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  • Ass Pull: Mega Man attempting to kill Dr. Wily at the end of the game comes out of nowhere and goes against Mega Man's character.
  • Awesome Music:
    • It's a Mega Man game, it almost goes without saying the music will be awesome, but special mention goes to the Robot Museum stage, which uses a remix of three previous Crowning Music of Awesome of the Classic series: Guts Man's theme, Heat Man's theme, and Snake Man's theme.
    • Another notable piece is the Ending Theme, which is among the best in the series.
    • Special mention also goes to the Wily themes. Not only is each of them great in their own right, they each build in urgency and intensity the closer you get to Wily.
  • Best Boss Ever: Yes, he's also That One Boss and one of the more complicated Wily Capsule fights in the series, but once you get the rhythm to dodging the projectiles, you've get into what feels like a dance battle with Dr. Wily. Get the patterns memorized and you can even win without taking a single hit and the sense of victory can be huge due to how precise the timing is.
  • Breather Boss: Due to the fact their weapon weakness sends them into an easily predictable and exploitable pattern, Cloud Man, Junk Man, Spring Man, and Turbo Man especially during the Boss Rush in Wily Castle 4.
  • Broken Base:
  • Common Knowledge: Some fans believe the second set of Robot Masters to be those Wily stole from the Robot Museum due to appearing right after clearing the museum stage. Supplementary material confirms they were made by Wily himself, just like the first four Robot Masters in the game. Compounding matters is that Mega Man & Bass also has a visit to the Robot Museum, and features six Robot Masters not part of Wily’s numbers in its roster.
  • Complacent Gaming Syndrome: Start with Burst Man, then curb-stomp Cloud Man with the Bubble Gun.
  • Epileptic Trees:
    • There is a popular theory that a Mini-Boss from Mega Man X named RT-55J is actually Auto, a robot of Dr. Light's that debuted in this game, or at least is related to Auto. While this is unlikely from a meta perspective (7 came out two years after X), it's plausible that Auto's design was inspired by RT-55J or the developers consciously reused it. Either way a connection hasn't been confirmed in real life or in-universe.
    • A fan theory as to why Shade Man is weak to the Wild Coil is that the coils are made of silver, which is powerful against vampires (in this case a Vampire Robot), although this has no canon in the game itself.
  • Fandom Rivalry: More with fans of Mega Man 9 than with the rest of the classic series, due to fans of 9 saying that game brought the series back up to speed, while saying this game ruined the series.
  • Fanon Discontinuity: It's not uncommon for fans to disregard this game (and 8) and pretend that the series skipped straight from 6 to 9.
  • Game-Breaker: Shares a page with the rest of the franchise.
  • Genius Bonus: Why does Thunder Bolt cause Spring Man to become magnetic? Because electromagnets are created by sending an electrical charge through a wire coil.
  • Good Bad Bugs: Many involve the Noise Crush. You can fire it then immediately slide into it, empowering the next blast. Normally you're supposed to bounce it off a wall first and catch the ricochet. Turbo Man and Spring Man can be one-shot with the Noise Crush thanks to the door's position and scrolling properties. Fire it right in front of the door and slide through — it will move through the now open door and bounce off the walls at the Robot Master's head height, they will die before they finish their intro animations!
  • Harsher in Hindsight: Mega Man not going through with killing Dr. Wily due to being Three Laws Compliant would later lead to the series taking towards a darker future with the doctor living on to create Zero and the Maverick Virus that would gradually lead the world to ruins centuries later...
  • It's Easy, So It Sucks!: Certainly not the opinion of the entire game, but some of the Robot Masters are so crippled by their weapon weakness that defeating them becomes too easy. Cloud Man's weakness to Danger Wrap and Slash Man's weakness to Freeze Cracker come to mind. Wily's Fortress picks up the slack however, and can be a rough ride. It culminates in a very difficult final boss too.
  • It Was His Sled: It is already well-known that Bass was created by Dr. Wily and, while not truly evil, is not the friendly robot he appears to be at the beginning of the game.
  • Like You Would Really Do It: Like they would really have Mega Man kill Dr. Wily...or let Dr. Wily really die at the end of the game at all for that matter.
  • Memetic Loser: Spring Man and his amazing ability to attack with springs. Oh, noooo...
  • Narm: When Bass and Treble finally combine using Mega Man and Rush's stolen adapter parts and turn into a fearsome new enemy...something about the Transformation Sequence just loses its edge when you see Treble basically pounce and hug Bass's head in order to initialize the transformation.
  • Nightmare Fuel: A mild case. Unlike the NES and Gameboy games, the stage select screen is higher resolution and is first seen with four mug shots ominously staring at you sans names. Junk Man stands out with his manic facial expression, and mismatched scrap parts making up his face.
  • Scrappy Weapon: Shares a page with the rest of the franchise.
  • Spiritual Successor: To the Game Boy sub-series. As mentioned on the main page, this game incorporates several elements that were introduced in those games, such as their general stage setup (two sets of four stages with a short mid-game stage in-between them), an item shop, similar sprite scaling, and a Rocket Punch mechanic that functions similarly to Mega Man V's Mega Arm. The introduction of Bass, a new Wily robot created specifically to defeat Mega Man, is also reminiscent of the Game Boy series' trend of introducing special robots to rival Mega Man, specifically the Mega Man Killers (Enker, Punk, and Ballade): Three Wily robots created specifically to kill Mega Man. note 
  • Suspiciously Similar Song: Wily Stage 2 seems to be this to "Thriller". Shade Man's theme sounds a lot like "Hotel California" by the Eagles.
  • That One Attack: Burst Man's Danger Wrap. He fires a series of three bubbles in a tight serpentine pattern that's difficult to avoid. If one hits you, it will bind you and carry you towards the ceiling spikes. Fail to mash your way out, and you're dead. To add insult to injury, it has a tendency to block your shots.
  • That One Boss:
    • Freeze Man, due to the fact that he doesn't telegraph his attacks and can very quickly fill the room with projectiles and obstacles, giving you multiple things to keep track of in addition to him. Plus his weakness, the Scorch Wheel, is hard to use on him. He is also weak to Junk Shield, but its not really obvious that the ice-type Robot Master would be weak to floating junk debris.
    • Slash Man, who jumps around like a lunatic, hits hard, and has an goo attack that can make you unable to shoot, if not immobilizing you outright. And using the Freeze Cracker on him doesn't make him that much easier since he immediately goes into the goo attack after he comes out of being frozen (and his frozen body can still slide into you for contact damage if you're not careful).
    • Shade Man is constantly airborne, his recommended weakness is the Wild Coil, which is really difficult to hit him with, and when he grabs you, he siphons your health to his. It's actually easier and quicker to use the Super Adapter instead.
    • Dr. Wily finally decided Rank Scales with Asskicking for the Final BossWord of God has admitted they used the fact it was the last battle as an excuse to make it "insanely hard." Wily teleports around the room at random with a brief warning before appearing, then fires out four orbs in the four diagonal directions that travel out and stop for a moment, then shoot at Mega Man. The orbs will variably set Mega Man on fire for continuous damage, freeze him in place, or deal more damage than the other two. If you manage to hurt him, Wily will also, after doing this each time, zap the ground with lightning to create orbs of electricity that shoot along the floor at differing speeds. Only four things hurt Wily — the fully charged Mega Buster, the Super Adapter's Rocket Punch, the Freeze Cracker, and the Wild Coil. But even then, they only do a single point of damage (the Wild Coil does two if you charge it), they don't have the easiest hitboxes to work with to ensure they hit, and you'll still want to avoid his attacks that cover large parts of the screen.note  This all makes for a final boss that deals a ton of damage with attacks that are difficult to anticipate and avoid, is extremely hard to get shots on, takes a lot of damage to bring down, and is faced at the end of a Boss Rush in the preceding stage, so you're possibly going in with low resources. The 7 Wily Capsule is widely considered to be the most difficult final boss of the Classic series, and one of the worst bosses in the franchise as a whole. It's even worse in the Legacy Collection 2 Challenge, as unlike in the game proper, there it's a Timed Mission, and you have no Energy Tanks at all.
  • That One Level:
    • Turbo Man's stage. First, the player has a portion of the stage where they have to avoid spike pits, but the ceiling has tires that can knock them back, and the player has little room to avoid them. Then, there's an invisible pit that forces the player to go in a circle, leading the player to have to deal with the tires again. Finally, the player has to avoid a series of instant-kill beam traps like in Quick Man's stage of Mega Man 2.
    • Wily 1 can also be very annoying. With buttons on the ground that render the entire room invisible coupled with moving platforms that rapidly spin to drop the player at certain intervals, bringing the Super Adaptor is highly recommended before coming to this stage. At the very least, Guts Man G can be decently beaten with the Slash Claw.
  • Vindicated by History: While the broken base still remains, the consensus around 7 has shifted to the point where nowadays the game has more fans than detractors; with many of those fans citing it as one of their favorite Classic games. Said fans argue that the game wasn't well received during its initial release because it was overshadowed by Mega Man X, which had already delivered the major shake up the franchise had needed since the late NES games; making 7 look outdated in comparison despite its own attempts to shake things up. note  Subsequent re-releases have allowed newer fans to experience the game without that baggage, resulting in a growing appreciation for it despite its flaws. Even among the detractors, it's less common now to see people call it an outright terrible game.

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