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  • Anticlimax Boss: The Wily Alien is considerably easier than the Wily Machine fought beforehand. Also Wood Man, who has a fairly basic pattern even before you account for the fact that he has more weaknesses than any other boss in the series.
  • Even Better Sequel
  • Crowning Music of Awesome: Virtually ALL of the tracks, but especially Dr. Wily Stage 1 (a.k.a. Okkusenman). This game has more remixed music tracks than any other game in the franchise!
  • Demonic Spiders: The Sniper Joe mecha-walkers. Giant monstrosities that replace the Giant Eyes from the first game. You're better off running into them to avoid fighting them.
  • Game Breaker: The Metal Blade. It's a weakness to Bubble Man, Wood Man, Flash Man, Metal Man himself, and the second-to-last boss, not to mention it uses a ludicrously small amount of ammo per shot, meaning it would take a conscious effort to try and deplete it of ammo! Also, unlike any other weapon in the game, this one can be thrown in all eight directions, making it much easier to strike any Goddamned Bats. Plus it can cut through lesser enemies in a row.
  • Goddamned Bats:
    • The Tellys. They're small tube-like bots that infinitely respawn. Again, avoiding them unless you need resources is the best solution.
    • Pipis. Birds that drop eggs filled with about a dozen tiny birds that Zerg Rush you. The ones in the ladder portion of Crashman's level are especially annoying, because they're impossible to avoid without the Leaf Shield or Metal Blade.
  • Good Bad Bugs: The two pause glitches.
    • When the game is paused, Mega Man's vertical speed is set to zero. Repeatedly pausing the game during a long jump will make Mega Man "glide" diagonally instead of falling parabolically, allowing for much longer jumps.
    • When pausing and unpausing, Mega Man will be in the "teleport" animation for a split second. During this time, Mega Man is invulnerable to all weapons. This glitch is the "Time Barrage" mentioned in the "I can't beat Airman" song.
    • One peculiar glitch can be triggered during the Air Man boss battle--if you use Item 1 near the door inside Air Man's room, it takes you to a glitchy, but playable combo of Air Man's stages sprites and the level layout of Skull Castle level 2. See it in action here.
  • Hilarious in Hindsight: The real final boss, an Alien, is killed by a water-based weapon.
  • Magnum Opus: For Keiji Inafune, to the Classic series and the franchise as a whole.
  • Memetic Mutation: The "Why can't I beat Air Man" song.
  • Sequel Difficulty Drop: Due to the addition of more utility items, Energy Tanks, and a password save system; plus an actual Easy Mode in the North American version (there called "Normal", but the "Difficult" mode is actually the original difficulty).
  • So Cool Its Awesome: It built on the foundation of the first Mega Man game and improved its flaws every which way. The awesome music, the fact it averted the "second in the series is the Oddball In The Family" trend that Super Mario Bros. 2 (not counting the Japanese/real SMB 2, as wasn't released in the United States until 1993), Zelda II: The Adventure of Link and Final Fantasy II "started" and the fact it has a password option for players to continue playing. Which was something the first game sorely lacked.
  • That One Boss:
    • Air Man, at least in the games hard mode.
    • The Buebeam Trap at the end of Wily Stage 4. Not only do you have to use Item-1 to reach the higher part of the chamber, but the boss can only be defeated by Crash Bombs, which you only get so many. If you run out, you're screwed.
      • Not to mention the only way to refill Crash Bomb energy if you run out, would be to shoot hundreds of impossibly placed Tellys and a bunch of Sniper Joes in narrow hallways, in the hope of getting those desperately needed energy capsules... yeah, you're better off killing yourself to restart the stage.
    • The Mech Dragon at the end of the first Wily level is no slouch either. After a brief Auto Scrolling Level with it chasing you, you must fight it on a set of three tiny platforms, where the Knockback from any of its fire breath attacks is likely to be fatal. As if that's not enough, the dragon can kill you in one shot with Collision Damage. If you do die, you don't start right before the boss as usual, rather you respawn at the midpoint of the level.
  • That One Level: Quick Man's stage is notoriously irritating without the Time Stopper, and Heat Man's stage becomes this during the Dissapearing Blocks segment, unless you happen to have Item 2 on hand.
    • Among the Wily Castle stages, stage 4 easily qualifies due to its tedious string of fall-through floors and line-guided platforms.
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