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. Both Robot Masters (especially Cut Man) aren't well-protected against the Mega Buster, either.
  • Breather Level:
    • 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 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 Darkhorse:
    • 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 Mega Man: 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 the Yellow Devil, but can be applied to other bosses.
    • 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), it's 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 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!
  • Scrappy Weapon:
    • 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.
    • 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.
  • Suspiciously Similar Song:
    • Elec Man's theme is either this to Journey's "Faithfully" or R.E.M.'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... not that you can't make him into a complete joke regardless, but even then one needs good timing.
    • Thanks to what would appear to be shoddy programming, Fire Man can be this to players who keep their distance and shoot a lot. While he tries to get away from you and fire only when far enough away/shot, he ends up firing an insane amount of Fire Storm blasts once he gains enough distance. The uninformed/triggerhappy end up getting the impression that the only way to beat him is to use the Ice Slasher and try to kill him before he kills them.
    • Ice Man can also kill you in three hits, and will likely do so if you didn't bring the 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 mentioned above is considered a totally genuine, guilt-free strategy for beating it. Its 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 its one weak spot, the eye which occasionally appears, is a small target that sometimes pops up too high to even hit with the normal Mega Buster, dragging the already grueling fight on even longer. Ironically, while the Wily Wars iteration made the game harder, the game makes the Yellow Devil easier as it suffers slowdown during the fight, making it easier to dodge its pieces.
  • 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 Gabyoalls, which can only be destroyed with Special Weapons and are low to the ground. 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 Bombombombs from Bomb Man's stage, which explode and drop four fragments that also explode. 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.

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