"In the year 20XX AD, A vicious army of robots is bent on destroying the world!! And behind the destruction is...Proto Man?!"
Game number 5 in the Mega Man (Classic)
series for the NES. It was released in Japan in December of 1992, closely followed by a North American release. It has since seen numerous rereleases, including the Rockman Complete Works
, Mega Man Anniversary Collection
, Virtual Console
, and PSN.
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.
- DWN-033: Gravity Man, weak to Star Crash, gives Gravity Hold
- DWN-034: Wave Man, weak to Charge Kick, gives Water Wave
- DWN-035: Stone Man, weak to Napalm Bomb, gives Power Stone
- DWN-036: Gyro Man, weak to Gravity Hold, gives Gyro Attack
- DWN-037: Star Man, weak to Water Wave, gives Star Crash
- DWN-038: Charge Man, weak to Power Stone, gives the Charge Kick
- DWN-039: Napalm Man, weak to Crystal Eye, gives the Napalm Bomb
- DWN-040: Crystal Man, weak to Gyro Attack, gives the Crystal Eye
- Advancing Wall of Doom: The Rolling Drill enemies found in Napalm Man's stage. These move towards you from the right of the screen, and they are a One-Hit Kill if the drills touch you. Thankfully, you can destroy them before they do so.
- All Your Powers Combined: Dark Man V4, the Robot that framed Proto Man, possesses the abilities of the three previous Dark Men.
- All The Worlds Are A Stage: This game pulls an interesting twist on the endgame Robot Master rematches compare to the other games in the series — you actually return to the Robot Masters' original rooms when you fight them.
- Asteroids Monster: a Met variant exclusive to this game, the Metall Mommy.
- Chicken Walker: The Dachone, a Walking Tank that fires Frickin' Laser Beams that first appears in Star Man's stage.
- Collection Sidequest: In order to unlock Beat, who was introduced in this game, Mega Man must collect a plate found in each of the Robot Master levels, spelling out M E G A M A N 5 (although the last one is replaced by "V" for the US release).
- Colony Drop: Falling asteroids are a hazard anytime Mega Man is outdoors in Star Man's stage.
- Disc One Final Boss: Proto Man/Dark Man
- Disc One Final Dungeon: Proto Man's Castle
- Dishing Out Dirt: Stone Man.
- Distressed Dude: Dr Light is kidnapped by "Proto Man" and its up to you to save him!
- Eternal Engine/Locomotive Level: Charge Man's level.
- Face-Heel Turn: Proto Man, or so it seems...
- Harpoon Gun: Wave Man has one as his Arm Cannon.
- Helicopter Pack: Gyro Man, sort of, except the helicopter blades he uses to fly are attached to his back directly.
- Hijacked By Wily
- Improvised Platform: The Super Arrow can act as an extra foothold.
- Interface Screw: Gravity Man's level, which reverses gravity (and some of the controls with it) at certain points. Gravity Man himself does this himself during the battle with him.
- Just in Time: Mega Man faces Proto Man and is about to be defeated with only one health remaining, when the real Proto Man swoops in with an L-Tank to fully restore Mega Man, and expose the evil Proto Man as Dark Man, who was created by Dr. Wily.
- Locomotive Level: Charge Man's level.
- Marathon Level: The jetski section of Wave Man's stage. Sudden Unexpected Gameplay Change? Check. Check Point Starvation with two lengthy enemy-filled sections and a Mini-Boss? Check. Disabling the ability to pause the game or use your E-Tanks to heal, meaning you have do the entire section with one lifebar? Check. Adding in a Beat plate in a hard to maneuver section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
- Master of Illusion: Dark Man
- Mythology Gag: There was also a Wave Man in the infamous Mega Man 3 (DOS) for the PC.
- Name's the Same: Power Stone before the actual game was created at that time.
- One-Wheeled Wonder: Camon
- Pulling Themselves Together: Stone Man will smash himself to pieces from the impact of a high jump or when hit with the Napalm Bomb, but simply reassembles himself to continue the fight.
- Shout-Out: In the third Dark Man stage, there are these blocks that you have to ride on to get through. A really popular game released a year before has this too...
- Slide Attack: The Charge Kick.
- Spread Shot: The Crystal Eye explodes into a spread of three when it hits a wall.
- Stealth Pun: According to his CD data, Gyro Man likes a certain Greek sandwich: it wasn't specific, but they must be referring to a doner kebab, a.k.a. the "gyro".
- Steam Vent Obstacle: Damaging puffs of steam appear in Wave Man's stage. As well as Neptune's stage.
- Super Dickery: According to the intro, Proto Man is the new Big Bad, but near the end of the game, it turns out that he was an impostor. Once again, the real Big Bad was Dr. Wily, who was framing Proto Man for his crimes the whole time and is really the one behind Dr. Light's kidnapping.
- Tank Goodness: The game's iteration of the Wily Machine is one, and it's also one of the largest of the Wily Machines, possibly tied with the Tyrannosaurus rex version in Mega Man 9, in the series.
- Napalm Man also has some of this in his design; tank treads for feet with cannons on his shoulders, arms, and head.
- Unexpected Gameplay Change: The jetski segment in Wave Man's stage, which involves Auto Scrolling. Oh, and it disables the ability to pause the game or use E-Tanks.
- Walking Armory: Napalm Man.
- When All You Have Is a Hammer: Gravity Man can do nothing outside of manipulating gravity; he doesn't even have any auxiliary weapons. The only way he can attack Mega Man is to use his powers to cause Collision Damage.
- Or rather his only auxiliary weapon is the same kind of plasma blaster that is Mega Man's default weapon (aside from being able to shoot in any direction).