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2* AntiClimaxBoss: Yes, some of these are also listed as ThatOneBoss, that's YMMV for you.
3** Dark Man 1 is a generic green robot with tank treads and his attack pattern consists of firing buster shots and trying to ram you with his tank body. Sure he gets faster when his health is at two thirds full, but compared with the harder robot masters you fought so far, he's not much to worry about. It doesn't help that the Water Wave tears him apart quickly enough. In some ways, he's easier than Charge Man as he can't charge as fast, he doesn't stagger his attacks as much, and his weakness virtually can't miss as he's stuck on the ground. As a tank-themed robot, he doesn't even hold a candle to Napalm Man, who also has much better mobility and weaponry.
4** Dark Man 2 just has an orbiting pair of shields that deflect your shots, and not even a buster to attack you from afar. All he can really do is try to walk into you to deal contact damage and that's even easier to deal with than Charge Man's similar strategy.
5* SugarWiki/AwesomeMusic: [[AwesomeMusic/MegaManClassic It's as to be expected with Mega Man games.]] While only one track plays in the Wily Castle stages unlike the other games, [[https://www.youtube.com/watch?v=b5YIJ_-WlNM it's a track befitting of a final level]].
6* BreatherBoss: Dark Man 2 comes in-between the [[ThatOneBoss tough fights]] with Dark Men 1 and 3, and is much easier than either of them. His "strategy" is to simply run back and forth across the room slowly, while protected by an electric ForceField that sometimes reflects your shots. It's not particularly difficult to jump over him or shoot him while he's vulnerable.
7* ComplacentGamingSyndrome: Due to the charged Mega Buster being tweaked to the point of being borderline overpowered (it has a massive hitbox, pierces enemies it kills, and hits its full charge very quickly), coupled with the [[ScrappyWeapon general uselessness]] of your alternative weapons, it's very common for players of ''5'' to use it nigh-exclusively. ''Magazine/NintendoPower'' advertised at the time that the Mega Buster could kill any enemy you encounter. The previous games at least had certain bosses or enemies that required you to use the sub-weapons, but that's not necessary here.
8* ContestedSequel: On the detractor front, ''5'' introduces very little changes to the formula from [[VideoGame/MegaMan5 the last game]] and has some of the worst special weapons of the [[VideoGame/MegaManClassic Classic]] series, while the Dark Men come across as very flat characters. On the supporter front, the tweaks to the Charge Shot make for more strategic gameplay, the level design is creative and fun, and there's memorable music across the entire game.
9* DemonicSpiders:
10** Dachones, the ChickenWalker robots. They fire a wide spread of lasers that deal good damage, and they can only be hit on their eye's tiny hitbox. Worse yet is that they slowly move forward and have a lot of health, so if you're slow on killing one, you may scroll their spawn point offscreen and cause another one to appear. The final Wily Castle stage naturally features two of them just to wear you down before the final boss.
11** Power Musclers are huge humanoid robots that [[RecurringElement act similar to Big Eyes]] from ''VideoGame/MegaMan1'' with their jumping patterns. Except they have jets on their back to try to crush Mega Man if he runs under them. They are resilient and deal eight energy points from CollisionDamage. The player is better off either sliding under it, or picking it off from a distance before it comes near Mega Man.
12* EnsembleDarkhorse:
13** Napalm Man, for being a Robot Master who's a WalkingTank and a WalkingArmory. His appearances in ''VideoGame/MegaManThePowerBattle'', ''VideoGame/MegaMan2ThePowerFighters'', ''VideoGame/MegaManBattleAndChase'', and as ''5''[='s=] representative in ''VideoGame/MegaMan10'' help too. Additionally, he has a place in the intro to [[WesternAnimation/MegaManRubySpears the Ruby-Spears' cartoon]], though he never was featured in any episode.
14** Gyro Man was memorable enough to also be featured in ''Power Battle'' and ''Power Fighters'', as well as the cartoon. It certainly helps his reputation that his weapon is generally considered the only one in the game that doesn't have any obvious flaws.
15* FranchiseOriginalSin: The Marine Bike featured in Wave Man's stage is one of the predecessors, if not ''the'' predecessor to the Ride Chaser bike that debuted in ''VideoGame/MegaManX2''. Here, the Marine Bike has the quirk of locking you out of the pause menu and limiting you to firing buster pellets. Ride Chaser sequences would go on to be featured in future ''X'' installments and tend to be seen as ThatOneLevel, even more so if the port or system the game is being played on introduces input lag. Meanwhile the ''VideoGame/MegaManClassic'' series would bring back these quasi rail shooter sequences in ''VideoGame/MegaMan8'' in the form of snowboarding sections and they are often considered some of the most annoying segments of that game, not helped by some CompilationRerelease editions introducing input lag that was not originally present.
16* GameBreaker: [[GameBreaker/MegaManClassic Shares a page with the rest of the franchise.]]
17* GoddamnedBoss:
18** Gravity Man always stands on the opposite surface that Mega Man is on, so you can only hit him with the Mega Buster or Star Crash when he alters the room's gravity. His attacks aren't that threatening (he mostly relies on collision damage), but it can become a battle of attrition if you can't land a hit on him, especially since his rare potshot bullets can interrupt the Mega Buster's charge time.
19** Wily Press and Wily Capsule 5 stick to a single type of attack, but they're only vulnerable for seconds at a time. The Press comes after the BossRush and is weak to the Star Crash (which is easy to run out of while fighting Gravity Man), and it's one of the few bosses in the series to have SpikesOfDoom as a hazard. The Capsule comes after the game's Wily Machine, which itself is fought after a short level with two [[DemonicSpiders Dachones]] and no extra E-Tanks. The Capsule becomes a lot easier with Beat helping out, but he's inaccessible if you didn't get all the panel collectibles before Proto Man's Castle and only has exactly enough energy to destroy the Capsule without the help of other weapons.
20* GoodBadBugs:
21** If you use a cheat device to remove the ceiling in Gyro Man's room, he just [[ScrewThisImOuttaHere flies up]] and [[SugarWiki/FunnyMoments disappears into the sky, killing himself]]. The only downside is that this traps the player.
22** Pausing the game while a weapon is onscreen will make it disappear. This means that weapons that linger around (thus preventing another shot from firing) like the Power Stone can be cut off early, making them more useable.[[note]]This was intended to fix ''another'' [[GoodBadBugs well-known glitch]] where pausing reset the collision detection.[[/note]] This would eventually become an AscendedGlitch, with Capcom deliberately keeping this one bug in following Classic ''Mega Man'' games, including ''VideoGame/MegaMan11''.
23** It's possible to skip taking the boat in Wave Man's stage by firing three Super Arrows in rapid succession, riding the last one and doing a well-timed slide to avoid the cutscene where Mega Man boards the boat. This effectively allows the player to do the boat section as if it was a normal part of the stage, allowing the player to even pause and use Energy Tanks with no consequences. Note that if the slide is badly timed, this might cause the game to [[GameBreakingBug softlock]].
24** The Super Arrow can also be used to basically skip the BossRush segment of the game with precise shooting and quick reflexes in a way that Mega Man can clip past the Napalm Man teleporter and into the Wily Press fight.
25* HarsherInHindsight: Not quite a disaster, but, a decade or so after ''Mega Man 5'' was released, people began to use the formula "_-bomb" to allude to a bad word, with the first letter being the reference. The weapon selection screen when you pause the game has the weapon Napalm Man gave you, the N. Bomb...
26* HilariousInHindsight: [[ThatOneBoss Charge Man]] wouldn't be the last anthropomorphic locomotive [[https://www.youtube.com/watch?v=SukTBSJJ4KM to lay the smackdown on someone]].
27* ItWasHisSled: Everyone knows who the villain of ''5'' is, and they know it's definitely ''not'' Proto Man.
28* ItsEasySoItSucks: A common complaint about ''5'' is that it's much easier than other games in the series. The levels are mostly blander and easier than in previous games, with most enemies going down in a single hit from your charged Mega Buster. Aside from [[ThatOneBoss Charge Man]] and a few of the Wily bosses, most of the bosses also have simple patterns that are easy to exploit, so they're not much tougher than the levels. Finally, the Wily castle suffers from the same problem as the one in ''VideoGame/MegaMan3''; not only are the stages [[DisappointingLastLevel anticlimactic]], but they also give out a lot of free power-ups, including E-Tanks.
29* ItsTheSameNowItSucks: After successive improvements made across the first three sequels to ''VideoGame/{{Mega Man|1}}'' (''[[VideoGame/MegaMan2 2]]'' featured eight Robot Masters and added E-Tanks, ''[[VideoGame/MegaMan3 3]]'' added sliding, Rush, and mid-game stages, and ''[[VideoGame/MegaMan4 4]]'' introduced the Charge Shot), ''5'' has no new major mechanics besides the Beat letter collectibles, M-Tanks, and changes to the Charge Shot and Rush Coil; it plays identically to ''4'' in most aspects and even shares the same structure (eight Robot Masters followed by four DiscOneFinalDungeon stages and a four-part Wily Castle). As a result, this game gets hit the hardest of the NES series for lacking innovation, not helped by the weak boss weapon loadout, even though most think the stages still have good design and fun gimmicks.
30* PortingDisaster: For some strange reason, the UsefulNotes/Nintendo3DS port featured in ''[[CompilationRerelease Mega Man Legacy Collection]]'' suffers from massive slowdowns that are not present in the original game. And stranger still, the issue doesn't affect the Japanese version featured in the same compilation.
31* RetroactiveRecognition: Crystal Man, as with [[VideoGame/MegaMan4 Dust Man]], was designed by future manga artist Creator/YusukeMurata.
32* ScrappyMechanic:
33** While the Charge Shot is larger, pierces defeated enemies and takes less time to charge than in ''VideoGame/MegaMan4'', getting hit while charging it will make you lose it. This means that if you're not good at avoiding attacks and don't have/can't use a Robot Master's weakness, the fight just got a lot harder.
34** The majority of weapons have been criticized for being ground-based, which limited their usability.
35* ScrappyWeapon: [[ScrappyWeapon/MegaMan Shares a page with the rest of the franchise.]]
36* SoOkayItsAverage: While ''5'' isn't seen as a bad game, it is considered to be the weakest of the Classic games on the NES, mostly due to its lackluster weapon roster and relative lack of innovation compared to the previous four games.
37* ThatOneBoss:
38** Charge Man can be tricky to fight due to his size, habit of turning invincible, and a tendency to stop walking as soon as you jump over him, earning you collision damage. Doesn't help that his weakness is the Power Stone, which is very hard to aim at him with.
39** Dark Man 1 can't jump, but it can move deceptively fast after receiving enough damage. Like Charge Man, it also has a nasty habit of stopping short of what you expect it to as you jump over it, causing you to crash into it or a shot it fires. Its weakness is Water Wave, which has fairly limited ammo.
40** Either Dark Man 3 or 4 will be this depending on which one you save Beat for (you can only use him on one of them since the final Proto Man's Castle stage has no way to grind energy, and they have no other weaknesses). Dark Man 3 is generally the harder of the two since it can freeze Mega Man in place to get off some cheap hits.
41* ThatOneLevel:
42** Crystal Man's stage, thanks to segments that involve crystals falling from the ceiling. Having the Star Crash mitigates most of the challenge from the falling crystals, but that's only if you had either the foresight or fortune to have it with you when you arrived. Or you could just time your jumps exceptionally well.
43** Wave Man's stage starts with you having to avoid streams of gas coming out of the ground and moving ball and chains, giving you very little room for error. After that, you have to dodge more streams and indestructible moving spike wheels in cramped areas. The biggest problem is the stage's second half, where Mega Man rides on a jet ski on a long auto scrolling section. You can only fire your Buster, you can't shoot to the left, you lose the ability to charge shots, and you can't pause at all, so you can't use your special weapons (making all weapon refill drops useless) or use E-Tanks when your health gets low, at least without exploiting certain GoodBadBugs. There is no opportunity to heal before this and the only way to heal during it comes from sparse enemy drops. The sections are filled with enemies, 2 out of 3 require multiple hits to defeat, and the last third, while only having 1 HP, come in fast and move erratically. ''and'' there's a mini-boss in the middle. The second section has more enemies and a Beat panel which is easy to miss. If you decide to stay to the far left to better hit the enemies coming in on the right, you'll be hit by the Joes that come behind you and you must jump over to even hit them. After this, it dumps you right in front of the boss door with a single enemy there to hopefully get a health drop from (and since you can't go back, this enemy won't respawn). This all ends with a Robot Master whose weakness is the Charge Kick, a weapon that forces you to physically contact the boss and the kick doesn't have complete invulnerability when used.

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