Reviews from

in the past


Okay so this is a weird case, Megaman 1-4 on gameboy are watered down versions of the NES games, but this fifth game is actually completely original, so I wanted to look at it. And colour me surprised, this game is a hidden gem!

They put so much effort in this and it’s ahead of it’s time, considering it included features that wouldn’t show up in the console games for years, such a shop to buy upgrades and a more elaborate story. It’s still simple, but there’s actually dialogue between characters and the setting of travelling the solar system creates a memorable experience. It is all in black and white, but the detail is no less apparent, i really like how this game looks, smaller screen aside.

The game is classic Megaman, you run, shoot and use special weapons which are.. okay, not the best selection but a few stand out with some unique properties, like a gun that can heal you if you catch the ejected bullet.

The levels are fun, and I only noticed a Few cases of overly punishing level design. The bosses are great and overall I think the challenge level is spot on.

While Megaman V may just be more of the same, I think it’s one of the better classic games, and really should been included in the legacy collection. While not mind blowing, this is how you do a gameboy version right - 7.5/10

This review contains spoilers

Really cool game. Even from the start of the game the super arm felt original and yet familiar. Its upgrades felt worth buying. The boss weapons were ok, but they were outclassed by the super arm. The bosses themselves felt unique and memorable and I loved the fact that I faced a new final boss.
Overall a pretty good game and, most impressive, on the game boy handheld console.

This game replaces the Charge Shot with a new attack called the Rockin' Arm, and this thing rules so hard. Like, it's a little TOO overpowered, especially with the Clobber Hand upgrade (this turns it into the "Me When I Fucking GET You" attack. It's a little inconsistent in how it activates, it seems; you either have to hold B or mash B to get it to work, and it only works on certain enemies, but it will just start GRIPPING the everloving shit out of whatever it touches and kills it extremely fast) and the Mega Hand upgrade (this one just turns your fist into a weapon like Boomerang Cutter. You just fire your Rockin' Arm at close or far range and it'll bring back ANY item it collides with. Makes a lot of the puzzles to get extra lives and E-Cans a lot easier lol). But it's really fun to use either way.

It's just kind of a shame that I had so much fun messing around with the Rockin' Arm that I never found a reason to use Tango. Really cute cat companion that contrasts Rush as a character, but Tango's just kind of useless imo? He curls into a ball and just follows you around? And then he vanishes when you leave the room. I feel like the game never really put me in a situation where I felt like I NEEDED to use Tango to get through anything the Rockin' Arm or one of the Space Rulers' weapons couldn't handle.

And speaking of, I absolutely need to mention that I'm totally in love with the Space Rulers. Why these awesome characters are stuck behind a Game Boy game very few people probably played and even less finished is certainly a choice on Capcom's part. They're so cool! Them all being themed after the planets of our Solar System was such a unique choice rather than just doing (Thing) Man again. Not that I have a problem with Robot Masters at all, but this game doing something so radically different stood out to me as something worthy of praise. Most of the Space Rulers had really nice weapons aside from Uranus' weapon just being Super Arm. Mercury's weapon being a lifesteal was especially interesting.

And the final confrontation against Sun God was nothing short of awesome. If you asked me to pull out one scene from the entire series as a way to explain what I love about Rock as a character, it's his exchange with Sun God after beating him at the end of this game. It's the perfect summary of his character and what he stands for.

IDK, I love Rockman 4-6, but 6 being about some tournament with the third consecutive bait-and-switch twist villain "oh, it was Wily all along!" as a quick setup for 7's events was really lame. Personally, I think THIS game deserved to be Rockman 6 on the NES. The story, the gameplay, and the characters all deserved better than the Game Boy. At least this game has real support for the Super Game Boy, which means I'm not staring at brown and red the whole game like RMW1-4.

-Megaman, why are you helping me?
-Because we are both robots.


I played the Mega Man World V DX fan hack. Minakuchi puts on an absolute clinic in how to make a great Mega Man game. The formula that we know and love remains intact here, but it’s been refined to a science and the level design is often more original than Capcom themselves tend to be. There’s so much personality in Mega Man V’s memorable new enemies, its fun platforming challenges, and its spacey, high-tempo music. Interestingly, there are no Robot Masters, and, for the first time in the mainline series, Dr. Wily isn’t the final boss! Instead, Minakuchi puts forth 8 new “Stardroids,” all of whom are based on planets and have very good designs. A couple of the Stardroid weapons are essentially the same as ones in prior games, but most of them are as good as we’ve ever gotten in any other game. This is one of the best titles on the Game Boy. Outstanding.

On the one hand, this is a great and well designed Mega Man game. Arguably the best on the Game Boy (I'd say it's a toss up between this and IV). This is the first one that doesn't just feel like "Mega Man but small" and actually feels like it a Mega Man game that happens to be on Game Boy (if that makes sense).

On the other hand (possibly because I've marathoned the other GB Mega Man games while sick at home with COVID), this one just did not vibe with me at all. It's a great game, and I made it through all the bosses and to the final levels, but I just was not feeling it at any point.


out of all the gb games
just play this one and leave the other 4 alone they are not worth it in comparison

Deserves one thousand stars for how many astronomical entities it turned into catboys

I need to play this game again because it's been a while and i like mega man but i like Mars he's so funny.

Wily has a Death Star in this game.

Sadly, the Death Star stage isn't actually that great. Seemed to be a lot of copy and paste. The bosses in the Death Star were great though.
Other than that, the game itself can get a bit laggy at times which sometimes ate my inputs.
The stages were great. It might even be the best set of stages quality-wise of all the classic Mega Man games.
The space setting was superb in my opinion and the planet-themed bosses were pretty good as well. Their powers were good and sufficiently distinct from each other, although I barely used any of them, except against the bosses.
And finally a yellow devil that isn't nigh on impossible to dodge!
My favorite classic Mega Man that I have played thus far.

I was ready to agree this was the best of the GB Mega Man series, the main levels and weapons were really solid and the level design was decent up to that point. There's great weapon variety, unique level gimmicks, a new original line-up of bosses and some nice detail in the environments and backgrounds.

If it wasn't for the last few levels I would rank it with the very best of the classic series.

The typical forced Mega Man boss rushes are usually the low point of any Mega/Rock Man game for me but here it was more tedious than usual, it's very easy to get a game over and have to do the entire 20+ minute marathon again, and there's some really badly placed spike traps right after a falling screen transition in several spots.

Every secret is blocked behind the same two weapons, and one of those is a charged tackle move, you have to collide with the enemy to damage with it, why does this get a pass when the Spin move in Nes 3 and charge kick from Nes 5 are heavily criticized for the same thing?

I'd heard about a flying shooting section near the end is, but it's so simple and repetitive and ends with giant lasers that just blast by the screen with no indication where they are going to be, dying means starting the boring slow level again.

The checkpoints in most of the game were placed badly in that they were too far into the level, most bosses and enemies have very annoying invincibility states, and the rocket punch upgrade often gets blocked or can't to extra damage because of this, it just didn't work most of the time and takes too long to travel across the screen.
The things that annoyed me about this game are very reminiscent of Mega Man X3 like the upgrade being worse than the normal charge shot and invincibility states being overused.

Wily was not just super slow, it was also really boring to fight. There's so much unnecessary waiting around for a chance to attack and most special weapons were useless against him, it was unique but I did not enjoy it. Also Mercury stole all my W and E tanks I spent all my chips on in the refight, that's just obnoxious.

It's alright. IV while more challenging and suffering from it's own specific problems felt like it had more thought put into the level design and didn't have all the bosses and enemies put up shields or force fields that block everything. It was still worth the time I spent on it and fun to replay and I'd still rather return to this than some of the Nes titles.

This one is actually really cool! Along with making a wholly original cast of "robot masters" the overall levels feel like they've really learned from the previous entries. A decently fun time and even better than some of the normal classic series.

Ah Mega Man V, I've heard praises of this one for a while and figured it'd be worth it to go through the 5 games just to end it on this one. Unlike its predecessors, this one is completely original in its concepts! It still uses a few concepts from Mega Man 5, but they're so few with the new ones mixed in that it feels like that "mix and match" aspect from Dr. Wily's Revenge that I loved so much.

I'm kind of mixed on the Mega Arm, which feels based on the shot from Mega Man 6. On one hand it's cool for flavor and to balance the Charge Buster, but on the other it feels kinda frustrating to use when wanting to shoot a ton of shots. You can upgrade it to grab things for you or attack multiple times, but I really just want to keep shooting.

The Stardroids and plot are fun, even if all their weapons aren't the most useful (I'd say Venus's weapon carries and Pluto's is very fun, but stuff like Saturn feel pretty useless in comparison. The stages also run a tad long and even on the 5th and final game they never solved that lag problem that is so prevalent in these games, which is a bit of a bummer but it's still playable.

All in all, the Game Boy Mega Man games (ignoring 2) are a great show of progression and improvements, always managing to keep getting better and add little surprises to get the hype going. Perfect game to cap off the quintilogy.;

Better than all the classic Mega Man games, this one is awesome and not just because Tango is in it. The NES games are often pretty uncreative but this game has a really cool premise with a slightly different new buster attack and an interesting theme. This game is so good that I kind of wish it could've replaced on of the NES games because it is just so much more interesting.

Look where learning what good level design is GETS YOU

This review contains spoilers

This is a surprisingly satisfying finale to the GB Mega Man series, and that it does it by being almost completely its own thing is wildly impressive!

Apocalyptic states for humankind as the Stardroids create mass destruction, and Mega Man can't even fight them! What a lead-in, and a great excuse to reinvent the wheel by giving Mega Man a rocket punch, an attack that isn't necessarily better than the charged shot he had in prior games, but has pros and cons to weigh against normal attacks, and upgrades that give you the ability to grab and tickle enemies to death, as well as retrieve items from behind obstacles and over greater distances. I don't know that I'd want this in every Mega Man game, but it's an immediate indicator that things are different here, and it only grows from there.

The boss order is... largely redundant. Some bosses are weak to multiple weapons, but also some weapons aren't available until after you've beaten the second wave of bosses, leaving weakness exploitation for the boss rush section, which is already how I prefer to play these games!! It's like they knew! What the focus instead seems to lay with is intense pattern-based fighting with your buster and nothing else, where correct sliding and jumping makes you feel like an absolute king taking on this tough new style of opponents. And when it inevitably turns out Wily is involved, it still feels fresh enough that he's just a familiar face. He's not even the final boss! What a choice!

I don't actually have that much to say about this game. It's just well-designed, and eleven games deep into classic Mega Man it's also the first game to really feel like it wants to reach out in truly new directions. An absolute high for the handheld era, and every bit as good as the better NES games.

The cat's shit.

Playing on the 3DS Virtual Console, collected all items and cleared the game. For future replays, I will play the colorized ROM hack, Mega Man World 5 DX, using mGBA on my modded Wii.


This was the last of the GameBoy games I played, and I was ready for a pretty good time. I'd heard for many years from other sources that this was the best of the GameBoy Mega Man games, largely due to how much genuinely new stuff it had, and I was ready to see which between this and the fourth entry was actually the superior game. It took me about 2.5 hours to reach the end of Mega Man's space adventure~.

In a change from the other GameBoy Mega Man games, this one actually has a more involved story than the others outside of breaking the trend of having robot masters from the NES games. In addition to canonizing the other four GameBoy entries as their own series, rather than as mid-adventures of the NES games, this game sees you fighting not robot masters, per se, but invading alien robots known as the Space Rulers, who hail from and are named after the 8 planets in the solar system, along with their mysterious leader simply named: Earth. Earth actually hecks Mega Man up pretty bad in the opening scene, so Dr. Light repairs him and gives him a new weapon to fight these new foes with. It's not quite the mega buster, but it's more like a mix between the mega buster and the melee-focused Rush transformation from Mega Man 6. The shop from Rock Man World 4 even returns, and Mega Man also gets a new companion for this adventure: a weaponized robot kitty named Tango~.

The punch weapon doesn't knock you back like the weapon from Rock Man World 4 did, but it does mean you can't fire while the fist is traveling out and returning, and it makes for a game that seems to want to be different simply because it can. It's not just a different way to play, but it feels like an actively negative change. The bosses themselves range from pretty good to sort of messy, and the stages range from pretty fun romps of action to longer, repetitious journeys that feel more like a slogs. Overall, I do like the new robot masters a fair bit, but this game's boss and stage design feel like it's often closer to Rock Man World 3 than 4, and that's not a good feeling. While it is nowhere near as messy as Rock Man World 3's downright vindictive stages and bosses, bosses like Mercury who have weapons that steal your money, weapon power, and even E-tanks leave a very rotten first impression that gets reinforced from time to time with other bosses who feel more cheap than they have any right to.

The presentation is arguably the best in the series. The new boss designs look great, and the music is also most certainly the strongest out of all of the GameBoy games. Unfortunately, another feature this game shares with Rock Man World 3 is that you do occasionally get slowdown that affects gameplay to the point of making things needlessly difficult, but it's not nearly as constant a problem as it is in the third game.


Verdict: Recommended. This game did annoy me quite a few times with how mean it is sometimes, but it's still a very solid game. It tries a lot of bold things, and while I don't like it as much as the fourth GameBoy game, it's still a good time that's well worth giving a go (if you can find a way to play it that doesn't break the bank too badly).

I quite enjoyed playing through all these GameBoy Mega Man games. I'm not sure I like many of them better than the NES games, but I don't think the best of them are outright worse than those games. At the end of the day, I just prefer the larger resolution of the NES and the stage design it allows for compared to the more cramped experiences offered on the GameBoy entries. My ranking of the GameBoy Mega Man games is: IV > V > I > II > III

Fifth time's the charm, Minakuchi Engineering finally made an actually good game, and all it too was finally getting a budget and original ideas!

It's not perfect, with a few annoying trappings in the final stages especially; the "drop down into freefalls of moving spikes" got under my ass a bit, and I didn't really jive with some of the weapons, but between the high production values, entirely original levels and bosses, and pretty good bosses? Yeah, this is the only Mega Man GB title that I'd say is really all that worth playing. Though, it actually kind of rewards you for playing them, with the final boss gauntlet actually pitting you against Enker, Punk, Ballade and even that fuckass Quint, blud thought he was on the team. If you want V to be your rite of passage for suffering through a lot of mid, be my guest!

Just don't shotgun II-V in a single day like I did, I think I would've died from mid if V wasn't as solid as it is.

One of the most well-designed games I've ever played not only as its own game, but as a game that wants to work around the limits of the Game Boy. A lot of its mechanics are built around the screen being smaller and it still feels close enough to the main series for me to not care that it's different.

MMV (Not to be confused with MM5) is probably the BEST mainline spin-off of classic Megaman.

Despite it being on the gameboy and somewhat sharing a name with it's console counterpart, this is the only original portable game on the Gameboy whereas all the others were ports/alternatives.

With the expectations Dr Wily's Revenge (the other kinda OG portable game) set, you'd expect this one to be mediocre/just suffices for portable systems back in the day. But this game is just as good as, or even better than most of the NES games.

The first thing is the game is actually balanced, it feels fair and not bullshit at some points like DWR. The levels are excellently designed and the bosses are challenging and fair.

Speaking of the bosses, you get an all original cast, each robot master being based on a planet in our solar system. This is such a cool fucking concept and it was executed brilliantly.

The weapons you get here aren't as useful as I'd like them to be, they all do the job they need to do. You even have a shop to buy E tanks, lives etc like you do in the later classic titles.

Honestly if you are a fan of classic MM but haven't played this yet, you owe it to yourself to go play this now. You don't wanna miss this game, it is really as good as a mainline title.

Maybe the only gameboy mega man worth your time and it’s actually better than most of the NES ones! Cool story with cutscenes, the twist on the charge shot is fun, some of the coolest robot masters and weapons, very creative game all around

I played this with the DX romhack

Angel_Arle Rockman reviews
Part 1: Rockman for Famicom
Part 2: Rockman 2: Dr. Wily no Nazo for Famicom
Part 3: Rockman 3: Dr. Wily no Saigo!? for Famicom
Part 4: Rockman World for GB
Part 5: Rockman 4: Aratanaru Yabou!! for Famicom
Part 6: Rockman World 2 for GB
Part 7: Rockman 5: Blues no Wana!? for Famicom
Part 8: Rockman World 3 for GB
Part 9: Wily & Right no RockBoard: That's Paradise for Famicom
Part 10: Rockman World 4 for GB
Part 11: Rockman 6: Shijō Saidai no Tatakai!! for Famicom
Part 12: Rockman's Soccer for Super Famicom

Wanted to write an apology. This review should have been done months ago but I was just lacking motivation at the time to finish it. This review will for a lot of it be stuff that was already done but I replayed the game just to keep my mind fresh on it and write the rest of it so enough talk, now with the actual review.

Well we’re here at another finale that I wasn’t expecting to happen already. We are at the end of the Rockman World games, it’s been fun replaying them but it’s now time for Rockman World 5. If people were to tell you to play any of these games, it would most definitely be this title. It’s the only one to be fully unique without having to reuse past Robot Masters. After the many titles on the handheld, it was finally time to see what they have cookin here. Let’s finish these Game Boy games once and for all!

It’s another day for Rock and Roll as the two are walking outside until suddenly a new threat arrives. He doesn’t look like anyone Rock has seen before but he lets Roll retreat for the rest of the game, seriously she never shows up again after this. Rock becomes Rockman and it’s time to get rid of this mysterious foe. He charges the Super Rock Buster and…it doesn't work! Even charging it did nothing, can Rockman not win? We find him awakened back at home and thanks to Dr. Right, we now have a new buster called the Rock’n Arm! With this new power, no new threat will be able to thwart our blue hero. Now it’s up to him and a new robot cat named Tango that accompanies Rockman to stop this new mysterious threat.

Like the plot showed, we now have a new buster. While buster shots are once again the same as they’ve always been, Rockman can shoot his fist at enemies. Think of it like a faster version of Hard Knuckle but it comes back to you. The move is strong but the one con it has is that Rockman can be offensive less if he misses so try to not miss too much. Otherwise everything is about the same as it was in World 4.

Oh man the stage design in this game. It’s so awesome in this game! There’s so many cool new ideas they put into this one. Since we are now fighting new robots called Space Rulers, a lot of levels feel like they have the inside of something in space or actually in space. You first start with four stages starring the trap ridden floors of Mars’ stage, the long strip of outside before going into a location filled with leaky pipes and water of Neptune’s stage, the bubbly and bounciness of Venus’ stage, and the treadmills that constantly move with many spikes around in Mercury’s stage. They are all a good length and aren’t too easy but nothing too difficult outside of a few months. Really the only issue I had was the bouncy floors being a bit finicky in Venus’ stage. They are all of a good length too. This goes for the other stages you’ll do in the second half of the game. Saturn’s stage has a really cool gimmick where some rooms change the gravity for platforming to make you floatier or heavier depending on the setting. They even have an optional path to get special items that I’ll talk about later. The stages also fixed the issue I have of World 4 where sometimes the level design rinses and repeats things. While not every stage is 100% original as stuff like water is obviously not new, there isn’t a single bad level in this game. Enemies are also well placed and really the only complaint I had with the level design is that there were one or two moments of praying you don’t fall on spikes falling down a long corridor. Otherwise, it’s pretty awesome! The order I went was Mercury -> Mars -> Venus -> Neptune -> Pluto -> Uranus -> Jupiter -> Saturn.

Well I can actually talk about the fights in this one as they’re all unique here. Mercury is pretty simple, his Snatch Buster can steal your items but as long as you hit him then he will rush to the other side as a liquid. Parts of his liquid body move in two different ways but he never changes his pattern so learn how to dodge and you’ll beat him in no time. Venus can be tricky as his jump depends on if you try hitting him or not, reminds me a bit of Clash Man. His Bubble Bombs can be hard to dodge so watch out for those! Mars can shoot Photon Missiles that you can slide or jump over but watch out as he can shoot a very fast projectile that you’ll need to mash the buster button to avoid getting hit. As he rushes to the other side, focus on dodging mines as he’s invincible anyway. Neptune likes to jump a lot so be wary of that and be careful if you’re too far away as he can do a move to drop water from the ceiling and during this you can’t even slide. Pluto is fast and likes to dash around. Watch out for his fast projectiles when he’s up on the ceiling and don’t bother hitting him when he’s dashing around. Uranus has huge defense! You’ll be here for a while without his weakness and worst of all he can crush you when slamming the ceiling down and he hurts like hell. Jupiter is pretty easy since you’ll always have Bubble Bomb for this fight and he’s got a pretty easy pattern anyway. Saturn…uhhh I forgot to actually learn what he does since he dies very fast to his weakness. I’m sorry. Overall they are pretty fun bosses though I wish Uranus was better but some of the more fun fights also to do Buster only or would that be arm only? Totally not doing that cause I’m too lazy to remember all of the weaknesses.

Alright time for the usual special weapon discussion and this will be a good one! Grab Buster from Mercury is really good as it fires a projectile that not only hits hard but also gives you back a small amount of energy to refill on health. Perfect if you are needing it but don’t want to use an E-tank. Bubble Bomb from Venus is pretty good too as it fires upwards in a wavy pattern and hurts anything on contact. It also runs along walls and ceilings. This move is just excellent on a lot of enemies so enjoy using this one a lot even if the aiming can be a bit challenging at first. Photon Missile from Mars is alright, I like the power and multiple missiles you can send out but it’s a little too slow for my liking when you first send it out. It still can be useful at times. Salt Water from Neptune is eh for me. I’m sure it’s good but I never feel the need to bring it out and the only time I ever use it is when seeing the enemy named Birdy. It can be good for walls and ceiling as it splits into three smaller balls of water. Electric Shock from Jupiter is really cool as you can use electricity from your hands, making the range small but perfect for killing enemies in seconds. It feels very satisfying. Black Hole from Saturn sends out a black hole that then shoots out a lot of projectiles expanding as a circle and is very useful for killing enemies but lacks much energy. Deep Digger from Uranus is sadly the worst weapon in the game. It lets you pick up rocks to throw at enemies but they mostly use this to find secrets making the weapon extremely situational and kind of useless. Finally we have Break Dash from Pluto and it’s awesome! They finally did one of these physical attacks right. It’s strong, you can go through enemies no problem, you have i-frames during and after the move, and best of all YOU CAN ACTUALLY SHOOT WITH YOUR BUSTER WHILE HAVING BREAK DASH ON! It’s like everything I wanted from Charge Kick and even more! The only real flaw is it can’t be used in the air and immediately ends if you go off the floor. You also can’t charge your buster since that activates the move but not a big deal. These are a very solid set of weapons and I’d argue they are really underrated!

Rush Coil and Rush Jet are still here and honestly they just feel obligatory at this point so let’s talk about the new cat in town, Tango. Tango will attack enemies by rolling up in a ball and moving around hitting anything it makes contact with. He can be helpful but I find him not that worth using once you get more weapons since he’s a bit slow to get working well. Eddie is also here to sometimes give you items along with Blues too, though sometimes you’ll have to find him in secret areas. Oddly no Beat though which is odd. Dr. Right also has a shop where you once again buy stuff with P-chips. This store even has upgrades for the Rock’n Arm. Sadly this game also does that thing where the 2nd half doesn’t refill your energy and you have to buy an item to refill it everytime. Honestly just purposefully get a game over to refill it for free. You can also buy a special item but I gotta rant real quick.

In Rockman 6, I complained about the game having some poor replayability due to how you get the Beat letters. In the 2nd half of the game, you can collect jewels for Dr. Right since he’ll make an item for free with them. The item is the Power Generator which halves weapon energy consumption. It’s really helpful but you need to find them in secret areas. These areas require Break Dash and Deep Digger. This means you will have to go to them first if you want to beat the game faster. This sucks because the weapons from Jupiter and Saturn are really fun to use but it’s just not optimal to them first. Even worse, Pluto’s stage requires Deep Digger and Uranus’ stage requires Break Dash meaning you have to replay one of those stages anyway which feels like bad design to me. Could they really not find a better way to hide these? At the very least they are optional unlike the Wily letters in World 4 but I don’t think that makes the situation any better. I could see this hurting the game for me whenever I decide to replay the game more which kind of worries me ngl.

I didn’t mention it but halfway you’ll fight a boss named Dark Moon. It’s just another Devil fight and it’s pretty easy this time so just use Photon Missile and you’ll be fine. Once you’re done with all of the eight Space Rulers, you’re off to fight the foe from the very beginning of the game who is Earth by the way. Well the game gives you blocks so just use Deep Digger and it’ll be over before you know it. You’ll get Spark Chaser from Earth and it’s awesome as well. A laser that homes in on enemies and is really powerful. Worth using if you have the chance to in the final part of the game. You think it’s over but nope you learn the Space Rulers were working for sigh Dr. Wily…God they really can’t let go of Wily. So yeah he’s the main threat now so off you go into space some more with Rush and the final act commences.

The first level is a shmup section and like many games that aren’t shmups, this shmup section sucks. Starts off with asteroids you can’t hit, one single type of enemy and giant ass lasers you cannot predict and do a ton of damage. The boss is also very easy and boring. Probably the worst level in the game. The last level in the game is long and you’ll be going through a level with multiple paths and you’ll even rematch all of the Rockman killers and Quint. It’s a pretty cool callback to the previous entries. Though whoever thought the rooms after them should all end with spikes on the right side every time needs to be told they’re not funny. Otherwise the level is pretty solid but nothing too amazing. By the end you’ll be doing a…boss rush. Goddamnit. Beaten, destroyed, bye bye, dead, go away, wait why is Neptune weak to Spark Chaser, boom, and bam. Ok off to the final boss which is Dr. Wily. First you get a ton of weapon energy refills and then it’s off to fight the left and right knuckle of Wily’s Machine. They’re pretty easy to dodge and just a little bit of aim of Salt Water will knock them both easily. Now you’re fighting the main thing, Dr. Wily’s Brain Crusher. The first phase is easy as you just need to dodge and bounce the bomb back with your shots and when the enemy that changes gravity shows up, I just use Spark Chaser. With enough explosions the first phase is done. The second and final phase is even easier as with enough uses of Spark Chaser, he goes down fast and his shots are pretty easy to dodge. Congratulations you have beaten-wait there’s more? Wily isn’t the final boss? Nope you still have one more opponent. You must now fight Sungod. He is strong and he moves fast. You even at times have to deal with different gravity with your jumps. He’s easily the hardest fight in the game. Though if you can still use Spark Chaser, it can make it a bit easier for you even though Sungod has zero weaknesses surprisingly. Once he’s down, he barely lives but it’s too late for him as Rockman has to book it out of there with Rush after a bit of small talk. The base explodes with Sungod still inside, ending his life for good. Once Rockman gets back on Earth, he sits down and thinks about the journey he had. Sadly it’s cut short as Dr. Wily continues to fight Rockman until his saucer breaks leaving him defenseless. With no other choice, he flees with Rockman giving chase, ending Rockman World 5.

When it comes to the graphics, they’re pretty nice. This game actually has SGB support this time though the colors are nothing amazing. I wish there was a full color version but there isn’t. The border is at least nice. The framerate issues are also still here but honestly I didn’t even notice it that much when playing. All the sprites and stuff are of good quality as expected. Really love all the new boss designs. My only real issue with the graphics is the lack of cool cutscenes that World 4 had. At least the weapon get screen is still very cool and awesome. I also love how they still give stuff like the level select screen such a cool look and not do the same old design of bosses in Squares. The music is some really good stuff too, it’s impressive they could make so many good songs on their own. Though I’m not sure who composed it sadly. My favorites have to be Mercury’s stage theme, Pluto’s stage theme, and the ending. God the ending feels like an amazing way to end this series of games on the GB. I think it’s about time to wrap things up.

So, there you have it people. Every World game is finally done and in the end, I love World 5. This game is so far my favorite Rockman game I’ve reviewed so far. So much of the game is just so fun to play. The level design is really good, the bosses are fun for the most part, and there’s not even really a bad level besides the shmup one. We have seen the highs and lows of these GB games and it’s great to see it end on a high note. I’d be surprised if any Rockman game surpasses this one for me. I’d strongly recommend playing it if you have the chance to. Sadly it’s gone on 3DS VC so you’ll have to get an original cart unless one day Capcom decides to put the World games on NSO. Rockman will also never be seen again on a Nintendo handheld after this unless you want to count Rockman & Forte on GBA. I had a great time reviewing these, yes even World 2. I hope you enjoyed this and I hope it can even motivate you to give this great game a go! Next time on the Rockman reviews, I’ll be moving to the Mega Drive with Rockman: Mega World. I’ll see you then!

O único da série de Mega Man pra game boy que presta

This game is weird. It's good, the best Game Boy Mega Man. The biggest problems being it's on the Game Boy so its got weird lag and slowdown, and also it feels very sink or swim in some sections of the level design being on a small screen but...shit this game is good. Like NES quality good.

I always found it weird the Game Boy games had mechanics like cutscenes and the shop that the NES games never quite had, but this Mega Man V is the first time a GB Mega Man game feels like its own thing. On top of that it just feels like a fitting finale for the 80s born era of classic Mega Man as a whole before the franchise. The story is simple as always but it still felt like a fight Mega Man never had before. The bosses losing the -Man suffix and their designs make them feel more alien, and the final stage itself was a fun gauntlet for once.

I can't say the same for the entire GB library, and I still kinda wish this game was on the NES but this one is a must play and probably one of the best GB platformers.

[Mega Man World V] I cannot believe the quality jump on this series, from the lowest of the low to genuinely amazing games. And I cannot believe my favorite so far is the final in the Game Boy series. I loved the robot masters and I like their attempts to give a little more story and character. This game by far has the most interesting stuff going on, the levels are fun, the bosses are cool looking, and the weapons are neat, with a good amount of exploring hidden areas. A great game!


NGL was kind of suprised that this was good when the previous Game Boy games were wither middling or just bad. Nothing was BS, the levels were ones where you can go at your own pace, bosses had the perfect balance, the music was now awful, the Mega Arm is probably my favorite charge weapon in the series. Suprised this ended on a high note.

Bad physics are still bad, but I like the levels and weapons

After over four Gameboy games that spent their time regurtitating level themes from the NES Mega Mans, the final fifth Gameboy game throws in a surprise: it's a fully original title! Hey, whoever gave up on the Gameboy games after two or three of them, did you hear me?! THIS ONE'S ORIGINAL! COME BACK!

They had the opportunity to throw in some levels from Mega Man 5 & 6, and call it a day. Instead, Mega Man V chose to create its own robot masters and its own set of stages, centered around cosmic planetary themes. One boss is called Venus, the other is Jupiter, and so on, and so forth. Levels are imbued with newly-created mechanics to spice things up here and there, and I've found the arsenal of weapons to be more interesting this time around, such as a weapon that saps enemy health and gives it to you.

The game feels like it's trying to do some creative things from a team that wanted to push the boundaries of what was expected from them, to create a Mega Man title that they could call their own. There's a sincerity to it, a much greater sincerity than some of the more recent Mega Man games that seem to exist just for the sake of sucking out all the honey from the formula. Of course, the gameplay here isn't anything new, it's still Mega Man, you still platform and shoot things to death... it's the aesthetic that shines brighter, it's the music that hits harder (I love the Venus theme, it feels so unconventional for a Mega Man title but it gets stuck in your head so easily), it's the level design that's more enjoyable. It's the same, yet it feels so much fresher in all the subtle ways.

Overall, an underrated title. It only took them 5 tries, but Capcom finally landed on a Gameboy Mega Man that's memorable, and would be likely to make you come back for more, especially as a Mega Man fan. Highly recommended.


Why are the game boy games so fucking good