YMMV / Mega Man 1

  • Anti-Climax Boss: Wily Machine 1, which is suprisingly easy compared to the level you had to go through.
  • 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.
  • Breather Level: Likewise, Cut Man and Bomb Man's stages 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 is very straight forward with no real gimmicks.
  • 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 20 buster shots to kill. So of course they put one at the end of the stages of 2/3 of the game's Robot Master roster AND put three in a row at the beginning of Wily Stage 1.
  • Ensemble Dark Horse:
    • 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).
    • Cut Man - he was popular enough to make it into the Saturn version of Mega Man 8 as a Bonus Boss.
    • Disregarding his difficult boss fight, Elec Man is also fairly well-liked due to his design and effective weapon. He's even Keiji Inafune's favorite Robot Master.
  • Good Bad Bugs: The famous "Pause Trick". Since enemy Mercy Invincibility fades while the game is paused, pausing the game while a projectile such as the Thunder Beam is passing through an enemy will cause that enemy to take another hit from that same projectile as soon as the game is unpaused (and the process can be repeated multiple times). This is often used by gamers to beat Yellow Devil. In fact according to some, it's the only way to beat him.
    • Ladders are the most borked in this game (and Capcom could never quite get it right), making it possible to clip through walls and move faster than the graphics can load.
  • Goddamned Boss: Once you memorize the Yellow Devil's pattern (and develop quick enough reflexes), he is actually more tedious than hard.
  • Harsher in Hindsight: "Fight, Mega Man! FOR EVERLASTING PEACE!" This line becomes sad when you put into consideration what happens in Mega Man X and especially Mega Man Zero. To put it this way: Mega Man never attained everlasting peace.
  • Polished Port: The Wily Wars rerelease, 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!
  • Suspiciously Similar Song: Elec Man's theme is either this to Journey's "Faithfully" or REM's obscure song "All the Right Friends".
    • The stage select theme also sounds like the beginning to BonJovi's "Runaway".
  • Tear Jerker: A retroactive example, see Harsher in Hindsight above.
  • That One Boss:
    • Elec Man, whose weapon is powerful enough to kill you in three hits from full health! God help you if you fight him without the Rolling Cutter.
    • Fire Man, if you don't know the trick to beating him. He is extremely aggressive, and his shots drop trailing fire right over your position as you jump over them, and the time they stay vary. If you don't know said trick, your only other hope is coming in with enough health and using Ice Slasher.
    • Ice Man can also kill you in three hits, and will likely do so if you didn't bring Thunder Beam with you and you aren't used to the timing of jumping through his attack pattern.
    • The Yellow Devil, a boss so tough that the Pause Trick, a trick where you pause when he's taking damage, is considered a totally genuine, guilt-free strategy for beating him. His method of attack is simply to move across the room in blobs, which move fast, hit hard and require several perfectly timed jumps to dodge, so even if you know the pattern, it's still a tough fight. Oh, and his one weakness, his eye occasionally appearing, is a small target, and sometimes it can pop up too high for you to even hit, dragging on the already grueling fight even longer. Even the Wily Wars port, which beefed up the games difficulty even higher, made sure to make this fight easier than the original, by adding Bullet Time level lag when it morphs. But that port lacks the Pause Trick, so it's still a tedious fight.
  • That One Level: It's probably easier to list the levels that aren't that one level.
    • Guts Man's stage and those damn moving platforms which keep rotating 90 degrees.
    • Elec Man's stage is a long vertical climbing stage, with the first part being the worst of it. The first room is a set of tricky jumps, followed by climbing up a long ladder while avoiding enemies that shoot at you. If you get hit at any point, you will fall down over half a screen before the game lets you catch the ladder. And once you get to the top, you have to hop over on disappearing blocks which if you do miss one, you can fall all the way back to the base of the ladder and do it all over again. You'll also have to do this again if you don't pick up the Magnet Beam.
    • Ice Man's stage, if you're doing it without the Magnet Beam. The first set of annoyances are jumping on disappearing blocks over Spines (those enemies that need a special weapon to defeat). Then you have to cross over a large pit with Foot Holders. Not only do they have an unpredictable pattern, but they shoot sideways randomly. If you get hit, not only do you have a high chance of being knocked off, but you can fall right through them. Even if you have the Magnet Beam, the game has a quirk where the top of the screen overflows to the bottom very shortly. If you climb too high, the game think you've fallen into a pit.
    • The beginning of Wily Stage 1, where you have to fight through three Big Eyes. It gets worse after that, not only is there a room with the Foot Holders with spikes on both the ceiling and floor, they have a tendency to go up to the ceiling when you're on them. There's also a room where the Magnet Beam is required. Thankfully, there's infinitely respawning weapon refill capsules just before that room in case you run out, and you have the Ice Slasher which can freeze the Big Eyes in midair.
    • The final major platforming section of Wily Stage 2 requires dodging the cluster bombs from Bomb Man's stage. They don't leave a lot of room to not get hurt either.
    • Wily Stage 4. You have to fight Bomb Man, Fire Man, Ice Man and Guts Man all in a row and if you die, you go back to the start. Not only that, but there's no health pickups between matches. The only help is you can get the Yashichi just before the boss rush, which refills health and weapons.
  • Vindicated by History: While the game only sold modestly in Japan and outright flopped in the US, the first Mega Man became much more recognized and eventually iconic after the rip-roaring success of its sequel established Mega Man as a major franchise.