Protoman on the dark side?
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Just before he could send Megaman into action to investigate, Protoman appears at the lab and kidnaps Dr. Light! Clutching his brother’s signature yellow scarf left behind, Megaman insists on stepping into the fray once again to save the city, rescue Dr. Light and discover the mystery behind Protomans actions.
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THE SOUND: Megaman 5 was composed by Mari Yamaguchi, who had also worked on Breath of Fire and U.N Squadron. I find most of her music to be among the absolute best. Each track in 5 are memorable, distinctive and get to the point quickly so you know exactly what you are listening to everytime you play. 5 also some of the best remixes in the series by far. I often times find myself humming tunes from Megaman 5 while driving, working, sometimes even cooking!
Here’s a remix of my favorite track in the game, Naplam Man.This remix is from the second Megaman arcade game, the Power Fighters. I’ve always, always loved this remix.
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Megaman 5 is one of my favorites, yet I can’t help but feel it has one of the worst weapon sets in all of the Megaman games! This time around, I have a bone to pick with every single weapon.
Water Wave – Sends a rush of water forward that only affects enemies on the ground. It is very weak and will not kill anything in one hit and doesn’t pass through enemies.
Crystal Eye – Shoots a large crystal that breaks into four smaller crystals and fly about. Like the Gemini Laser, it’s hard to aim it anywhere but straight, defeating the purpose.
Charge Kick – Turns Megaman’s slide into an attack. Would be really kinda cool if you could fire as normal with it selected. As it is, sliding into enemies is almost like 3′s Top Spin fiasco repeated.
Gravity Hold – Flashes the whole screen, destroying all effected enemies. This weapon is really cool, but enemies never leave power ups and it consumes a lot of energy.
Power Stone – Sends three stones orbiting away from Megaman. It is very rare that you’ll ever actually be able to hit multiple enemies with this weapon.
Napalm Bomb – Fires small grenades that roll along before exploding or hitting an enemy. A really cool weapon, but they aren’t very powerful.
Gyro Attack – Throws a spinning blade that can be controlled up or down. A cool weapon that doesn’t do much damage to most enemies. Also, why "attack"? Couldn’t they come up with a better name?
Star Crush – It’s another %&#$ shield weapon. Disperses when enemies touch it once. Consumes a lot of energy.
Super Arrow – It’s like Item 2 made into an attack. Doubles as a means of transport.
Beat – A robotic bird that automatically homes in and destroys enemies for you. Beat can be used only after collecting all of the MEGAMANV icons, by which point you’ll be used to playing without his aid and you might not even notice he’s there as the game doesn’t notify you! Beat is really cool, but I wish that Beat could be used a little sooner than until after you defeat all eight bosses!
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D-pad: Movement
B: Fire
A: Jump
Select: No Function
Start: Pause/Menu
FUN FACTOR & FRUSTRATION: Due to the enhanced buster, most of the robot masters this time around are a cinch. If you choose to play without the charging ability of the Mega buster though, the game can be quite challenging. It’s also well worth mentioning that some of the stages can be infuriatingly difficult, particularly Crystalman’s stage. There are sections where crystals randomly fall through these shoots and you must make timed jumps to get through. Even as a child I hated these more than even the death lasers in Quickman’s stage from 2. Just when you think you’ve got the timing for them down, bam you’re hit, and then you fall into a pit. It’s a lot harder than it seems it would be.
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GOOD: Continues the Megaman tradition of excellent play control, graphics, audio and gameplay. Mega Buster feels much better than Megaman 4′s. Some original concepts such as falling ceilings introduced here that make the game more exciting. More legendary Megaman music. Many of the best themes in the entire series can be heard here. Relatively common and affordable for a later NES game. Great replay value. Gravityman and Starman have some of the most interesting and enjoyable stages in any NES game.
BAD: Visually looks almost exactly like the older games, which can turn off some players. Again, some of the robot masters are incredibly dumb. How about the robot based on a steam train, Chargeman anyone? CHOO CHOO! Rush Jet isn’t nearly as useful here as it was in Megaman 3, and joining the crapfest is the new version of the Rush Coil which turns Rush into a pogostick. One of the worst weapon sets in all Megaman games. A few are fun to use, but far too many stinkers make this one Megaman game you’re better to just stick with the main arm cannon.
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THE COMMERCIAL: Commerical time kiddies! Transport back to childhood and pertend you like in an awesome country like Japan that bothers to produce such steller ads as this.
NAME: MEGAMAN 5
SYSTEM: NES
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