges on either side and use them to avoid his attacks, even though they do not look like any other grab ledge that has appeared in the game up to that point. Seismic's stage has chases with instant-kill drills that generally require the player to have power-ups at a specific time or they will die, and several blind jumps with spike pits at the bottom.Aviator's level has instant death pits on both sides and wind physics, and the boss fight takes place on three tiny platforms.Cryosphere's level has ice physics and a large number of platforms that cannot be ledge-grabbed for no obvious reason.To make matters worse, there are no checkpoints here. Countershade's level is just a small set of rooms and corridors the player has to loop through repeatedly since he appears in random rooms.Brandish's entire level takes place on an auto-scrolling highway where touching the road surface means instant death.There are also no mechanics to prevent enemies from spawning directly on top of Beck. The backgrounds are often too visually busy and make objects in the foreground hard to distinguish, especially the signposts in Brandish's stage. The enemy placement makes them hard to hit or avoid, and grabbing onto ledges is often unreliable. The game's level select informs the player which boss their weapons will be most effective against with an additional option on the mission selector, meaning that as soon as they have defeated one of the Mighty Numbers, they are basically told the order they should play the remaining levels in.
![weather display raspberry pi weather display raspberry pi](https://i.ytimg.com/vi/MWKAitSXv3g/hqdefault.jpg)
It even lacks innovations from the X games such as the Mega Buster and wall jump. While the game does follow the basic essence of a Mega Man game, it does nothing to improve it and brings back flaws from those games that were solved long ago.At the start, constant gameplay-interrupting tutorials explain very basic concepts to the player needlessly (there is even a point where Professor White essentially says "look, that enemy over there is an enemy!") while critical mechanics such as weapon alt-functions, what the percentages that appear over enemies mean and the entire power-up system have their explanation buried in text menus.Games like Shovel Knight have shown that this "trial-and-error" type of game design is no longer needed and all it does is frustrate players. While it is true that early Mega Man games did the same, it was done because of hardware limitations at the time. If you lose all your lives, you start the whole level again.
![weather display raspberry pi weather display raspberry pi](http://paulrickards.com/wp-content/uploads/2012/09/ws1090-raspi-840x627.jpg)
This includes cheap deaths, excessive usage of OHKO (one hit K.O.) obstacles, knockback damage, some bosses having attacks that are almost nearly unavoidable, and unforgiving platforming to ensure the player will die often while having limited lives.