Out of all the Mega Man games on the NES, it certainly was one of them. I remember the game being oddly generous with extra lives when I played it. Like, I got so many somehow during my run.
Wasn't my first, but it was one of my favorites of the Classic series. And the music is very catchy! Crystal Man, Charge Man, Gravity Man and Wave Man especially.
I remember purchasing Mega Man 5 at a Funcoland back in the late 90's and it was loose for $20 bucks at the time. This one is the most forgotten in the series and wasn't quite sucussful in sales. But it was a fun game to play and worth having in the collection. But today it feels like you're buying Gold with MM5.
You mentioning Funcoland totally got gears moving that hadn’t been in years! Totally forgot about that place but now I remember that rainbow sign. We had a store in Santa Barbara that totally copied their design called Software Etc. that was our game store in the 1990’s in that town lol
Something I had to prize Capcom for, is their ability to hide the NES color limitations. Mos of their games, and Mega Man in special, are very colorful and let nothing for a Master System fanboy to complain about.
5 was one of my favorites for a while, but recently I'm really starting to see its cracks. Still super fond of it ofc; Nice visuals, I quite like the OST, and I love the FAT new charge shot that wrecks most normal mobs. This game makes you feel really powerful, but uh, it doesn't do much beyond that.
This one's certainly not bad, but it's never really resonated with me like the earlier games have. I do like the music though; Wily's castle music has always been one of my favorites, and the graphics are impressive.
I like the music, but yeah. The weapons mostly suck and you can easily beat most of this game with just your MEGA BUSTER (Default weapon). MM2 (especially) & MM3 made you at least try to use the weapons to add variety to the game, honestly. MM4 is a similar case, except 4 had some great weapons and music to match itself up, even if not as good as 2 and/or 3.
Mine too, it looks so interesting, mysterious and alien-like. I wonder where that stage takes place. I think it's one of the best stages in the series.
5 isn’t a bad game by any means but by the time it came I think series fatigue was starting to pop up. Capcom really was pushing the hardware as far as it could go, there wasn’t really anything new or any further they could take it in 8 bit. With the exception of the Star Man stage theme which is my favorite part of the OST the music is kind of just there. It came out in December ‘92…the Super NES was in full swing and a lot of Nintendo owners had migrated to 16 bit. I still clearly remember when it came out the NES was really slowing down a lot-the games that were coming out were really hit and miss. It was basically gradually peacefully fading off into the sunset at that point. I’m honestly shocked they didn’t do both 5 and 6 on the Super NES. The first Mega Man X game for Super NES was still a year out at this point as well. It was more or less a combination of series fatigue kicking in, the migration to 16 bit and anticipation for Mega Man X all colliding at once.
Yep, MM4 was the last thoroughly good MM game, besides the X series on the SNES. 5 and 6 both suffered from that fatigue, and the extremely predictable plot element of “Dr. wily not being behind everything, but really is in the end.”
I do enjoy this game, and the addition of Beat. The music is nice and upbeat (no pun intended). I think Fake Blue's Castle theme is as awesome, if not more so than Wily Stage 1, from MM2. I have this game physically in my collection, from way before the price got jacked up. The sound effects are a little different from 4 and 6.
I think the issue with this game (as well as 6) was that it didn’t introduce anything game-changing. And while I do love Beat the bird, I’ve only used him for the Wily Capsule. Also, most of the special weapons are pretty tough to wield and aren’t worth using outside of bosses. The graphics look good for an NES game and I do like the music for Proto Man’s Castle, but this isn’t a game I see myself replaying often.
@@BryonYoungblood The issue is that Rockman 5/Mega Man 5 was originally planned for the Mega Drive/Genesis. Capcom originally wanted the game to be its first Foray into 16-bit and planned on releasing TWO Separate Rockman games for Mega Drive and Super Famicom in 1992: Rockman 5 and Rockman X, but Keiji Inafune had a Dispute over which Exclusive SEGA project he and his team wanted as his team wanted to do a Full Fledged Remake of the first 3 Rockman games for Mega Drive, Capcom INSISTED BOTH be done, but Inafune was Stubborn, so he canned the Mega Drive version of Rockman 5 to dedicate all time to Rockman World(Mega Man Wily Wars) and instead handed the project to a small 5 man team who were working on Gameboy Rockman titles, he gave then less than 6 months to put together a Famicom Rockman 5. Inafune would develop this annoying pet peeve of releasing Rockman titles on AGING Platforms and everytime he did, Capcom would get less than impressive sales. He would repeat the SAME Mistake over and over again, as the following year in '93, he did with Rockman 6, and although Megaman X2/Rockman X2 was able to make 1994, Inafune made TWO BAD decisions for the US Market, first, Rockman World's Western Release as Mega Man Wily Wars was delayed due to patent dispute missing 1994 altogether, and the other was by DELAYING X2 in the US and releasing a Mediocre Soccer Game instead. Inafune then released Mega Man 7 for SNES to make up for it. By the time Rockman 8 came around, Inafune had signed an exclusive deal with Sony to release the game Exclusively to PS1. But Capcom put a LEGAL stop to it before the ink dried and assembled a Large more experienced and skilled team to handle the Special SEGA Saturn 10th Anniversary of Rockman 8 in which Inafune had little involvement in. By 1997, The Main Rockman team had a Falling out with him and instead would work mainly for Capcom, they handled Rockman X4 without him on Saturn. Inafune was so Irate about it that he Exploited Capcom's inability to have a team for Dreamcast Rockman releases and LOCKED his Now younger teams down on PlayStation. But old habits die hard, and Rockman X5 and X6 received QUIET PS1 exclusive releases in 2000-2001, and Capcom had planned DC versions of these titles. Finally during PS2, Inafune was ready to go all out for the Next Gen, but it was too little too late, and the PlayStation Exclusive deals he signed turned out to be his Waterloo. Execution of these PS2 Rockman titles including the Critically panned Commercial Flop X7 was dismal and the sales were even Worst. It was in 2006, when Capcom FINALLY had enough and FIRED Inafune.
Always loved the tunes in this one. I know a lot of people say otherwise, but Gravity man, Wave man, Crystal man, Stone man and Napalm man are classics to me. I’m always singing Napalm man or Stone man in my head. gravity man is like a hybrid of a lounge tune and jazz fusion with some muzak elevator music peppered in. It’s different, maybe that’s why I like it. I can see why some don’t care for this game as much but for me, it’s a gem. Each of the five games to come after the first on the NES kind of have a bit of a rehashed feel, I got used to that and kind of enjoyed that about them to the point that when the Megaman X games came out on the snes, I wasn’t into them because everything looked and sounded so different. Megaman looked like a cartoon rather than the little guy in the games I played for so many hours as a kid. Like, if it was up to me, we’d have a ton of nes style Megaman games. Don’t get me wrong, I thought Megaman x was rad on the snes, but I just like the old nes style of everything so much more.
I'm a fan of all the megaman games but this has my favorite soundtrack. 1 through 4 are more of a challenge but I think 3 and 4 hit the sweet spot in all areas. Also, damn! I thought I was good at this game, but you strolled through cleaner than I ever did after many, many playthroughs. Mad skillz, brother.
Cheap and hollow is right, but Skull Man seems really cool until you fight him. To me, the most significant thing about Mega Man 5 has nothing to do with it's gameplay: it's the intro. The moment the title fades into view, seamlessly blending with the intro cut scene, at the exact moment that sad and mysterious music kicks in actually gave me chills when I first saw it. From then on I started calling this phenomenon the "Mega Man 5 title screen moment" (i.e. the Castlevania 64 title screen or when The Fellowship of the Ring ends into "directed by Peter Jackson"). It may seem silly to say about a mass produced video game from the 1990s, but if art is anything that can illicit an emotional response, this one moment was an early example to me how video games could be art, or at least have art in them. Otherwise, this game is totally forgettable.
Mm5 entire soundtrack could evoke an emotional response for that reason I love to play it and top 3 for me . Yeah has its mundane moments and weapons but it's still fun and worth playing.
Le niveau de gravity man reste un des meilleurs niveaux de toute la serie particulièrement spectaculaire a traverser ( surtout le passage en 6:24 qui consiste a traverser un trou au plafond la tete en bas ! )
This game was great when I played it but do understand that some were not liking it. This game to me is now 3rd best MM game I’ve ever played. I do know that these MM games are redone due to HD stuff or just redoing them but have to ask ya, when you get to 7 & 8, do you plan on doing the 8 bit versions of those games? Do know Japan did a good job on them. They are still trying to make a 8 bit version of MM 11 but they are not done with that yet.
I don't know, I think the wall kick and the addition of the star coins changed 2D Mario up much more significantly and makes those games stand out from the early ones, just not from each other.
@@bigduke5902 Sure, it was nice to have the ability to wall jump like in the 3D Mario games. But it felt underutilized and it didn't really add much to the core gameplay -- like the power ups. As for the Star Coins, that concept had already been done since Super Mario World. Sure, they unlocked Toad Houses. But I always thought that felt tacked on since the game is easy enough to where I never really felt the need to trade 5 Star Coins for power ups or extra lives -- the latter being *completely* unnecessary in New Super Mario Bros 2 because they handed you extra lives like they were Halloween candy lol. Plus, buying and visiting *every* Toad House granted you... The ability to visit them again, at any time you so wished. Other than getting something that would help you obtain Star Coins that you missed, I never saw the point of that.
It's my least favourite one out of the main series on the NES. It's still above average, but I'd say it's the least interesting. I enjoyed 6 more overall, not to mention what came before it. Still, compared to most action games on the NES, it's definitely in the upper half.
I didn't notice that the M Tank is actually "Mystery Tank". Before, I thought it just refills all weapons and yourself. Turns out its functions are actually completely random.
No, it isn’t random. The ? Tanks are the random ones. M Tank does the following: If not all your Weapons and HP are full, then the M-Tank Restores them all. Otherwise, it kills all normal enemies turning them into Extra Lives. If there’s none nearby, you get one extra Life only.
This game introeuced the big mega buster charge shot, wich would be added in megaman 9 & 10 and is very strong and huge, and that's why i love this game (alongside the andes hill in stoneman's stage referencing were i live for sure).
A great example of style over substance. This is a game I really wanted to love, but couldn't. Visuals are incredibly colorful and detailed. Crystal Man's stage is easily one of the best looking environments on the NES. Some of the music is really great and memorable, the fortress stage tracks in particular are standout examples (also IMO has the most fitting final boss theme for Wily's character). The stage concepts also sound awesome on paper - taking over a runaway train, going through anti-gravity fields, chasing enemies on a high-speed water bike, etc. each level (aside from Stone Man IMO, kind of meh) sounds like it should be a very cool action experience when described with words. Unfortunately, the gameplay design just fails to deliver. Many parts of it feel phoned in and not thought through. The easiest aspects to point out are the overpowered charge buster and the infamously underdeveloped weapon arsenal, but the flaws are present everywhere. Enemies are overly simplistic and lenient, not nearly as interesting as in previous installments. Just compare flying enemies in previous games, who flied in zig-zag motions while carrying explosives or tried to flank you by swiftly flying around you, to the ones found here who have the most basic AI of flying very slowly in a straight line towards the player. The Robot Masters themselves got a similar downgrade, sporting patterns that you can learn in seconds without even trying. All tension is lost from these fights. Same goes for the endgame bosses - I think few are going to defend the massively disappointing Dark Man boss fights. Seriously, compare Mothraya, the first fortress boss of the previous game, to the first Dark Man fight (36:23). Night and day. Haters and fans of the game alike will point out the game's overall lesser difficulty compared to the rest. While it's true that the unrefined AI and simplified designs result in the game being generally easier, in my opinion it's a byproduct rather than the core intent, because this game also has a pronounced love of cheap spikes (6:49) and frustrating enemy placements (13:15). No game in the series is devoid of these, but this one in particular has them spread all over the place even in the first 8 stages. There's still plenty of opportunities to die in this game, just instead of more complex challenges that feel satisfying to beat, it will be mostly to trial-and-error bullshit. There's an interesting quote about the game's development by Keiji Inafune in the Complete Works book, but I'll leave it in a reply to not clutter this comment. All in all, it's one of those games where thinking about it is much more interesting than actually playing it. A step-up in all the areas except the key one which matters the most. Although, it's still definitely top-tier in the NES library.
From page 52 of Mega Man Official Complete Works: "Once again, we had to welcome a new team leader. This meant that I had to (once again) explain the basic concept of Mega Man itself. I had to explain the rules of making an action game, and I used the phrase 'You can't do that!' quite often. Making an unreasonable game, for instance, would be an affront to the players. I had many such conversations during the development of this game, and I think it may have a lower level of difficulty as a result." (Keiji Inafune) It's an interesting quote that sheds some light on why the game came out this way, but it can be interpreted in several ways. The interpretation I've seen the most is that the game was intentionally casualized from the start, and the cheap designs were a result of a last ditch effort to introduce difficulty, even if artificial. Looking at the game as a whole however, I have a different take. My theory is that the game initially featured much more """difficulty""" in the form of unfair designs, and that the interventions were to bring it closer to the standards set by the previous entries. Too many of the game's core new gimmicks have memorization and harsh punishments built-in to them for it to have just been added later. They seem innocuous in the final game since they've been subdued and reduced to short sections, but imagine if mechanics like the random crystal droppers were pushed to the limit like the other games did with their mechanics. It could've turned pretty ugly. They ultimately couldn't be converted enough to form a game as satisfying as 1-4, but it did prevent the game from being frustrating. Of course, this is all speculation, which is why I'd love to see design documents or prototypes of this game surface to light so we could get more insight into how it came to be this way.
If i were to remake this game, i'll make it widescreen & have a playable roll, while redesigining the stage layouts & adding in screws & a shop, where Dr. Cossack can give you what you need.
How are you playing this, is this the steam version? you keep vsync on or off? What controller do you use? The default xbox controller is horrible for these old platform games when timing needs to be perfect.
Nope, it's running on an emulator, but yeah, I had v-sync on. I was using a Switch Pro controller. Its d-pad is so much better for these old games than the ones on Xbox and PS5 controllers.
I remember Playing so Much on the MM Legacy Collection Like I Beat the Game in One Sitting And It was Fun Also OST Was a Banger Wish more People played this.
I will never understand why in both Mega Man 4, as well as this game, the developers chose to completely ruin Rush Jet. In Mega Man 3, Rush jet allowed you to move in any direction at will, or just stay still and hover. In 4 and 5, Rush Jet has been nerfed to just move constantly forward like the jet item from Mega Man 2. It must be that they thought the version from Mega Man 3 made some obstacles too easy to overcome...
Yeah that's why they changed it. I love mm3 for that reason too. If they were worried about the difficulty being effected they should of made huge gaps like mm3 not a fan of 4 and 5 rush jet
Also, as I've been watching all these playthroughs it physically pains me to see you skip past power ups, especially 1ups and Energy Tanks, even though you don't need them 😂
There needs rom hack that fixes all the problems in mega man 5 (that does not mean this is bad it’s actually good even tho it didn’t felt like the first 4 games)
The worst NES Mega Man game. It's still above average but feels like a cheap cash grab at times. I did like the music and the Darkman robots and Protomans role in the story but not much else.
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