This is the fifth Mega Man in the series and there are things that make it stand out from the rest of the NES Mega Man games:
This game also has very similar gameplay physics/mechanics as Mega Man 4. Here are some examples:
Mega Man's walking/jumping speed is 1.296875 or 1.4C (in hexadecimal) pixels.
Mega Man's sliding speed is 2.5 or 2.80 (in hexadecimal) pixels. This is almost
twice as fast but not quite.
If you are just falling off the right side of a ledge and don't move you are one pixel into the wall (you can only do this on the right side though). If you press left you end up being pushed to the right by one pixel. This is not the only Mega Man game on the NES to do that (Mega Mans 1-4 do it too). It is easiest to demonstrate this on a slippery level (slide off the right ledge and press left).
Mega Man's jumping acceleration is 4.C0, 4.80, 4.40, 4.00... and the sequence keeps going until it reaches 0.00 then it goes to FF.C0, FF.80, FF.40, FF.00... until it reaches F9.00.
When Mega Man slides his y-coordinate gets lowered 2 pixels (same for 3, 4, and 5) but the only difference is at the end of the slide (one-frame walking animation with sliding speed) he gets raised two pixels again unless the sliding stops by reaching the end of a ledge.
You can hit your head on a ceiling to get a faster falling acceleration.
When grabbing the ladder to make an upward screen transition, if you grab the ladder at a certain height (y-coordinate 06 or higher) you will zip up to the y-coordinate D0 at the end of the screen transition.
There is a trick I used to save a frame where any time Mega Man reaches the top of a ladder and there's a wall next to it, Mega Man slides for one frame turns the other way for one frame then starts sliding again which saves about one frame (there's a lot of them too).