Mega Man 5

Mega Man 5

released on Dec 04, 1992

Mega Man 5

released on Dec 04, 1992

In the fifth chapter of the original Mega Man series, the battle is closer to home as Mega Man fights to save the world from further destruction. Gain the advantage by picking up items and successfully defeating bosses to gain their weapons as your own. Get ready for intense action-platforming in 13 stages before taking up battle against Protoman!


Also in series

Mega Man 6
Mega Man 6
Wily & Right no RockBoard: That's Paradise
Wily & Right no RockBoard: That's Paradise
Mega Man 3: The Robots are Revolting
Mega Man 3: The Robots are Revolting
Mega Man 4
Mega Man 4
Mega Man: Dr. Wily's Revenge
Mega Man: Dr. Wily's Revenge

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Pegaram o esquema
Pegaram o esquema
Pegaram a PORRA do esquema

play gravity man's stage then shut it off

everything before the castle stages were awesome
except charge man and kinda gravity man

*My replay is played on the Legacy Collection on Switch.

Mega Man 5 is sometimes considered to be known as the forgettable one for just being another Mega Man game that didn't really innovate to be memorable. However, that implies that a game not innovating enough is a bad thing and Mega Man 5 is a good example of a game that stuck to what worked and just simply polished the things that need to be improved on. As a result, Mega Man 5 is a pretty fun game all around.

Gameplay still plays the same as Mega Man 4 with a few minor things. The Mega Buster has a bigger blast radius and thus hitting enemies with it is easier, though the downside is if you get hit, you'll need to charged the Mega Buster full again. While I could think it could be a unnecessary nerf, I do like the incorporation as it still incentivizes the player to still actively avoid enemy attacks without going gong-ho with just damaging boosting with the Mega Buster. Second is slightly changing Rush Coil by making so that Rush will jump as a spring and you can still jump with him. It does throw new players off, though you'll get use to it. Third is the incorporation of minor exploration that'll later be evolved in the Mega Man X games through the Beat letters. Collecting the all 8 letters that spell "MEGAMAN V", you get the pretty overpowered Beat that wastes not much weapon energy and kills many enemies and bosses.

As for the Robot Masters and their stages, I did like their designs and I did enjoy their stages with the ever amazing 8-bit graphics still being visually pleasing. Though, they were pretty easy to defeat and the weapons they get are situational useful to pretty mixed in results.

Music is still pretty solid with Napalm Man and the Protoman Castle Stages being my favorites. Honestly say it's (so far) my second favorite ost after MM2.

As for the castle stages, they were all fairly fun and difficult to go through. The Dark Mans were pretty annoying (except Red Dark Man being pathetic with Beat) and the first two Wily battles being easy. Though, the last Wily fight (even with Beat) is still a frustrating fight and ruins the good difficulty curve that the castle stages set up.

Overall, I enjoyed Mega Man 5 a lot more than the first time and I appreciated it sticked to the foundations that worked and polished it. A madly underappreciated Mega Man game. 4/5.

The further I go into the classic Mega Man series, the less I'll have to say about most individual entries. Mega Man 5 is basically just more of 4 got right with little changes, and that's perfectly okay because Mega Man 4 was already really good! I don't like this selection of levels and Robot Masters AS much as 4, but we still got some really fun and solid 2D platforming here. This is around the time where people say that the Mega Man formula starts to stagnate, and while that may be true, this is the point in the series where they near perfected that formula anyways, so realistically they could have kept making Mega Man games until the sun explodes and I'd be okay with it. Solid fun game all around