Video Game / Mega Man V
The fifth and final Mega Man
entry for the Game Boy
, Mega Man V
takes the sub-series in a completely different direction.
Rock and Roll are talking a walk through a field one day, probably wondering whether Dr. Wily will ever get around to putting the remaining Mega Man 5
NES Robot Masters into action, when the two are suddenly confronted by a strange robot named Terra, who announces his intention to conquer the world and challenges Mega Man to combat. Rock obliges and transforms into Mega Man... and experiences a total, absolute ass-whooping, with Roll having to drag his unconscious form back to Dr. Light's workshop for repairs. In the meantime, four more "Stardroids" attack Earth and begin taking over important installations, with another four taking over research facilities in the outer reaches of the Sol System. Realising that even his purchasable upgrades won't give Mega Man the victory alone, Light replaces the Mega Buster with a new Mega Arm, which combines the existing low power shots with a Rocket Punch
effect. For added measure, he also teams up Mega Man with his latest robotic animal, Tango the cat.
The development team went all out for the Game Boy subseries' grand finale, expanding the scope of the game even further and bringing in an all-new set of antagonists in the form of the Stardroids. The gameplay is much the same as in Mega Man IV
, though with Tango replacing Beat (and being less overpowered, albeit available from the very start of the game) and the Mega Arm replacing the Mega Buster. The fully charged version of the Mega Arm will only travel halfway across the screen (normal shots still travel the full distance of the screen), though makes up for this by adding a boomerang effect, making it possible to hit an enemy twice, and up to five times with an add-on.
- SRN-001: Terra, weak to Deep Digger, gives Spark Chaser
- SRN-002: Mercury, weak to Black Hole, gives Grab Buster
- SRN-003: Venus, weak to Photon Missile, gives Bubble Bomb
- SRN-004: Mars, weak to Salt Water, gives Photon Missile
- SRN-005: Jupiter, weak to Bubble Bomb, gives Electric Shock
- SRN-006: Saturn, weak to Electric Shock, gives Black Hole
- SRN-007: Uranus, weak to Break Dash, gives Deep Digger
- SRN-008: Pluto, weak to Grab Buster, gives Break Dash
- SRN-009: Neptune, weak to Spark Chaser, gives Salt Water
Like the previous four games, you face the Stardroids in two sets of four, with Terra filling the same role that the Mega Man Killers did. This means that the first set is Mercury, Venus, Mars and Neptune, then the second set is Jupiter, Saturn, Uranus and Pluto, followed by a battle with Terra.
- All There in the Manual: Totally averted. Everything is fully explained in the game itself this time around.
- Everything except the Stardroids' origins: they were made a long time ago by an ancient alien civilisation and were found by Dr. Wily in the present day.
- Anti-Air: Bubble Bomb moves upwards in a waving manner. It does deal good damage though.
- Artificial Stupidity: Tango can quite often miss an enemy entirely and end up jumping into a Bottomless Pit. Fortunately there's no real consequence for that other than you having to summon him again, but it can get a little annoying if he does it in a difficult situation with lots of enemies and places to fall to your death.
- Back for the Finale: The Mega Man Killers (and Quint) return to be fought one more time each in this game. The Killers wouldn't return to the main series until Mega Man 10, while Quint is still absent.
- Bittersweet Ending: The day is saved, and Dr. Wily is defeated, but there's a certain air of sadness about the ending, particularly the fact that Sunstar was never able to discover whether or not robots can ever truly live in peace. Then again, according to the future games in the series, Sunstar was absolutely right.
- And then it ends on a lighthearted note when Dr. Wily shows up and tries to shoot Mega Man, but his barely-functioning UFO dies on him and breaks apart. After the usual mercy-begging, Wily runs off in a comical panic as Mega Man chases him.
- Boss Arena Idiocy: Terra would be a lot harder to defeat if he didn't choose to confront Mega Man on a moon/asteroid covered with rocks that Mega Man can pick up with the Deep Digger.
- To some extent, Uranus is affected by this. It's possible (but tricky) to use the Deep Digger when refighting him to dig a hole underneath him, causing him to fall into a bottomless pit and die instantly.
- Boss Bonanza: You fight a giant robotic hand, then another, followed by Dr. Wily, stage 1 and 2 and then the Final Boss in succession!
- Boss Rush: This game gives us two! Firstly you have to face off against the Mega Man Killers (and Quint), then after a couple more bosses you come upon the series' traditional teleporter room.
- Continuity Nod: Mega Man being affected by recoil upon firing a charged shot during the opening.
- Demoted to Extra: Tango never appears in any significant capacity after this game. If he does appear, it's usually as a minor cameo.
- Disc One Final Boss: Terra.
- Evil Cannot Comprehend Good: Though not exactly evil, Sunstar, the Final Boss was created to wipe out all lesser lifeforms. Mega Man ends up wanting to save his life, and he doesn't understand.
- Gameplay and Story Segregation: The intro points out that the Mega Buster is totally ineffective against the Stardroids. In-game, Mega Man can still fire off normal Mega Buster shots that damage the Stardroids regardless. Even Terra. note
- Giant Hands of Doom: One of the Wily Star bosses, before you fight Wily himself.
- Giant Space Flea from Nowhere: The final boss isn't Terra, or even Dr. Wily, but rather an ultra-powerful robot named Sunstar, who was apparently found in the same place as the Stardroids.
- Grand Finale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, and as a shock to any longtime Mega Man fan, the final boss isn't even Wily.
- Gravity Screw: Jupiter's stage has areas with low gravity, allowing for higher jumps. Saturn's level has this too, but with the addition of high-gravity areas with reduced jump height.
- Hailfire Peaks: Jupiter's level has ice floors, electric-themed enemies and outside sections where one can jump higher.
- Hijacked by Ganon: Come on, is it really any surprise that Dr. Wily is the person behind the Stardroids? Then again, it probably will be a surprise that the most powerful of the Stardroids, Sunstar pulls this trope on Wily himself.
- Load-Bearing Boss: The Final Boss.
- Lost Technology: The Stardroids came from beyond the stars and were awakened.
- Marathon Level: Like Mega Man IV, the Wily Star levels are played back-to-back without the usual map screen.
- No OSHA Compliance: Neptune's submarine isn't in the best condition, and there are cracked pipes which if shot, will release either a jet of steam that'll damage you if you touch it, or even worse, a flurry of water which can sweep you into a conveniently placed Bottomless Pit.
- No Sell: Mega Man's charged shot bounces off Terra in the opening.
- Not So Different: Sunstar says this to Mega Man.
- Recurring Boss Template: Dark Moon follows the iconic Devil template present throughout the series. Possibly hinting at who's really behind everything (though it's not explained if Dark Moon is as old as the Stardroids or not).
- Sequel Escalation: Taken Up to Eleven with a new main weapon, a new furry sidekick, a completely new set of antagonists, and even Super Game Boy enhancements.
- Shout-Out: The final level, the Wily Star is no moon, it's a space station!
- Smart Bomb: Black Hole is pretty much this, instakilling all weaker enemies on the screen and dealing big damage to the stronger ones. Of course, this comes with a MASSIVE power cost.
- So Last Season: The Mega Buster's charged shot fails to even scratch Terra in the opening, and it gets upgraded into the Mega Arm afterwards.
- Spikes of Doom: A recurring staple of the series, though while fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him.
- Suspiciously Similar Substitute:
- Tango fills a very similar function to Beat, though he uses energy much faster and can only attack enemies that Mega Man himself can reach (or get reasonably close to), making him a lot less overpowered.
- Dark Moon, the boss in-between the first and second set of Stardroids is pretty much identical to the Yellow Devils of Mega Man 1 and Mega Man 3, though thankfully much easier than either incarnation.
- Uranus has a very similar design and a near-identical weapon to Guts Man, probably as a way of making up to fans who were pissed off that he got left out of Dr. Wily's Revenge.
- The Last of These Is Not Like the Others: The only Game Boy Mega Man game to have an Arabic numeral on the box instead of a Roman numeral (the game itself doesn't reflect this).
- The entire game itself is this to the series - while the other four games lift many elements from one console game, many elements from the succeeding console game, one original boss and weapon and maybe a few unique music tracks and enemies, for V, everything - the bosses, the music, the weapons, the enemies etc.- is 100% original.
- Unexpected Shmup Level: The game gives us one between the battle with Terra and the Wily Star. This was included in part because developers Minakuchi Engineering had designed a number of Shoot 'em Up games (in particular, Solar Striker) early in the Game Boy's lifecycle.
- Weaksauce Weakness: An unusual variation occurs in this game, since you don't have the weapons that Mercury and Neptune are weak against (the Black Hole and the Spark Chaser respectively) during the initial set of four Stardroids, meaning that you have to use the Mega Arm to defeat them. Fortunately, you have your full complement of weapons during the rematch near the end of the game.
- The Worf Effect: Properly demonstrated in the intro. As Terra shows off the threat of the Stardroids by No-Selling Mega Man's attacks and taking him out with one shot.