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  • Alternative Character Interpretation: Did Dr. Light really have no idea who built Zero, or was he lying to protect Zero from knowing his creator was Dr. Wily? Or perhaps to protect X? Or maybe even to protect both of them?
  • Annoying Video Game Helper: In Alia's debut in the series, she leaves a strong but negative impression on players as the Exposition Fairy by interrupting them in the middle of the game to warn them about potential stage hazards, or give you hints that's either useless or something the player can easily see themselves, and she likes to poke her nose into the game very often. Thankfully this was mitigated in the later games, especially in Mega Man X8 where you can play through the game without Mission Control watching over you.
  • Anti-Climax Boss:
    • Despite the awesome setup, only the high stakes and story make the moment memorable; the actual X vs. Zero fight can be laughably easy. Fighting X as Zero is sadly quite easy, as X's Charge Shots telegraph his moves far in advance, and he conveniently stands still to charge instead of running around like a player would. Zero doesn't go down quite as easily, but he does have a tendency to spam the same attacks over and over again (particularly his Shin Messenkou), which kills some of the epic-ness.
    • The final showdown with Sigma in his "ultimate body" can be hard to take seriously. Despite basically becoming a Humongous Mecha, all it amounts to is a static image of Sigma in the background while he summons things to attack you with. Ultimately, his first form could be considered far more intimidating due to the fact that he actually moves in that form. The irony is that the final battle is essentially a Call-Back to the original game's final fight — Sigma's body is a static image and the player has to hit the weak point in his forehead while dodging attacks from his hands and head (itself a Call-Back to the final battle of Mega Man 3 against Gamma, a boss with a similarly lackluster reputation).
  • Big-Lipped Alligator Moment:
    • A rather elongated one for the entire endgame. Whether you succeed in taking down the space colony Eurasia or not, the final series of levels ("Zero Space") involve going deep into the colony's crater left in the earth, where suddenly everything becomes surreal data and pulsing backgrounds of information. While some have inferred this to take place within what would become a more recurring Cyberspace concept in the series (something that was only briefly explored with Cyber Peacock in X4 and then would be revisited in Zero 3 and Zero 4), nothing in the game itself nor any supplementary materials actually bother explaining any of it; even fan wikis are stumped and just coin it as a spatial anomaly caused by a virus somehow warping reality, while no cast members seem to bring note to its strangeness at all. As far as the game's aware, the Zero Virus just straight up produced a gigantic, incomprehensible hole in reality for the final levels that happens to recreate old stages and certain bosses. note 
    • Perhaps a more explicit case is the final battle with Sigma, where the first phase is in a room that contains recreations of X and Zero's capsules they were awoken from, along with silhouettes of their designs behind them. It's meant to be symbolic, certainly, but in the context of the fight, it means nothing and no one comments on it as it disappears for the second phase. Given this can only appear because of the virtual space they're in, the lack of context for Zero Space beyond "reality-warping viral influence" only compound this scene further.
  • Breather Boss: Dark Necrobat. As seen here, his A.I. is sorta undercooked compared to the other 3 Mavericks that are introduced alongside him. He's strangely passive, preferring to harmlessly fly around the top of the screen in a predictable pattern and only occasionally attacking with even more predictable attacks. Even his most powerful move, Dark Hold, can become an extreme liability to him if you manage to counter it.
  • Broken Base: The Guns N' Roses names of the bosses in the English version are a rather heavy point of contention within the fanbase. Either people find them a nice and awesome Shout-Out to the band, or redundant and laughable compared to the original Japanese names (not to mention being completely incongruent with the naming conventions for Maverick bosses up to and after that point). Oddly enough, when the X Legacy Collection 2 version of X5 changed these names back, some of the fans who wanted the original Japanese names were upset at the loss of Duff McWhalen, considering the name so stupid that it was oddly endearing compared to the others.
  • Complacent Gaming Syndrome:
    • A minor one, but players usually choose X for the intro stage exactly to not lock him out of the Fourth Armor, which is considerably more useful than the Z-Buster you'd keep around instead had you chosen Zero.
    • Crescent Grizzly is almost always the first Maverick to be chosen by both amateur and pro players not only due to his comparative ease, but also the sheer strength and usefulness of his C-Sword weapon for Zero.
  • Contested Sequel: While no one will claim it to be as bad as the Audience-Alienating Era of X6-X7, opinion on X5 is divided on whether it is considered one of the best titles of the series, a good-but-flawed follow-up to the games before it, or one of the weaker titles of the series. Fans of the title point out its various additions to the X formula, such as multiple Armors, Reploid rescuing, and Part customization, praising it for adding new levels of depth and customization to the game. On the other hand, detractors see these new features as unnecessary and unfocused, point out several Scrappy Mechanics such as the RNG-based ending and Alia's interruptions, and point to its overall decreased production value from X4, having downgraded and blatantly recycled graphics and no animated cutscenes.
  • Draco in Leather Pants: The fandom often treats Dynamo like a goofy older brother to X and Zero, playing up his Troll characteristics, despite the fact that he has caused by far the most widespread destruction of any X series antagonist. The guy works for Sigma of all people with little question, and helps him perform a devastating Colony Drop that nearly wipes out the Earth and forces humanity to live underground for years until the Reploids clean it up. Besides the environmental damage, it also created the Zero Virus, which led to the cataclysmic battle between X and Zero. And he still has the gall to casually treat X and Zero like his buddies and challenge them to stupid duels to waste their time? The guy is borderline Face of an Angel, Mind of a Demon.
  • Ensemble Dark Horse:
    • Dynamo, who's cocky enough to just attack the Maverick Hunter HQ demanding that X/Zero fight him. His cool design and fighting style, and sheer badass cred made him popular enough to return in the following game.
    • Duff McWhalen/Tidal Whale. Among the Guns N' Roses references, his name is considered the silliest but somehow endearing. However, back in the days, he was just another Maverick Boss (and not exactly a phenomenal one unlike Magma Dragoon), and in fact, his level was considered That One Level. After X Legacy Collection 2 removed the GNR names, fans suddenly became upset for mostly Duff's name change and he received a good amount of resurgence among the X5 bosses, praising him despite the obvious flaws he and his level had.
  • Evil Is Cool: In the bad ending, Zero gets an awesome violet glow from the Sigma Virus, is slightly more of a fight with increased defense and the ability to (if you take too long to defeat him) turn completely invincible while spamming Genmu Zero, and has an epic Oh, Crap! moment from the cast and probably the player as he merges with the Virus, turning Maverick and becoming more powerful than ever.
  • Fanon: There's a Broken Base concerning the Guns N' Roses Musical Theme Naming of the bosses in this game. As a result, some fans prefer to use names based on the original Japanese names instead of the canon ones. The X Legacy Collection 2 version even used modified versions of the Japanese names instead of the GNR references, though some fans Take a Third Option and use the GNR names as nicknames.
  • Fanon Discontinuity:
    • As far as many fans are concerned, the bad ending where X is forced to fight Zero is the only canon one. Not that the neutral endings are bad exactly, but the excuse for the fight comes hilariously out of left field and lacks much of the impact. Of course, this also would mean disregarding or Fan Wanking a connection to the whole Mega Man Zero series.
    • Some fans actually see anything after this game until the Zero series as non-canon, seeing as this game was intended to be the series' Grand Finale. While it's not hard to see why, the next three games nearly gave this game's epilogue a Continuity Snarl, since the epilogue states X chooses to fight Mavericks in Zero's honor. And as Zero 3 explains, Zero had his body stolen during his sleep in the Elf Wars, and then after that, X tells a semi-conscious Zero that he's been fighting for years and realizes he stopped caring after Zero's second disappearance. While the Zero Collection did mention X6, it's up to the fans to decide what events happened between the X and Zero series.
    • In an interconnected example, a different camp applies the split to both X5 and the Legends series, theorizing that the latter takes place in an Alternate Timeline branching off from the bad ending of X5 due to the implications there that X goes on to create the artificial planet/space colony later known as Elysium.
  • Franchise Original Sin:
    • Rescuing Reploids is officially introduced here, but the mechanics that made the quest so cumbersome in X6 and X7 are not present, nor are the players actually obligated to rescue them.
    • This was the first game to have permanently missable items (if one does not count the secret upgrades of the previous games, which are more akin to Easter Eggs) and is arguably the most egregious. Collecting the maximum number of Parts requires you to waste time on purpose to hoist the boss levels to where they become available; key operator being "maximum" since you can only choose one of a given boss's Parts and the other is lost for that playthrough. You could still lose Parts in the sequels if the Reploids holding them were killed, but it was possible to grab them all in one go.
  • Game-Breaker:
    • When it comes to platforming, the Falcon Armor destroys almost all sense of challenge — its (long-acting) flight capabilities include an energy barrier that blocks attacks and damages anything X comes into contact with, making any platforming section over Bottomless Pits that would usually require careful dashing or air dashes a cakewalk, with only the threat of spikes or crushing attacks from above being a threat. And the armor's offensive abilities aren't half-bad either. It's possible to speedrun a stage by just flying as much as possible to avoid enemies and obstacles while only making sure to have somewhere to land safely between flights. It was so bad that X6 massively downgraded it when it became X's starting armor set.
    • The Ultimate Armor, which comes with Nova Strike, making it ridiculously easy to destroy anything in sight. Even if its helmet function is nerfed like the Fourth Armor (only reducing the energy usage of uncharged special weapons instead of making them free), it's still a pretty deadly and useful armor. Worse (or better) yet, you can get them without a cheat code: it's in a secret passage in the third Zero Space stage, accessed in a similar manner to X2's Shoryuken capsule.
  • Game-Breaking Bug: In the X Collection, the RNG for the plans to stop Eurasia is so insanely broken and skewed that actually getting the Good Ending is an absolute crapshoot, no matter how high the chance of success is. That's not to say the original or X Legacy Collection 2 releases can't have sheer bad luck happen with it as well, but this release handled the seed for how it operates differently, which makes it the least desirable version unless you happen to prioritize the Bad Ending instead.
  • Goddamned Boss: U-555, the submarine Mechaniloid Mini-Boss of Tidal Whale's stage. Heck, it practically is the stage (save for a brief breather in a sunken ship). It's also an obnoxiously long battle, with loads of annoying attacks, weak spots that take forever to destroy and, because of the underwater setting, sluggish and floaty physics, making for a rather unfun experience. And you have to endure it every time you attempt revisits.
  • Good Bad Bugs: There's an exploit players can perform in Squid Adler/Volt Kraken's stage to guarantee the Enigma cannon succeeds, allowing the player to clear the 8 stages at their own pace or jump straight into the endgame.
  • Harsher in Hindsight: All of Dr. Albert W. Wily's comedic and Anti-Villain antics back in the Classic series became this once this game showed that he'll go on to cheat death and attempt to end the world for the sake of finally one-upping Thomas Light and making Zero "himself" again. And because the Classic games themselves adhere to the status quo, this means any game post-X5 has rather predictable results, with pretty much attempt since to extend an olive branch his way (such as Mega Man 11) leading to Wily either ignoring or outright rejecting it and the few Pet the Dog moments he receives (like the ending of Mega Man 10) feeling completely disconnected from the man(?) he becomes by the time of 21XX.
  • Hilarious in Hindsight: When Guns N' Roses were inducted into the Rock and Roll Hall of Fame in 2012, only seven specific members were inducted. Amazingly enough, the same seven that "appeared" in this game: the original five, Dizzy Reed and Matt Sorum. (As a bonus, the original five are the ones that were never members of Repliforce or Sigma's army.)
  • It Was His Sled: If you're a Mega Man fan, odds are you know about Awakened Zero and a number of twists and revelations involving it that are all directly tied to the entire mystery of X5 in the first place, not to mention the much-hyped X vs. Zero battle. X6 straight-up recaps this game's plot for extra measure.
  • Moral Event Horizon: Dr. Wily, who Sigma says built him his latest body and conspired with the truth of Zero's creation to attempt to awaken his "true self." In X's story, a great amount of this motivation even seems to be specifically to kill X so he can finally defeat Dr. Light's legacy. Going from an egotistical scientist with some sense of honor to attempting to cause The End of the World as We Know It out of petty competitiveness singlehandedly twisted Wily as an irrevocable evil upon the earth, leaving many fans to wonder just what caused such a horizon to be crossed and for Wily to go Jumping Off the Slippery Slope by aiding Sigma in trying to send a virus-infested Eurasia crashing towards Earth during this outing.
  • Narm Charm:
    • Duff McWhalen is a silly name for a Maverick, but many people on the pro side of the Broken Base concerning the former Western names consider it oddly endearing.
    • The final level's massive Soundtrack Dissonance. After the past three Zero Virus stages have been a solemn, dark and atmospheric piano and synth mix that highlighted the threat to the world, the inevitably long boss refight stage and final conclusion has...a hyper-energetic rave with a guitar solo? It's such a mood whiplash that it might crack your neck, but it's still awesome music and now that the X vs. Zero plotline is wrapped up it's perfect for amping the player into the final stretch of battles.
  • The Scrappy: Lifesaver, for instigating the fight between X and Zero in X5 (in a non-Awakened Zero run), seemingly having been introduced to the series for this sole purpose. Amusingly, he's nowhere to be seen in the following games.
  • Scrappy Mechanic:
    • At around the ten-hour mark, you can obtain additional parts for your characters depending on which Mavericks you kill and which upgrade you take (life or energy). You can actually obtain parts from all 8 Mavericks...if you have the foresight ahead of time to kill yourself to game over about six or seven times. What also hurts is that you can only get certain parts if you pick a particular upgrade and the other one is lost forever regardless. Spiral Pegasus has two great upgrades in particular (jump height increase or speed increase) and you can't get both.
    • The path to the ending is entirely luck-based. Despite defeating the mavericks and optimizing your chances of destroying the colony, that's all you improve: Your chance. The fact that your ending is purely luck based is bad enough; but let's also bring attention to its impact on the gameplay, namely: Zero. If the plan works, Zero's around until endgame. If not, not only is he going Maverick; but any Heart tanks or weapon upgrades he got from defeating a Maverick go with him. So, you, the player have one of two options: Bench Zero and let X gain everything, to which point Zero Can't Catch Up. Or try to divvy them up equally, and hope you were able to keep Zero around, risking losing a lot if he does. Oh, and if you invested totally into Zero only to fail the mission...Well, there are some heart tanks you can only obtain with X. SOME. Fortunately, whether you succeed or fail in an attempt to destroy the colony is decided after you're given a chance to save, so if you wind up losing Zero you can just reload your save and get another try right then and there.
    • Having to choose between Zero's Buster and X's Fourth Armor. If you want to play with Zero in the intro stage or just want to keep his Z-Buster, the price is that X will not have the Fourth Armor and thus he will not have the air dash or the option to charge special weapons until he gets the Ultimate Armor. Downplayed by the fact that the Z-Buster is usually deemed to be not worth the loss of the Fourth Armor, as it was heavily nerfed from its X3 days and requires Zero to remain stationary on the ground to use (therefore having no synergy with his X4 revamp as an acrobatic Close-Range Combatant and not even providing a decent energy-free option to address enemies that are trickier to deal with up-close). This is why many players pick X for the intro stage, even if they plan on heavily using Zero for the rest of the game.
    • Related to Annoying Video Game Helper are Alia's mission calls. During select intervals in the stage, Alia will halt X and Zero's progress with dialogue boxes that the player must skip through before being able to continue. Aside from breaking the flow of the game, it is possible for Alia to interrupt the player while they are in the middle of dodging a hazard or performing precise platforming, making it possible to get hurt or die during instances that could have otherwise been avoided. There is no way to disable this function, and her messages will persist in repeat playthroughs. All future games have the select intervals instead display a prompt that the player must press a button to see the dialogue boxes for, and X8 gives the option to disable Mission Control entirely.
    • Compared to previous games where you could use Armor Parts as you obtain them from within a stage, you cannot use anything from the Falcon Armor or Gaea Armor until you have a full set for each.
  • Scrappy Weapon:
    • Zero's Z-Buster. It's nowhere near as powerful (or useful) as it was in X3. Zero can only use it on the ground while stationary and its damage output is nothing to write home about. It also has slow startup, because there's a short charging animation Zero performs just before he fires it. And as if the Z-Buster wasn't already pointless, it only travels a short distance before vanishing. From X4 onward, Zero had become the close-ranged, melee specialist as opposed to X's long-ranged gameplay, so giving him a long-ranged weapon that's so ridiculously flawed adds nothing to his arsenal. Obtaining the Buster by picking Zero for the intro stage also locks X out of the vastly more useful Fourth/Force Armor. The next game would counteract some of the flaws by giving the Z-Buster to Zero once he joins you, ratcheting up its rate of fire, and making Zero's Buster shots noticeably more powerful, but the Z-Buster was then discarded of thereafter.
    • W-Shredder (Spiral Pegasus's attack for Zero) as well, for not only having low utility, but to an extent outright crippling Zero by making a far stronger "technique" (alternately hit dash and Attack rapidly to hit obnoxiously fast) unusable, since it is executed the same way. It's so bad, if you can get away with it you should just skip Pegasus entirely and launch the Shuttle without beating him if you're using Zero. This also means losing the Wing Spiral for X (Dynamo's weakness), by the way.
  • Sequel Difficulty Spike: Not that the first four games weren't already hard, but this game is punishingly difficult. A number of stages are littered with instant death traps, with Volt Kraken and Zero Stage 1 standing out as bordering on unfair.
  • Ships That Pass in the Night: Dynamo x Alia. No, really. This is despite his characterization in the game and the fact that the two only interacted indirectly just so Dynamo can pass on a fight request to X and Zero.
  • Signature Scene: X vs. Zero, a battle that had been foreshadowed from the beginning of the series, naturally became a major selling point and is often discussed whenever the game is brought up.
  • Signature Series Arc: X5 was intended to be the X series' Grand Finale, and it shows. The thought-to-be-long-dead Dr. Wily is back and in cahoots with Sigma; Sigma nearly wins before players can even make it to the Stage Select screen; the Maverick Hunters have to scramble to prevent the space colony Eurasia from colliding with the planet (and Earth still suffers from immense collateral damage, one of many factors behind the later "Jakob Project" and mass manufacturing of New Generation Reploids to complete an orbital elevator to the moon); and — after several games' worth of Foreshadowing — all the hints about Zero's origins, true nature, and inevitable conflict with X culminates in a showdown between the two friends. And in one scenario, Zero has merged with the Maverick Virus and been reawakened to his original programming. Despite being rendered as a Series Fauxnale by X6, this game's influence stretches as far as the Mega Man Zero series; X5 was originally going to lead straight into Z1 and the Eurasia's crash site is revealed in Mega Man Zero 4 to have become Area Zero, the New Eden that lies at the center of that game's conflict.
  • So Bad, It's Good: One opinion regarding the Guns N' Roses names, between the camp that hates them and the camp that unironically likes them, Duff McWhalen in particular.
  • So Bad, It Was Better: Some fans did not react too kindly to the Mega Man X Legacy Collection 2 version of the game changing the Maverick names to be closer to the original Japanese names, as many of them felt that their silly nature is what made them endearing and that the replacement names were generic in comparison (Duff McWhalen became the much less interesting Tidal Whale, even though that name is consistent with the series' naming pattern for Mavericks).
  • Suspiciously Similar Song:
  • Tear Jerker: Even if later sequels mitigate the feeling intended, getting Zero's ending ends up being one hell of a Player Punch when some of his final memories are of Iris, his creation, and realizing that he has to die for peace to happen. Heck, it hurts even more knowing he gets better; Zero effectively gets denied the final rest he was wishing for and his mere existence continues to inadvertently make a mess of things (as the Elf Wars and Zero series can sadly attest).
  • That One Achievement: These trophies from the X Legacy Collection 2:
    • "The Red One—No, The Blue!": You have to disarm all 7 bombs in Spiral Pegasus' stage. While most of the bombs aren't too hard to get, there is at least one that is tucked so out of the way in an early room that you have almost no margin for error with blowing it up. There's also another bomb directly after that's easy to miss due to being placed directly above a giant enemy that's firing right at you. Failing to disarm them also means playing the stage all over again to get another shot at the achievement.
    • "Insert Tab A Into Slot B": It requires you to get 8 parts from the bosses. You have to sit out the clock until you have just barely enough time to defeat all the bosses (9 hours for X), and it bumps up all the boss levels to 8 and beyond, making the fights trickier.
    • "You're Quick, Man": Complete the excruciatingly difficult Zero Stage 1 without using the Dark Hold. To add insult to injury, you can't get this in Rookie Hunter mode. Even getting the Hyper Dash part or playing the game in slow motion mode barely makes it any more bearable.
    • "The Trick Is Not Minding": Complete Zero Stage 2 while wearing the Gaea Armor, which lacks an air dash ability to help you through the tricky platforming. The only upside is that the Gaea Armor does protect you from Rangda Bangda's spikes, making the fight considerably easier.
    • "Out of the Frying Pan" and "Time Paradox": Blow up Eurasia successfully with the Enigma Space Cannon (along with seeing every ending in the game). The mission itself falls to the whims of the Random Number God, meaning that despite following the game's stated rules of collecting all of the necessary parts, it will still be completely random as to whether or not you succeed. While in the original game, it was a minor snag because you can still succeed in launching the shuttle and get the Good Ending.
  • That One Attack:
    • Tidal Whale's Desperation Attack can be outright unfair. He spews ice blocks at you at high speeds that ram into a wall of spikes on the opposite end of the room. The ice blocks are tricky to dodge and made even worse by the fact that they count as terrain, meaning you're likely to wall climb on them by mistake as they drag you to your death. The entire second phase of the fight is Whale doing nothing but spamming this attack over and over, and it's bad enough that an optimal strategy is to stand inside him and tank his collision damage just so the ice blocks can't reach you.
    • Rangda Bangda W's wall-spikes, which subtly spawn to catch players familiar with the original Rangda Bangda off-guard, is easily its cruelest move and the bane of several players who attempt to tackle it without the Gaea Armor.
    • Awakened Zero's Genmu Zero is intentionally one of these: if the fight goes on for 2 minutes, he becomes invincible and starts filling the screen with saber projectiles that instantly kill X on contact.
    • Final Sigma W has two of them: The vertical lightning attack which requires the player to very carefully inch across the stage between two extremely close walls of lightning that deal big damage, and the purple cube attack that deals obscene amounts of damage, follows after you and covers the majority of the screen by the end of the attack.
  • That One Boss: Has its own page.
  • That One Level: Also has its own page.
  • That One Sidequest:
    • Reaching the Light capsule in Volt Kraken's stage is an incredibly annoying affair. You have to collect all eight energy orbs during the Ride Chaser segment, which will surely take up a lot of time. If you miss just one, and you'll have to reset that section of the level all over again. Don't be surprised to find that you've broken your controller(s) trying to do this.
    • The Light Capsule in Dark Necrobat's level. You have to guide an uncharged F-Laser drone through a series of narrow paths, to hit a target on the other side, requiring a lot of precision. Activating the game's slow motion option in X Legacy Collection 2 makes it slightly more bearable, but it still requires near pixel-perfect precision to pull it off.
  • They Changed It, Now It Sucks!: Fans weren't too fond of the Guns N' Roses localized names for the Mavericks, so the X Legacy Collection 2 restored their original Japanese names. However, those on the pro side of the aforementioned Broken Base were not happy about this.
  • They Wasted a Perfectly Good Character:
    • Dynamo is well-liked by fans and is set up a major opponent since he helped crash the Eurasia. In practice, he is fought in two battles with little relevance or any sort of appearance in the final stages, and even his return in X6 doesn't offer any sort of closure to his arc.
    • Despite being introduced as the supporting cast and Mission Control for this adventure, Alia, Douglas, Lifesaver, and Signas don't really receive much focus compared to likes of X4's Double and Iris even accepting the fact that making them boss battles would have been difficult from a story perspective. Even with the X series continuing on from this planned Grand Finale, only Alia actually stayed as a major supporting character, much less get any real development going forward, while Douglas and Signas got Demoted to Extra with each following game and Lifesaver didn't even show up again.
  • Tough Act to Follow: Mega Man X4 is commonly regarded as the only other game in the series that can match up with X1's own tough act, so it's common to find detractors comparing X5 unfavorably to it.
  • Underused Game Mechanic: The Ride Chaser is literally only used once and for around 10 seconds or so at the very beginning of Volt Kraken's level. The same goes for the energy orbs you have to collect during that section to open the way to Dr. Light's Capsule.
  • Unintentional Uncanny Valley: Both the Sigma Head and Final Sigma W. His pre-rendered face in a game full of traditional sprites adds to its creepiness.
  • Woolseyism:
    • Depending on who you ask, the Guns N' Roses references are pretty fitting since the series is already known for having a music Theme Naming convention. Out of all the name changes it's commonly agreed Grizzly Slash actually sounds like a plausible boss name for the franchise.
    • In the X Legacy Collection 2, Izzy Glow was renamed to Shining Firefly, but "Shining Firefly" is too long a name to fit in most of the text boxes. So in-game he's called "Dr. Firefly."


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