Reviews from

in the past


I figure I should probably round up the reviews, and hey, I'm actually excited for this one. Megaman 5? Probably my favorite out of the classic games!

I'll do the format I did for the other NES Megaman titles.

Star Man Stage: Starting off strong, Star Man's stage is gorgeous (for the NES at least) and actually gives you a fun low-gravity excuse that isn't water. The enemy placement is actually pretty solid, and the platforming is pretty fun, even if the spikes can make it a bit punishing (but if you're playing 5, you should already have mastered low-gravity spike platforming honestly). Star Man's fight is pretty fun, you have a lot of room to maneuver and the pattern's not hard to get down.
Gravity Man Stage: A really wild stage concept with a fun gimmick, this one's a blast. If you enjoyed that one weird Run n' Gun section of Cuphead with the inverted gravity, you'll probably like this. The fact that the enemies are designed with the stage's gimmick in mind and interact with it meaningfully is also fantastic. You'll see the little dropper enemy and think: "What's this?" only to see the gravity change and go "Oh, I see!". It's kind of silly to be impressed by this stuff nowadays, but I really didn't expect to see something as novel as a gravity switch mechanic in an NES game. Just goes to show how much Capcom was innovating on the NES! Gravity Man's boss fight is also a ton of fun, especially if you're timing it with Star Crash and you slap him in the middle of the gravity flip. This fight is a blast, and it gives you a pretty damn busted weapon with Gravity Hold too.
Gyro Man Stage: Visions of Air Man,,,,, but it's actually a lot more fun! The elevators are a great setpiece for the stage in general, and the enemies feel fair to fight, even with all the platforming. Gyro Man's fight is a little eh, but he goes down really fast if you have Gravity Hold so there's not much to complain about there.
Crystal Man Stage: Super interesting design that reminds me of a better-looking Top Man stage. There's a ton of verticality which really adds to the "delving into a cave" theme the stage has going on. As for Crystal Man himself, his attack is a little hard to dodge but thankfully the damage they deal is pretty reasonable, so it's not bad at all.
Napalm Man Stage: Napalm Man as a concept is fucking hilarious. What the hell was Light smoking when he made this guy? Well, anyways. Stage is incredibly unsubtle about the fact it parodies Vietnam, but hey, it looks pretty damn good for 8-bit. The tiger enemies are a good test for your reflexes, and none of the other enemies are really bad to deal with aside from maybe the missile guys and the helicopter joes? As for Napalm Man himself, he's a little bit tricky but not hard to deal with once you get him down.
On a sidenote, I find it funny that Napalm Man and Air Man have a similar body type. Maybe they're brothers? And on the topic of sidenotes, the boss theme in this game sounds kind of silly, but it really grew on me.
Stone Man Stage: Bats and Mets that explode,,,,, really iffy enemy selection. This stage is kind of unmemorable sadly, I don't have a lot to say about it. At least Stone Man is a decent enough fight.
Charge Man Stage: Awesome stage design, love how you go on the train, into the train, back out again, then back in. I think it's a little short, but the stage concept is awesome and it's a damn good stage in the short length it had. I struggled a little bit on Charge Man because Power Stone is miserable to aim, but eventually I realized it's just better to use the Buster and I beat him the first try after I realized that. Whoops.
Dive Man Stage: It's an interesting stage, I'll give it that. You'd expect another uninspired water level, but thankfully they didn't and they decided to give us a unique ship level with the main highlight being the Rush Marine section. I wasn't a terribly big fan of this section because you couldn't really use the powers you'd been accruing over the course of the playthrough, but it was definitely a novel concept and I'm glad they decided to at least try to mix it up. Unfortunately, Dive Man is kind of a lame fight that's not too interesting if you try to do it honorably, so just Charge Kick the crap out of him and get it over with.

And onto the Proto Man Stages.
Proto Man Stage 1: It's surprisingly pink. The return of the kaizo blocks is kind of mitigated due to the fact Rush Jet exists. Dark Man I isn't anything to write home about, but he sure does exist.
Proto Man Stage 2: Some fun enemies return, but nothing terribly memorable happens in this stage. Dark Man II is A Boss That Exists, I guess.
Proto Man Stage 3: They bombard you with the helicopter Joes at the start for some reason, but the quick horizontal platforming section is cool. The snake block section is probably the most memorable part about the whole stage though; if you played Mario Maker 2, you probably have an idea of what I'm referring to. Anyway, Dark Man III freezes you and that's not really fun; but thankfully it's avoidable for the most part if you don't let yourself get cornered.
Proto Man Stage 4: Interesting beginning section where you have to destroy the support blocks and let the tower fall before you get to move on. I find it really cool that they made a whole fake Proto Man whistle only to have the REAL Proto Man come along. Dark Man IV finally feels like a proper fight, even if the rotating pillars are a little annoying.

And now we actually get to the final stages with Wily. But before we get to it, can I mention how awesome the Wily Stage theme sounds in this game? I mean, take a listen. Sounds awesome.
Wily Stage 1: Nice of them to give you a free E-Tank, which allows me to forgive them for having a semi-blind spike pit at the very start. The donut platforms and the trash presses give this stage a little bit of flavor. At the end of the trash press section, you probably want to grind on the chicken farm to refill your energy; it's very likely that the Proto Man stages left you kind of dry by now. The boss for this stage is none other than motherfucking Big Pets, the guy that the Glitch Gremlin tried to fuck up the AVGN with. Pretty simple fight honestly, but a ton of fun all the same. If you're going to hit it's weakness though, prepare to open and close the menu a ton.
Wily Stage 2: An underwater section; you'd think it would be strange for a Megaman game to not have one of these, so here it is. Boss for this stage is is the Circling Q9, and he's just ok. He has the decency to not outlast his welcome at the very least.
Wily Stage 3: Classic Robot Master rematches, you know the deal by now. You'll have to deal with the Wily Press at the end, but it's actually a pretty fun fight, just stick by the middle and jump across it when needed. Kind of like the Egg Scorcher in Sonic 1 but better designed if you think about it. Good boss overall, which is impressive for a boss this late into a Megaman game.
Wily Stage 4: You get a whopping 3 enemies to farm for any more energy you need before facing the Wily Machine 5. That said, you probably don't need to! It's a good old-fashioned slugfest where you have to avoid a couple of patterns he throws out at you, and then you're on to Wily Capsule.
I still think Wily Capsule in Megaman 4 is cooler, but it's still a damn cool and fun fight here.

Ending cutscene is pretty well made for the NES, and hearing the Proto Man whistle is always an "oh shit" moment I've come to enjoy.
Overall? My favorite Mega Man game, it's so much fun and it's an honest blast to play. Maybe I'll get Beat next time, who knows.

Colorblindness Rating: A+
All good here from a colorblindness perspective.

Mantém o mesmo nível do 4, apesar de eu acha que as fases desse jogo são um pouquinho melhores

The music in this game is really great. Gravity man is also such a rad concept

Okay, I dug up my old NES to give Mega Man 5 a spin and... wow, it's tough! The controls feel good and it has that classic Mega Man charm, but these levels are seriously brutal. Definitely a throwback to the old-school difficulty, which may be too much for some now.


até o momento esse foi o megaomi mais tranquilo! novamente as armas eu achei a maioria muito paia, mas os chefes são divertidos de enfrentar quando você aprende os padrões (que aliás eles são bem mais justos comparados aos dos jogos anteriores)

El juego tiene niveles muy interesante como el de Gravity Man y Star Man, la saga ya se siente pulida en cuanto a graficos, considerando que es un juego de 1992 y la SNES ya había salido Capcom ya estaba empezando a exprimir lo que podia de Megaman.

this one actually felt less annoying to play

this lineup of robot masters has absolutely zero rhyme or reason. and honestly i am fine with levels based on completely random bullshit, i think it's neat to see like umbrella man's weapon versus type-ii superconductor man. and in this game we finally get to see who would win in a fight between a train and a large boulder. the issue there is that, if youre gonna do that, the matchups still need to make sense. For example: a gyroscope is one of the least likely things I can think of to theme a killing machine around, a gyroscope is a mechanical device that uses physics tricks to balance itself perfectly when it's turned in different directions, regardless of gravity. You could say, that the purpose of a gyroscope is to beat gravity. If I tried to think of one thing that could beat a robot whose powers are manipulating gravity, it would be a gyroscope. unfortunately, the weaknesses here aren't based on logic, they're based on vague, loose word association, so gravity man beats gyro man instead, which is the the opposite of what it should be. so i dont understand what the point of making gyro man named that in the first place even is. neither his stage nor his weapon nor really his design actually have any relation to a gyroscope, it's just an airman clone.
i think there should be a robot master themed around my uncle ralph.
this is another game that has eight wily stages (too many) but half of them just have dark man as a boss, megaman's first PoC robot master! you can tell the boss fights are half baked with him, but he's such a cutie pie that i cant help but forgive him. the castle aesthetic is pretty neat but as usual there's way too much original stuff here, these stages could easily have been made into their own robot masters. the wily bosses that are actually original are pretty rad though.
megaman 5 has this unique ability to be completely uncreative in the most creative way possible. nothing is unique about the gameplay formula compared to the previous games at all, the matchups make no sense, the wily stages take way too long, and the weapons are completely phoned-in, useless, unoriginal, or all three, so the game forces you to use overpowered the charge shot the whole time. the music this time is great though. instead of strong melodies each song is kind of all over the place, but each song has this wonderful way of mixing genres together to indicate the robot master's theming perfectly. very reminiscent of a movie soundtrack to me.
It is definitely the same formula as the games that came before it, but perfected into the best version of that formula. sadly it's all plagiarized from Megaman for GameGear.

Died 1992 Born Again 2008
Welcome back Wave Man

Mas de los mismo x2.
Pero con un mega buster mejor

Robot master designs kept getting weirder, levels stayed fun and music stayed rad though. Collecting the letters for Beat was tough but he was a cool ally to go with Rush

Finished this game in one sitting after four left a bad taste in my mouth and I am so happy to see it as one of my favorites. Many truly frustrating design decisions from the previous game have become more manageable, especially with the difficulty of the bosses.

Robot masters no longer hit like a tank and can reasonably be defeated even with the base mega-buster. This made the time spent replaying parts of the stages more rewarding as I enjoyed each of the fights. The stages also received upgrades with them being some of the most appealing themed stages I have seen in the series so far. A special shout-out to the Gravity Man and Charge Man stages for being some of my favorites. The series finally introduced interesting stage gimmicks such as gravity flipping and a vehicle section. These gimmicks are usually pretty short but they do wonders for making the stages stand out more.

The gameplay remains the same albeit with slight changes. The mega-busters charge has received another upgrade with a more destructive blast that feels great to use. The weapon upgrades are also a lot of fun to use and I found myself using them outside of boss fights more than I did in some previous entries. The gravity-hold is one of my favorites with it acting as a screen-clearing weapon that causes enemies to fly into the sky once hurt enough. The special weapon "Beak", a robotic bird, is both fun to unlock, with you having to collect hidden letters in each level, and extremely helpful to use.

Honestly, the game seems a lot more forgiving than previous entries with increased life drops and energy tanks to collect. Some might be opposed to its more forgiving nature, but it allowed me to take the time and enjoy the different aspects of the game. The entry ranks pretty high for me and has encouraged me to jump into the sixth entry right away. This game also gets bonus points for proving Proto-Man is one of my favorite characters in the series now.

Megaman V FINISHED! 9/10 I will evaluate it based on the time it was released and the difficulties at that time it was normal to increase the longevity of games, not everyone in the 90s could have games to buy whenever they wanted like it is these days, what it's like to buy an indie for 10 reais or 20 even a AAA game on the eshop or Steam emulators didn't even exist and this game is from 1992 but it has very beautiful pixel art!

I take back what I said about the first game being difficult, the first Megaman may even have poorly positioned platforms, but in 5 this was overcome, the most annoying thing is the respawn of enemies, just turn 1 millimeter of the screen and they reappear, there were many times when I lost a life That's why... since there are several levels that appear in just 1 centimeter of screen time, Megaman's jump animation is canceled when he takes damage, which occasionally causes me to fall straight into a cliff or spikes, and so, this was quite common in games from the 8 Bit era.

Flickering is quite common to the point of having some areas that had so many enemies that you could see how the Nes struggled to run the game, the Boss battles in the game are challenging, I noticed how heavy they were, the weak weapons I thought were good part was almost useless the Power Stone is literally USELESS! the weaknesses did not cancel the boss's action but if Megaman takes damage his animation is cancelled... and Charge Man is by far the most unbearable Boss! The good thing is that some phases can find the Tanks that you use to recover your HP, depending on the phase, you can find 2 to 3 Tanks.

Each level you can find a letter they form the title of the game MEGAMAN V but I recommend it AT ALL COSTS! Get them at any cost! They are not difficult to find, I found them all just by walking between the stages and looking where I was going, if you collected them you release Beat a partner who will help you with support, he is a partner who is the weakness of some boss robots that appeal to you You won't have any headaches from facing them, but with Beat you'll have to worry about just deflecting attacks.

Megaman V was a good experience, I played it through the virtual console on my Nintendo Wii, I didn't use Save State and I had a total of 7:03 hours of gameplay, I just played until I won and saw the credits, I wanted to experience what it's like to be frustrating time where we even tried to defeat the final boss and watch the credits, it was countless game overs, but I'm happy that with Megaman it's not the end of the world to have a game over but just return to the beginning of the level or choose to return to the selection screen of Boss, what were there games from the 80s to 90s where they gave you 2 to 5 lives, some didn't even continue... to make you try to reach zero, but these games don't even waste my time, it's one thing to be a boss and enemies challenging and frustrated that you were losing, but losing all your progress after so much effort was frustrating to the point that you never wanted to play again! Since it was a frustration due to the game developers and programmers, I highly doubt they would finish these games, but with Megaman I didn't lose all my progress so I could have waited until I beat that enemy.

But then I only recommend you play Megaman 5 if you're looking for a challenge or are a fan of classic Megaman like me, it was a fun experience and defeating Wily was quite fun too.

I remember these games used to take me so long to beat as a kid, and now I can finish them in one day. Either they've gotten easier, or I've gotten older.

Not sure if I'm getting better at Mega Man or if Mega Man 5 is the easiest game in the series as of its release.
The game is surprisingly generous with its 1-Up drops, and a majority of the bosses are a complete joke. Like, why is there a post-Robot Masters boss whose only attack pattern is walking back and forth? Mega Man 5 also has the easiest set of Robot Masters as of yet, with only a few of them posing a considerable challenge, at least when you understand their attack pattern.

The game has a few cheap "gotcha"-moments within its levels, but I honestly thought that the level designs were all-around pretty good in this one. A bit on the simpler side perhaps, but they were nice to plow through. Gravity Man's stage was a real highlight with the gravity flipping mechanic.

There was only one optional upgrade this time around in the form of Beat the bird. Collecting letters in each stage in order to unlock him was not as compelling as trying to find hidden routes like in Mega Man 4. Most of the letters are placed in plain sight, while the one in Stone Man's stage was hidden behind a breakable wall. I honestly wish that all of the letters were hidden in a similar manner, but oh well.
However, I didn't find much utility in using Beat -- or any of the unlockable weapons for that matter -- which was a bit disappointing. One of the great joys of a Mega Man game for me is discovering how the weapons and upgrades can make my life easier during a stage or a boss. I tried to experiment with my new weapons, but ultimately came to the conclusion that they were more effort than they were worth, and that the Mega Buster is simply better 90% of the time.

Mega Man 5 is simply more Mega Man, for better or for worse. Nothing major is added, but nothing major is lost either. It's a fine game, and I think I would recommend this one as an entry point for people who are curious about the classic Mega Man games. However, I personally prefer 4 over this one.

This one leans a bit harder into the silly side of things but it's a largely fun and worthwhile sequel that really tests my grit in the fortress stages.

This game's weapons suck, buster is objectively the best weapon. ON THE OTHER HAND, I will use every weapon in my arsenal until they are out cause I love them that much. they're so fun to try using. stop saying charge kick is useless you're literally invincible while using it

I remember this one the least out of the classic series. It's Post-MM4 so it's still alright, but it definitely shows that these were coming out once a year with how the stages are long but boring and most of the main 8 bosses are jokes.

similar to megaman 4, good game but not the best when it comes to classic megaman

I really like this game because it's comforting in some way. The graphics are pretty, the music is good, and the controls very precise.
It's not a masterpiece by any means, but it's pretty nice experience if you want to start playing the Mega Man series.
Also, it's probably the easiest one of the nes series.

Nobody cares about the story in these games, so i won't either, but the constant appearances of Proto Man and his relevance in the plot it's something i appreciate.

Bom, porém ele não é nada memorável. De todas as fases e chefes eu só consigo lembrar do Gravity Man (aquela fase é muito boa)


Esta bien, no es mejor que los 2 anteriores, pero cumple, eso si, esta un tanto roto el mega buster.

Mega Man chegou no seu pico em seu terceiro jogo, sinceramente, não tem muito pra onde ir com a limitação do NES e o quinto jogo da franquia é a prova viva disso, infelizmente, é mais do mesmo, agora, com bosses fraquíssimos e power-ups ridículos, sim, estou falando de vocês, Stone Man, Star Man e Charge Man.

Não deixa de ser divertido, porém, já está defasado.

Nada pra se falar, o jogo mantém o nível do 4, porém os bosses são fracos.