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* GameBreakingBug: It's possible for Big Pets' platforms to not be animated correctly while the hitboxes for them still function, resulting in seemingly getting hit by nothing. Thankfully, it doesn't break the fight as you can persevere and memorize the pattern as [[WebVideo/AngryVideoGameNerd James Rolfe]] [[https://youtu.be/HdWRTleizFU?t=285 demonstrates]].

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* GameBreakingBug: It's possible for Big Pets' platforms to not be animated correctly while the hitboxes for them still function, resulting in seemingly getting hit by nothing. Thankfully, it doesn't break the fight as you can persevere and memorize the pattern as [[WebVideo/AngryVideoGameNerd [[WebVideo/TheAngryVideoGameNerd James Rolfe]] [[https://youtu.be/HdWRTleizFU?t=285 demonstrates]].
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Game No. 5 in the ''VideoGame/MegaManClassic'' series for the NES. It was released in Japan in December [=4th=], 1992, closely followed by a North American release on December [=15th=], 1992. It has since seen numerous re-releases, including the ''Rockman Complete Works'', ''Mega Man Anniversary Collection'', UsefulNotes/VirtualConsole, PSN, and the first ''Mega Man Legacy Collection''. This game introduces Beat, a robot bird sidekick for the Blue Bomber.

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Game No. 5 in the ''VideoGame/MegaManClassic'' series for the NES. It was released in Japan in December [=4th=], 1992, closely followed by a North American release on December [=15th=], 1992. It has since seen numerous re-releases, including the ''Rockman Complete Works'', ''Mega Man Anniversary Collection'', UsefulNotes/VirtualConsole, Platform/VirtualConsole, PSN, and the first ''Mega Man Legacy Collection''. This game introduces Beat, a robot bird sidekick for the Blue Bomber.
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->''"In the year [[YearX 20XX AD]], A vicious army of robots is bent on destroying the world!! And behind the destruction is...Proto Man?!"''
-->--[[https://www.youtube.com/watch?v=rS0Lu_seKzw The intro to the game]].

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\n[[caption-width-right:350:The Blues of the night sky is upon us.[[note]]'''Clockwise from bottom-left:''' [[ProngsOfPoseidon Wave Man]], [[{{Golem}} Stone Man]], [[GemstoneAssault Crystal Man]], [[GravityMaster Gravity Man]], [[HellishCopter Gyro Man]], [[JustTrainWrong Charge Man]], [[HavingABlast Napalm Man]], and [[StarPower Star Man]]\\\
'''Top-right:''' [[NobleBirdOfPrey Beat]][[/note]]]]
->''"In the year [[YearX 20XX AD]], A vicious army of robots is bent on destroying the world!! And behind the destruction is... Proto Man?!"''
-->--[[https://www.-->-- [[https://www.youtube.com/watch?v=rS0Lu_seKzw The intro to the game]].
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* DiscOneFinalBoss: Dark Man 4, the true identity of the Proto Man leading the robot attack. [[spoiler: Once he is defeated, Dr. Wily appears and reveals that he built Dark Man and is holding Dr. Light in his lab, challenging Mega Man to go there for the acyual final battle.]]

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* DiscOneFinalBoss: Dark Man 4, the true identity of the Proto Man leading the robot attack. [[spoiler: Once he is defeated, Dr. Wily appears and reveals that he built Dark Man and is holding Dr. Light in his lab, challenging Mega Man to go there for the acyual actual final battle.]]

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* GemstoneAssault: Crystal Man's main attack is firing crystal orbs that ricochet around his room to damage Mega Man. The Crystal Eye that Mega Man earns for defeating him fires one giant crystal that breaks into three smaller ones when it ricochets off of walls.



* HarpoonGun: Wave Man has one as his ArmCannon, which he uses as a conventional attack alongside his Water Wave.

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* HarpoonGun: Wave Man has one as his ArmCannon, which he uses as a conventional attack alongside his Water Wave.ArmCannon to fire a harpoon in Mega Man's direction between his other attacks.



* ImprovisedPlatform: The Super Arrow can act as an extra foothold.

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* ImprovisedPlatform: The Super Arrow can act Arrow, while useful as an extra foothold.attack, can also be stood atop to help Mega Man reach higher locations. With a well-timed jump, he can get on top before it rockets forward, or he can jump on top of it after it sticks to a wall.
* InvulnerableAttack: When using the Charge Kick, Mega Man is invincible to most enemy attacks for as long as he is in his sliding animation.



* OneWheeledWonder: The Camon enemy from Crystal Man's stage, which resembles Mono Roaders from ''Mega Man 4'' but are much weaker.

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* OneWheeledWonder: The Camon enemy from Crystal Man's stage, which resembles Mono Roaders from ''Mega stage are robots that roll toward Mega Man 4'' but are much weaker.on a single wheel.



* TheParalyzer: Dark Man 3 uses a spreadshot that temporarily freezes Mega Man in place if it hits him, typically leaving him defenseless against the boss's next attack.
* PinballProjectile: Crystal Man attacks with four of these during his boss fight. The Crystal Eye obtained from him works the same way once it hits a wall, splitting into four crystals that rebound off of walls.

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* TheParalyzer: Dark Man 3 uses 3's gun can fire three rings in a spreadshot spread formation that temporarily freezes freeze Mega Man in place if it hits any of them hit him, typically leaving him defenseless against the boss's next attack.
* PinballProjectile: Crystal Man attacks with fires four of these during Crystal Eye orbs in an X shape that rebound off the walls in his boss fight. room. The Crystal Eye obtained from him works the same way once it hits a wall, splitting into four three crystals that rebound off of walls.



* SmartBomb: The Gravity Hold, though it's rather weak, so it's best used on weak enemies that attack in groups.

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* SmartBomb: The Gravity Hold, Hold damages all enemies onscreen when Mega Man uses it, though it's rather weak, dealing as much damage as an uncharged Mega Buster shot, so it's best used on weak enemies that attack in groups.



* SpreadShot: The Crystal Eye explodes into a spread of three smaller crystals when it hits a wall.

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* SpreadShot: SpreadShot:
**
The Crystal Eye explodes into a spread of three smaller crystals that rebound in different directions when it hits a wall.wall.
** Dark Man 3 has an attack where he fires a spread of three rings in Mega Man's general direction. These rings deal no damage, but they will freeze Mega Man in place, leaving him vulnerable to Dark Man's next attack. Dodging the rings can be tricky, as they don't separate very fast.



* UnexpectedGameplayChange: The jetski segment in Wave Man's stage, which involves AutoScrolling. Oh, and it [[FakeDifficulty disables the ability to pause the game or use E-Tanks]].

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* UnexpectedGameplayChange: The jetski segment in Wave Man's stage, which involves AutoScrolling. Oh, and it [[FakeDifficulty [[BladderOfSteel disables the ability to pause the game or use E-Tanks]].

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As determined here, Wave Man's stage is not long enough compared to the other Robot Master stages.


* MarathonLevel:
** The jetski section of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll Beat plate]] in a tricky section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
** Stone Man's stage, while not particularly difficult, is one of the longer Robot Master stages in the game, if not in the entire NES series.

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* MarathonLevel:
** The jetski section of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll Beat plate]] in a tricky section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
**
MarathonLevel: Stone Man's stage, while not particularly difficult, is one of the longer Robot Master stages in the game, if not in the entire NES series.
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* GameBreakingBug: It's possible for Big Pets' platforms to not be animated correctly while the hitboxes for them still function, resulting in seemingly getting hit by nothing. Thankfully, it doesn't break the fight as you can persevere and memorize the pattern as [[WebVideo/AngryVideoGameNerd James Rolfe]] [[https://youtu.be/HdWRTleizFU?t=285 demonstrates]].

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Gravity Screw is more indicative of what Gravity Man's stage is like. Also adding some context.


* AsteroidsMonster: A Met variant exclusive to this game, the Metall Mommy.

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* AsteroidsMonster: A Met variant exclusive to this game, the Metall Mommy. It appears to be a regular Metall at first, but upon shooting it, it splits apart into three smaller Metalls that bounce around.



* DiscOneFinalBoss: Dark Man 4, the true identity of the Proto Man leading the robot attack.
* DiscOneFinalDungeon: [[SupervillainLair Proto Man's Castle]].

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* DiscOneFinalBoss: Dark Man 4, the true identity of the Proto Man leading the robot attack.
attack. [[spoiler: Once he is defeated, Dr. Wily appears and reveals that he built Dark Man and is holding Dr. Light in his lab, challenging Mega Man to go there for the acyual final battle.]]
* DiscOneFinalDungeon: [[SupervillainLair Proto Man's Castle]]. [[spoiler: After completing it, Wily reveals himself as the real villain, and his latest Wily Castle becomes the true final stage]].



* GravityScrew: 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.



* InterfaceScrew: 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.



* SmartBomb: The Gravity Hold, though it only really works on weak enemies.
* SpaceZone: Star Man's stage, which takes place on a space station with low gravity. This makes it more like a traditional underwater stage despite not having any actual water in it.

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* SmartBomb: The Gravity Hold, though it only really works it's rather weak, so it's best used on weak enemies.
enemies that attack in groups.
* SpaceZone: Star Man's stage, which takes place on a space station with low gravity. This makes it more control like a traditional the underwater stage despite not having any actual water levels in it.other ''Mega Man'' games.



** 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 ''VideoGame/MegaMan9'', in the series.

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** The game's iteration of the Wily Machine is one, placed atop a series of tank treads, and it's also one of the largest of the Wily Machines, possibly tied with the ''Tyrannosaurus rex'' version in ''VideoGame/MegaMan9'', in the series.

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Per TRS, examples of All The Worlds Are A Stage associated with flavors or type labels that duplicate other tropes are being repurposed for those tropes


* AllTheWorldsAreAStage: This game pulls an interesting twist on the endgame Robot Master rematches compared to the other games in the series -- you actually return to the Robot Masters' original rooms when you fight them.


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* BossRush: As usual for the series, there's a boss rematch during the endgame. But this game pulls an interesting twist on the Robot Master rematches compared to the other games in the series -- you actually return to the Robot Masters' original rooms when you fight them.
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-->--[[https://www.youtube.com/watch?v=rS0Lu_seKzw The intro to the game.]]

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-->--[[https://www.youtube.com/watch?v=rS0Lu_seKzw The intro to the game.]]
game]].



* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak for a [[SmartBomb screen clear]], the Napalm Bomb is slow and sticks to the ground, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone and Crystal Eye miss everything, the Charge Kick is a mess... about the only ones that do their job well are the Gyro Attack and Beat.

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* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak for a [[SmartBomb screen clear]], the Napalm Bomb is slow and sticks to the ground, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone and Crystal Eye miss everything, the Charge Kick is a mess... about the only ones that do their job well are the Gyro Attack and Beat.
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Disambiguating; deleting and renaming wicks as appropriate


** 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 TyrannosaurusRex version in ''VideoGame/MegaMan9'', in the series.

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** 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 TyrannosaurusRex ''Tyrannosaurus rex'' version in ''VideoGame/MegaMan9'', in the series.

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Proto Man sent several robots under his command to attack the city, and he went to Dr. Light's lab 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.

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Proto Man sent Two months after [[VideoGame/MegaMan4 Mega Man's last battle with Dr. Wily]], several robots under his Proto Man's command to suddenly attack the city, and he went to while Proto Man himself abducts Dr. Light's lab to kidnap him, Light, 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-037: Star Man, weak to Water Wave, gives [[BarrierWarrior Star Crash]].

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* DWN-037: Star Man, weak to Water Wave, gives [[BarrierWarrior [[OrbitingParticleShield Star Crash]].



* AllYourPowersCombined: Dark Man V4, [[spoiler:the robot that framed Proto Man]], possesses the abilities of the three previous Dark Men.

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* AllYourPowersCombined: Dark Man V4, [[spoiler:the 4, the robot that framed Proto Man]], Man, possesses the abilities of the three previous Dark Men.Men (specifically Dark Man 1's projectiles, Dark Man 2's barriers, and Dark Man 3's jumping).



* AwesomeButImpractical: Gravity Hold. Launching enemies into the sky is a cool concept, but in practice, it only works on weaker enemies, while stronger enemies take little to no damage from it.
* ChickenWalker: The Dachone, a WalkingTank that fires [[EnergyWeapon Frickin' Laser Beams]] that first appears in Star Man's stage.
* CollectionSidequest: 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 [[TitleDrop M E G A M A N 5]] (although the last one is replaced by "V" for the US release).

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* AwesomeButImpractical: Gravity Hold. Launching enemies into the sky is a cool concept, but in practice, it only works does so little damage that it's best used on smaller and weaker enemies, while stronger enemies take little enemies. [[DisadvantageousDisintegration Enemies also don't drop powerups when killed with Gravity Hold]], making it cumbersome to no damage from it.
refill.
* BreakingOldTrends:
** Wave Man's stage, the expected water level of the game, isn't actually one at all; instead being an UnexpectedShmupLevel that has Mega Man controlling a jetski for half the stage. Star Man's stage, meanwhile, uses the low gravity associated with underwater ''Mega Man'' stages without using any water.
** After three consecutive games of the FinalBoss being immune to all but one or two weapons, ''Mega Man 5'''s final boss can be damaged by the Mega Buster and most other weapons.
* ChickenWalker: The Dachone, a WalkingTank that fires [[EnergyWeapon Frickin' Laser Beams]] a spreadshot of lasers]] that first appears in Star Man's stage.
* CollectionSidequest: 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 [[TitleDrop M E G A M A N 5]] (although V]] (or "R O C K M A N 5" in the last one is replaced by "V" for the US release).Japanese version).



* DiscOneFinalBoss: [[spoiler:[[ClearTheirName Proto Man]]/[[spoiler:Dark Man]].]]
* DiscOneFinalDungeon: [[spoiler:[[SupervillainLair Proto Man's Castle]].]]

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* DisadvantageousDisintegration: If an enemy is killed by the Gravity Hold, it will fly offscreen without dropping any powerups.
* DiscOneFinalBoss: [[spoiler:[[ClearTheirName Dark Man 4, the true identity of the Proto Man]]/[[spoiler:Dark Man]].]]
Man leading the robot attack.
* DiscOneFinalDungeon: [[spoiler:[[SupervillainLair [[SupervillainLair Proto Man's Castle]].]]



* FaceHeelTurn: Proto Man. [[spoiler:It's actually Dark Man IV disguising himself as Proto so he can frame him.]]
* GravityIsPurple: Gravity Man's gravity is depicted through purple in artwork.
* HarpoonGun: Wave Man has one as his ArmCannon.

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* DownInTheDumps: Wily Castle 1 has shades of this, with a large compactor corridor similar to the one from Dust Man's stage in ''VideoGame/MegaMan4'', complete with junk blocks that need to be shot out of the way.
* DownTheDrain: Wave Man's stage, which is set inside a water treatment facility and has a long water jetski section, but you never go underwater at any point. You do in Wily Castle 2, which has a first half set underwater in a more traditional ''Mega Man'' water level fashion.
* EmergencyEnergyTank:
** Alongside the returning E-Tanks, the M-Tank is introduced as a means of fully restoring health and weapon ammo. If used while having completely full health and ammo, then all onscreen enemies are transformed into 1-Ups. However, you're only allowed to carry one M-Tank at a time.
** After exposing "Proto Man" as Dark Man 4, the real Proto Man leaves an "L-Tank" to fully restore Mega Man's life. How exactly it differs from an E-Tank is unclear, and the L-Tank has never made another appearance, except as an unusable artifact in ''VideoGame/MegaManZX Advent''.
* FaceHeelTurn: After betraying Wily in ''Mega Man 4'', Proto Man. [[spoiler:It's actually Dark Man IV disguising appears to be on the side of the devils once again. However, this is merely an imposter, and the real Proto Man saves Mega Man's life twice over.
* FlyingWeapon: Beat acts like one when used, and flies towards the nearest target to deal damage to it.
* FrameUp: The entire plot is revealed to be one, with Dr. Wily attempting to conquer the world while making Proto Man appear to be the mastermind.
* GameplayAndStorySegregation: The final cutscene has Mega Man singlehandedly holding up a collapsing ceiling to stop
himself as Proto so he can frame him.]]
and Dr. Light from being squished. He won't even bother trying that if you happen to stand under a crusher during gameplay.
* GravityIsPurple: The Gravity Man's gravity is depicted through Hold gives Mega Man a purple in artwork.
palette (though the offical artwork goes for a more reddish color).
* HarpoonGun: Wave Man has one as his ArmCannon.ArmCannon, which he uses as a conventional attack alongside his Water Wave.



* HijackedByGanon: [[spoiler:As with ''4'', Wily is the true villain.]]

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* HijackedByGanon: [[spoiler:As As with ''4'', Wily is the true villain.]]villain, with "Proto Man" being a powerful imposter built by him to frame the real one for his crimes.



* JustInTime: Mega Man faces [[DiscOneFinalBoss Proto Man]] and is about to be defeated with only one health remaining, when [[spoiler:[[TheCavalry the real Proto Man]] [[BigDamnHeroes swoops in]] with an [[EmergencyEnergyTank L-Tank]] to fully restore Mega Man, and expose the evil Proto Man as Dark Man IV, [[HijackedByGanon who was created by Dr. Wily]]]].
* LocomotiveLevel: Charge Man's level.
* MarathonLevel: The jetski section of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll Beat plate]] in a tricky section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
* MasterOfIllusion: Dark Man has the ability to seamlessly disguise himself as [[spoiler:Proto Man]].
* NonIndicativeName: The Napalm Bomb doesn't use [[http://en.wikipedia.org/wiki/Napalm napalm]]. Which is probably just as well. For that matter, Napalm Man himself doesn't actually use any napalm, he prefers using missiles and explosives rather than any incendiary weapons.
* OneWheeledWonder: Camon.
* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak, the Napalm Bomb is slow, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone and Crystal Eye miss everything, the Charge Kick is a mess... about the only one that does its job well is the Gyro Attack.
* PullingThemselvesTogether: Stone Man will [[LiterallyShatteredLives smash himself to bits]] from the impact of a high jump or when hit with the [[HavingABlast Napalm Bomb]], but simply reassembles himself to continue the fight.
* SecretAIMoves: Gravity Man's power works differently depending on who's using it. HE can change the direction of gravity. YOU can summon an instantaneous surge of gravity that damages everything on the screen.

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* JustInTime: Mega Man faces [[DiscOneFinalBoss Proto Man]] Man and is about to be defeated with only one health remaining, when [[spoiler:[[TheCavalry the real Proto Man]] [[BigDamnHeroes Man swoops in]] in with an [[EmergencyEnergyTank L-Tank]] to fully restore Mega Man, and expose the evil Proto Man as Dark Man IV, [[HijackedByGanon who was created by 4. Proto Man does it again at the end, where he helps Mega Man and Dr. Wily]]]].
Light escape the collapsing Wily Castle.
* LocomotiveLevel: Charge Man's level.
level, which is set both on and inside a moving train.
* MarathonLevel: MarathonLevel:
**
The jetski section of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll Beat plate]] in a tricky section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
** Stone Man's stage, while not particularly difficult, is one of the longer Robot Master stages in the game, if not in the entire NES series.
* MasterOfIllusion: Dark Man 4 has the ability to seamlessly disguise himself as [[spoiler:Proto Man]].Proto Man; however, his whistle is noticeably off-key.
* NonIndicativeName: MercyInvincibility: Enemies have noticeably longer i-frames after taking damage in this game than they do in any other, making button-mashing less effective (and also seriously hampering the Water Wave's usefulness).
* NonIndicativeName:
**
The Napalm Bomb doesn't use [[http://en.wikipedia.org/wiki/Napalm napalm]]. Which is probably just as well. For that matter, Napalm Man himself doesn't actually use any napalm, he prefers using missiles and explosives rather than any incendiary weapons.
** Despite the naming scheme, Dark Man 1 isn't the first Dark Man built; [[AllThereInTheManual other sources claim]] that Dark Man 2 was the first, and Dark Man 1 a modification that sacrifices mobility for firepower.
* OneWheeledWonder: Camon.
The Camon enemy from Crystal Man's stage, which resembles Mono Roaders from ''Mega Man 4'' but are much weaker.
* OrbitingParticleShield: The Star Crash, which blocks projectiles like the Skull Barrier, and can be fired forwards like the Leaf Shield.
* TheParalyzer: Dark Man 3 uses a spreadshot that temporarily freezes Mega Man in place if it hits him, typically leaving him defenseless against the boss's next attack.
* PinballProjectile: Crystal Man attacks with four of these during his boss fight. The Crystal Eye obtained from him works the same way once it hits a wall, splitting into four crystals that rebound off of walls.
* PlayerGuidedMissile: The Gyro Attack flies straight forwards, but can be sent straight up or down in midflight via the D-Pad.
* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak, weak for a [[SmartBomb screen clear]], the Napalm Bomb is slow, slow and sticks to the ground, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone and Crystal Eye miss everything, the Charge Kick is a mess... about the only one ones that does its do their job well is are the Gyro Attack.
Attack and Beat.
* PullingThemselvesTogether: Stone Man will [[LiterallyShatteredLives smash himself to bits]] from the impact of a high jump or when hit with the [[HavingABlast Napalm Bomb]], jump, but simply reassembles himself to continue the fight.
* SecretAIMoves: PuzzleBoss: Big Pets, the first Wily Castle boss, can only be reached by shooting its spiked body and using its sections as platforms. It shields itself if both platforms are under it, so using the Rush Coil to reach it won't work, nor will high-reaching weapons like the Power Stone or Gravity Hold.
* SeanConneryIsAboutToShootYou: The Famicom boxart (pictured at the top) depicts Mega Man with his Mega Buster pointed directly at the viewer.
* SecretAIMoves:
**
Gravity Man's power works differently depending on who's using it. HE can change the direction of gravity. YOU can summon an instantaneous surge of gravity that damages everything on the screen.screen.
** Star Man is able to throw his Star Crash in multiple directions, while in Mega Man's hands it can only be thrown left or right.
* ShootTheBullet: The Water Wave can nullify most enemy projectiles, including Star Man's shield. Although its usefulness is a little limited by its inability to be fired in the air.



* SlideAttack: The Charge Kick.

to:

* SlideAttack: The Charge Kick.Kick, which can only be used by sliding while having the weapon equipped.



* SpreadShot: The Crystal Eye explodes into a spread of three when it hits a wall.
* StealthPun: 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".

to:

* SpaceZone: Star Man's stage, which takes place on a space station with low gravity. This makes it more like a traditional underwater stage despite not having any actual water in it.
* SpreadShot: The Crystal Eye explodes into a spread of three smaller crystals when it hits a wall.
* SpringJump: The Rush Coil of old has been replaced with the New Rush Coil; instead of jumping on a spring on Rush's back, Rush bounces himself up with a spring on his stomach, with Mega Man having to jump off of him afterwards.
* StealthPun: According to his ''VideoGame/MegaManAndBass'' 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".



* SuperDickery: According to the intro, Proto Man is the new BigBad, but near the end of the game, it turns out that he was an impostor. Once again, [[spoiler:the real BigBad was Dr. Wily, who was framing Proto Man for his crimes the whole time and is really the one behind Dr. Light's kidnapping]].

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* SuperDickery: According to the intro, Proto Man is the new BigBad, but near the end of the game, it turns out that he was an impostor. Once again, [[spoiler:the the real BigBad was Dr. Wily, who was framing Proto Man for his crimes the whole time and is really the one behind Dr. Light's kidnapping]].kidnapping.


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** Dark Man 1's lower body bears tank treads, and it has two arm cannons that it uses to attack.


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* TeleportSpam: The Wily Capsule returns from ''Mega Man 4'', and frequently engages in this to stay out of your range. With Beat, however, hitting him becomes a lot easier.


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* UtilityWeapon: The Super Arrow can damage enemies, but it can also be used to create temporary footholds on walls, and can be used as a faster alternative to the Rush Jet.


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* VillainExitStageLeft: After being defeated once again, Dr. Wily escapes justice by fleeing while Mega Man struggles to keep the Wily Castle's collapsing ceiling from crushing him and Dr. Light.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* ChickenWalker: The Dachone, a WalkingTank that fires FrickinLaserBeams that first appears in Star Man's stage.

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* ChickenWalker: The Dachone, a WalkingTank that fires FrickinLaserBeams [[EnergyWeapon Frickin' Laser Beams]] that first appears in Star Man's stage.

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* DiscOneFinalBoss: [[ClearTheirName Proto Man]]/[[spoiler:Dark Man]].
* DiscOneFinalDungeon: [[SupervillainLair Proto Man's Castle]].
* DishingOutDirt: Stone Man.
* DistressedDude: Dr Light is kidnapped by "Proto Man" and it's up to you to save him!

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* DiscOneFinalBoss: [[ClearTheirName [[spoiler:[[ClearTheirName Proto Man]]/[[spoiler:Dark Man]].
Man]].]]
* DiscOneFinalDungeon: [[SupervillainLair [[spoiler:[[SupervillainLair Proto Man's Castle]].
Castle]].]]
* DishingOutDirt: Stone Man.
Man has the ability to fire giant orbiting rocks with his Power Stone attack.
* DistressedDude: Dr Light is kidnapped by "Proto Man" Proto Man, and it's up to you to save him!



* MarathonLevel: The [[ScrappyMechanic jetski section]] of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll 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.
* MasterOfIllusion: Dark Man.
* MythologyGag: There was also a Wave Man in the infamous ''[[CanonDiscontinuity Mega Man 3]]'' (DOS) for the PC.

to:

* MarathonLevel: The [[ScrappyMechanic jetski section]] section of Wave Man's stage. Sudden UnexpectedGameplayChange? Check. CheckPointStarvation with two lengthy enemy-filled sections and a MiniBoss? Check. [[FakeDifficulty 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 [[GottaCatchEmAll Beat plate]] in a hard-to-maneuver tricky section near the end, where if you miss it you have to replay the entire level to get another chance at it? Check.
* MasterOfIllusion: Dark Man.
* MythologyGag: There was also a Wave
Man in has the infamous ''[[CanonDiscontinuity Mega Man 3]]'' (DOS) for the PC.ability to seamlessly disguise himself as [[spoiler:Proto Man]].



* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak, the Napalm Bomb is slow, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone misses everything, the Charge Kick is a mess... Well, about the only ones to do their job are the Crystal Eye and Gyro Attack.

to:

* PowerUpLetdown: Most of the special weapons, sadly. The Gravity Hold is laughably weak, the Napalm Bomb is slow, the Water Wave is on par with Bubble Lead, the Star Crash can't take a hit, the Power Stone misses and Crystal Eye miss everything, the Charge Kick is a mess... Well, about the only ones to do their one that does its job are well is the Crystal Eye and Gyro Attack.



* SecretAIMoves: Inverted with Gravity Man. HE can change the direction of gravity. YOU can summon an instantaneous surge of gravity that damages everything on the screen.

to:

* SecretAIMoves: Inverted with Gravity Man.Man's power works differently depending on who's using it. HE can change the direction of gravity. YOU can summon an instantaneous surge of gravity that damages everything on the screen.



* SmartBomb: The Gravity Hold, though it only really works on weak enemies.



* StealthPun: 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".

to:

* StealthPun: According to his CD data, Gyro Man likes a certain Greek sandwich: it sandwich. It wasn't specific, but they must be referring to a doner kebab, a.k.a. the "gyro".



* TankGoodness: 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 TyrannosaurusRex version in ''VideoGame/MegaMan9'', in the series.

to:

* TankGoodness: TankGoodness:
**
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 TyrannosaurusRex version in ''VideoGame/MegaMan9'', in the series.



* UniqueEnemy: The only two Rounders in the game (or series, for that matter) are found near the end of the first stage of Proto Man's fortress.



* WhenAllYouHaveIsAHammer: Gravity Man can only manipulate gravity; he doesn't even have any auxiliary weapons. The only way he can attack Mega Man is to use his powers to cause CollisionDamage.
** 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).

to:

* WhenAllYouHaveIsAHammer: Gravity Man can only manipulate gravity; he doesn't even have any auxiliary weapons. his only other weapon is a regular old plasma blaster. The only other way he can attack Mega Man is to use his powers to cause CollisionDamage.
** 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).
CollisionDamage.
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* AsteroidsMonster: a Met variant exclusive to this game, the Metall Mommy.

to:

* AsteroidsMonster: a A Met variant exclusive to this game, the Metall Mommy.
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* EternalEngine: Charge Man's level.
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* CoversAlwaysLie: The [[https://en.wikipedia.org/wiki/Mega_Man_5#/media/File:Megaman5_box.jpg North American box art]] makes Gravity Man look like he's the size of a house and that he has electricity powers.
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* VideoGameSliding: While Mega Man has been able to slide since ''VideoGame/MegaMan3'', the Charge Kick marks the only time in series history that one of Mega Man's weapons requires him to slide in order to use.

to:

* VideoGameSliding: While Mega Man has been able to slide since ''VideoGame/MegaMan3'', the Charge Kick marks the only time in series history that one of Mega Man's weapons requires ''requires'' him to slide in order to use.
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* VideoGameSliding: While Mega Man has been able to slide since ''VideoGame/MegaMan3'', the Charge Kick marks the only time in series history that one of Mega Man's weapons requires him to slide in order to use.

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