Other than that, the only remarkable thing here is just how hard Section 5 really is. Because of the way Foot Holders work, even if an expert player goes through it without making a mistake, he still might not make it through without the Magnet Beam if their movements don't allow him to progress. It's the defining flaw of the stage, and in a way of the game: a good idea held back by flawed execution stemming, it would seem, more from technological limitations and a lack of experience (since these ideas were unexplored until this point) rather than incompetence.
Next time, we move on to the last of the six Robot Master stages, Fire Man's Stage. From there, I'll move to some more in-depth discussions of different aspects of the game, starting with the six Robot Masters themselves, then synthesize some of all that information back together into a coherent picture of the game from a design perspective before moving on to the Wily Stages.
Thanks for reading,