Mega Man 5/YMMV


 * Awesome Music: While only one track plays in Wily Castle unlike the other games, it's a track befitting of a final level.
 * Contested Sequel: On the detractor front, it introduces very little changes to the formula from the last game and has some of the worst special weapons of the Classic series. On the supporter front, the tweaks to the Charge Shot make for more strategic gameplay and the level design is creative and fun.
 * Franchise Original Sin: No new features were added for this game. Compare to Mega Man 2's eight robot masters, Mega Man 3's slide and Rush, and Mega Man 4's charge shot and Disc One Final Dungeon.
 * It Was His Sled: Everyone knows who the villain of Mega Man 5 is, and they know it's definitely not Proto Man.
 * Scrappy Mechanic: While the Charge Shot is larger, pierces defeated enemies and takes less time to charge than in Mega Man 4, 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.
 * Scrappy Weapon:
 * The Power Stone creates three rocks that slowly spiral outward. They are extremely hard to aim and it takes so long to reload the damage just isn't worth it.
 * The Charge Kick seems to be the Top Spin's cousin. Mega Man is invincible while sliding. This game isn't really built for invincible sliding. However, some people know how to use it well.
 * So Okay, It's Average: While Mega Man 5 isn't considered a bad game, it is considered to be the weakest of the Classic games (at least those on the NES), partially due to its lackluster weapon roster and relative lack of innovation compared to the previous four games.
 * That One Boss:
 * Charge Man can be tricky to fight due to his large size, habit of turning invincible, and a tendency to stop walking as soon as you jump over him, earning you collision damage.
 * 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, ausing you to crash into it or a shot it fires.
 * That One Level:
 * 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.
 * 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 its Megaman 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. There is no opportunity to heal before this and the only way to heal during it come 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 miniboss 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 ONE 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. So a tough section with no reliable way to heal against a boss you have to be extremely close to to hit with his weakness.