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{{Looking for|This page is about the NES game Mega Man 5. For the Game Boy game, see [[Mega Man V]].}}
 
{{Looking for|This page is about the NES game Mega Man 5. For the Game Boy game, see [[Mega Man V]].}}
   

Revision as of 20:32, 16 April 2014

This page is about the NES game Mega Man 5. For the Game Boy game, see Mega Man V.

Mega Man 5, known in Japan as Rockman 5: Blues' Trap!? (ロックマン5 ブルースの罠!? Rokkuman 5 Burūsu no Wana!?), is the fifth game released for the Famicom and NES in the Mega Man series late in the console's life (1992-93). This game also introduced Beat as Mega Man's robotic bird assistant.


Story

From the instruction manual:

"Cossack to Mega Man! Cossack to Mega Man! Come in, Mega Man!"
"Proto Man has gone wild! City Hall and the spaceport have been totally destroyed and the city's power grid is in shambles. I've never seen destruction on this scale before."
"I know you're worried about Dr. Light, but your first duty is to free the city from the grip of Proto Man's robots. I can modify your reactor to give the Mega Buster a little more power, but the rest is up to you. Dr. Light and I had been working on a special project, but it's not finished yet. Maybe if I can get it working, it might give you an edge."
"Remember to watch your back Mega Man. Proto Man seems to have become more ruthless than we had thought possible. Good Luck."
"Cossack out!"

Proto Man sent several robots under his command to attack the city, and he went to Dr. Light's laboratory to kidnap him, leaving behind his signature yellow scarf. Dr. Cossack helps Mega Man in Light's absence by increasing the power of the Mega Buster to stop the robots, and creates the robotic bird Beat to assist him.

When Mega Man confronted Proto Man in his hideout, the real Proto Man showed up and revealed the fake to be a robot called Dark Man, and upon his defeat, Dr. Wily showed up and challenged Mega Man to come and get Dr. Light. Mega Man defeated Wily and freed Light, but when Wily's castle collapsed, Proto Man had to save them from being crushed by the building.

Bosses

Robot Masters

Model No. Name Weapon Weakness
DWN. 033 Gravity Man Gravity Hold Star Crash
DWN. 034 Wave Man Water Wave Charge Kick
DWN. 035 Stone Man Power Stone Napalm Bomb
DWN. 036 Gyro Man Gyro Attack Gravity Hold
DWN. 037 Star Man Star Crash Water Wave
DWN. 038 Charge Man Charge Kick Power Stone
DWN. 039 Napalm Man Napalm Bomb Crystal Eye
DWN. 040 Crystal Man Crystal Eye Gyro Attack

Fortress Bosses

Proto Man's Castle:

  1. Dark Man I
  2. Dark Man II
  3. Dark Man III
  4. Dark Man IV

Wily Castle:

  1. Big Pets
  2. Circring Q9
  3. Rematch with the Robot Masters
  4. Wily Press
  5. Wily Machine No. 5 and Wily Capsule II

See also

Cover Art

Screenshots

Video

Rockman 5 commercial
CM_Rockman_5_commercial

Trivia

  • Mega Man 5 is the first game in the series to be dated 20XX, as opposed to 200X.
  • The "5" (in the letters "ROCKMAN5") from the Japanese version of the game was changed into the Roman Numeral "V" in the U.S. release. Interestingly, it was changed back into a "5" in the U.S. release of Mega Man: Anniversary Collection. This also changed the "V" Plate to a "5" Plate.
  • Starting with this game, Mega Man was no longer able to use the Rush Marine.
  • This was the last NES Mega Man title to be released in the U.S. by Capcom themselves; its sequel, Mega Man 6, was released by Nintendo. This is also the last NES Mega Man title to be released in Europe, until Mega Man 6 was released on the 3DS Virtual Console 20 years after its original release.
  • This is one of the two games in the Mega Man franchise where during the boss rematches, the player character teleports to the room in which he fought the boss in that particular boss's level, the other being a game from the Mega Man X series. This was done to simplify some aspects of the boss battles, such as the low gravity in Star Man's stage. However, the music from the Wily Castle briefly plays before the boss music instead of that particular Robot Master's BGM.
  • This was the first game in the series to have only 1 soundtrack for each of the fortresses. Mega Man 4 had two for both the Dr. Cossack and Dr. Wily stages.
  • While each boss has a particular weakness, the Mega Buster is almost universally recommended over the special weapons, as it charges faster than in Mega Man 4 and the projectile is twice as large.
  • The Rush Coil in this game is different than in previous titles; instead of Rush projecting a springboard from his back, Rush projects the spring underneath him. Should Mega Man jump on his back, he will spring into the air, and Mega Man can leap right off, reaching higher places than before and allowing him to avoid certain hazards such as spike pits (although Rush Jet is more efficient for this). This is the only time this version of Rush Coil is used, as it does not appear in Mega Man 6 and 8 and its reappearance in Mega Man 7, 9 and 10 is the same from Mega Man 3 and 4.
  • Strangely, this is one of two Mega Man games in the classic series where the shutters before the bosses are shorter than normal, the other being Street Fighter X Mega Man.
  • This is the only Mega Man game where the regular enemies have longer invincibility frames (flashing time) than usual.
  • There is a slight glitch when the game is rendering the stage select screen; When the screen goes dark after the password screen, the screen will display what seems to be Mega Man's head with 4 pairs of eyeballs surrounding it, as well as Gravity Man missing eyes as well. Napalm Man and Crystal Man also seem to faintly appear.
  • There were a total of 130,000 boss character submissions for this game.
  • This is the first game in the Mega Man classic series since the first game where the final boss was vulnerable to the Mega Buster.