Claim set · data/claims/mega-man-5-history.yaml

Mega Man 5 (history and reception)

Game: Mega Man 5.

Mega Man 5 came out on the Famicom in Japan on 4 December 1992. Nintendo of America's list of NES games dates the North American release December 1992. mega-man-5-history/release

PublisherdisputedMM25: Mega Man & Mega Man X Official Complete Works · p. 52, release table — the book's table files the Japanese Famicom date under "NES"NES 12/04/1992ロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · game page header発売日: 1992年12月04日NES Games (Nintendo of America release list) · PDF p. 8 — Nintendo of America's NES list, in the row for Mega Man 5 with Capcom as licensee; it gives a month, not a dayDecember 1992

Disputed: Nintendo Power's January 1993 issue dates the North American release a month later: its fact box reads "Release Date ... January 1993" (nintendo-power-044, p. 105). No period document found gives the day.

Cited by: Mega Man 5

In Japan the game is Rockman 5: Blues no Wana!? ("Blues' Trap!?"). mega-man-5-history/japanese-title

Webロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · game page headerロックマン5 ブルースの罠!?

The translation is the atlas's.

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In the story, Proto Man leads an army of robots against the city and kidnaps Dr. Light. mega-man-5-history/story

PublisherMM25: Mega Man & Mega Man X Official Complete Works · p. 52, storyProto Man showed up with a whole army of mysterious robots behind him and began laying siege to the city.MM25: Mega Man & Mega Man X Official Complete Works · p. 52, storyProto Man also kidnapped Dr. Light.Mega Man 5 Instruction Booklet (NES, North America) · p. 5, Getting Startedeight of Protoman’s robotic creationsNintendo Power, issue 44 (1993-01) · p. 105, Now PlayingAn army of robots led by the mysterious Protoman is bent on destroying the world.

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The player picks which of eight Robot Masters to fight from a screen of their portraits; they are Charge Man, Napalm Man, Gyro Man, Stone Man, Crystal Man, Wave Man, Star Man, and Gravity Man. mega-man-5-history/stage-select

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 5, Getting Startedyou will see mug shots of eight of Protoman’s robotic creations. Use the control pad to highlight the robot you wish to battleMega Man 5 Instruction Booklet (NES, North America) · pp. 16-17, Robot Masters NotesCHARGE MAN NAPALM MAN GYRO MAN STONE MANMega Man 5 Instruction Booklet (NES, North America) · pp. 16-17, Robot Masters NotesCRYSTAL MAN WAVE MAN STAR MAN GRAVITY MAN

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Each Robot Master Mega Man beats gives him its weapon. mega-man-5-history/weapons

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 9, Power Up!you will gain their special weapon and add it to your arsenal

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Charge Man's weapon, the Charge Kick, turns Mega Man's slide into an attack. mega-man-5-history/charge-kick

WebThe History of Mega Man · 1992, Mega Man V, The Weapons and BossesCharge Man's charge kick, which turned your slide deadly

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Mega Man's dog Rush becomes a springboard (Rush Coil) from the start, and a jet sled (Rush Jet) once Mega Man finds its adaptor. mega-man-5-history/rush

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 10, Robot Reinforcements — the OCR reads "tums" for "turns"(RC) Rush Coil: Rush tums into a springboard to send Mega Man flying over obstacles.Mega Man 5 Instruction Booklet (NES, North America) · p. 10, Robot ReinforcementsRush can only transform into the Rush Coil at the beginning of the game. Mega Man must find the Rush Jet adaptor before Rush can become the Rush Jet.

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Collecting the letters M-E-G-A-M-A-N-V, hidden in the stages, lets Mega Man call Beat, a robot bird that fights for him; Beat is new in this game. mega-man-5-history/beat

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 12, Just Beat It! — the OCR splits the lettersIf Mega Man can collect the letters to spell out M EG A M AN V, Mega Man can call and activate BEAT,The History of Mega Man · 1992, Mega Man V, GameplayThere were letters hidden in the stages that spelled out "MEGA MAN V."The History of Mega Man · 1992, Mega Man V, The BasicsStill, this game saw the introduction of Rock's friend and helper, Beat, a small mechanical bird.

Cited by: Mega Man 5, Mega Man 6

Keiji Inafune designed Beat, approved on his first drawing. mega-man-5-history/beat-design

PublisherMM25: Mega Man & Mega Man X Official Complete Works · pp. 52-53, BeatI just tried to imagine what a cute bird would look like, and this is what I got.MM25: Mega Man & Mega Man X Official Complete Works · pp. 52-53, BeatI got it approved on my first shot.

Energy Tanks refill Mega Man's life, and Mega Tanks refill his life and every weapon's energy. mega-man-5-history/mega-tank

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 13, Special ItemsEnergy Tanks: These tanks of energy refill Mega Man’s supply.Mega Man 5 Instruction Booklet (NES, North America) · p. 13, Special ItemsMega Tank: These tanks of mega-energy refill Mega Man’s energy level. They also refill all of Mega Man’s weapon energy levels.

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Beating a Robot Master can earn a password, which resumes the game from that point. mega-man-5-history/password

ManualMega Man 5 Instruction Booklet (NES, North America) · p. 13, Using Your PasswordAs you reduce Protoman’s robot masters into scrap metal, Mega Man may be rewarded with a secret password.Mega Man 5 Instruction Booklet (NES, North America) · p. 14, Using Your PasswordThe next time you play Mega Man 5, you can continue from where you

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Keiji Inafune says the team, feeling Mega Man 4 had already done everything, powered up the charge shot for Mega Man 5, which made it bigger and gave it more colors. mega-man-5-history/charge-design

PublisherMM25: Mega Man & Mega Man X Official Complete Works · p. 53, Super Mega BusterI knew we had to come up with something new, so we powered up the Charge Shot. It felt like everything had already been 'done' in '4',MM25: Mega Man & Mega Man X Official Complete Works · p. 53, Super Mega Buster — Hayato KajiWe didn't just make the Charge Shot bigger in '5', but also added some different colors where we could.Nintendo Power, issue 44 (1993-01) · pp. 79-80, Mega Man V review, openingAfter some minor tweaking to the Mega Buster to make it more powerful

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Some of Mega Man 5's bosses came from a design contest held in Japan, which drew 130,000 entries. mega-man-5-history/contest

Value: 130000

PublisherMM25: Mega Man & Mega Man X Official Complete Works · p. 52, release table — the OCR splits 130,000Total number of boss character submissions: 1 30,000Nintendo Power, issue 44 (1993-01) · pp. 79-80, Mega Man contest pageSome of the boss robots that appear in Mega Man V were the result of a design contest, similar to this one, that was held recently in Japan.

The count is the book's; it doesn't say how many bosses came from entries.

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Keiji Inafune assembled the team that made Mega Man 5; Hayato Kaji joined partway through and drew part of Stone Man's sprite. mega-man-5-history/team

PublisherMM25: Mega Man & Mega Man X Official Complete Works · p. 57, Kaji'5' was put together by the staff that Inafune assembled, otherwise known as the Rock Family.MM25: Mega Man & Mega Man X Official Complete Works · p. 55, KajiI was called on in the middle of it all to help out in any way that I could. I did some of the dot work for Stone Man.

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Mari Yamaguchi composed Mega Man 5's music. mega-man-5-history/composer

PublisherJapanese Mega Man 10 Soundtrack Details · composer listMari Yamaguchi (Mega Man 5)

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Mega Man 5 entered Famicom Tsūshin's weekly sales chart at No. 2, behind Final Fantasy V. mega-man-5-history/chart

Value: 2

MagazineWeekly Famicom Tsūshin, no. 211 (1993-01-01) · Weekly Top 30, opening text — the OCR garbles the words between『ファイナルファンタジーV』が、予想どおり…みごとトップに輝いた。Weekly Famicom Tsūshin, no. 211 (1993-01-01) · Weekly Top 30, opening text — "Following it, Rockman 5 debuted at No. 2." The translation is the atlas's. The OCR spaces out the digits ("ロ ッ ク マ ン 5』 が 初 登場 で 2 位"), so the fuzzy match misses; read in the pinned text.それに続いて『ロックマン5』が初登場で2位にランクイン。

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Nintendo Power's review called the control outstanding and the graphics great, and found nothing bad about the game unless the player wanted more variety; it rated the game 3.9 for graphics and sound, 4.0 for play control, 3.9 for challenge, and 3.7 for theme and fun, out of 5. mega-man-5-history/nintendo-power

Value
{
 "review": "Nintendo Power",
 "of": 5,
 "scores": {
  "graphics and sound": 3.9,
  "play control": 4,
  "challenge": 3.9,
  "theme and fun": 3.7
 }
}
MagazineNintendo Power, issue 44 (1993-01) · p. 105, Now Playingthe control is outstanding.Nintendo Power, issue 44 (1993-01) · p. 105, Now PlayingThe graphics are great and the enemies are coolNintendo Power, issue 44 (1993-01) · p. 105, Now Playing — the OCR reads "thera’s rally" and "gama"Unless you'd just like to see more variety in the game play, characters or story, there's really nothing bad about this gameNintendo Power, issue 44 (1993-01) · p. 107, Power Meter — the OCR reads "IP" for "1P" and "4,0" for 4.0MEGA MAN 5 CAPCOM — |IP/PASS 3.9 4,0 | 3.9 | 3.7 |COMIC ACTIONNintendo Power, issue 44 (1993-01) · p. 107, Power Meter keyG=GRAPHICS AND SOUNDNintendo Power, issue 44 (1993-01) · p. 107, Power Meter keyP=PLAY CONTROL

The key also gives the scale, "from 1 (poor) to 5 (excellent)", and the column order G, P, C (challenge), T (theme and fun).

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Famicom Tsūshin's four reviewers gave Mega Man 5 a cross-review total that Famitsu.com normalizes to 58 of 100; their comments call the series tradition or a rut, the game almost unchanged from Mega Man 4, and as hard as ever. mega-man-5-history/famitsu

Value
{
 "review": "Famitsu.com (normalized)",
 "of": 100,
 "score": 58
}
Webロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · cross review — the four scores total 40 at most, so the page multiplies the total by 2.5週刊ファミ通、Xbox 360の場合は40点満点のため、合計点数×2.5点が基準点 58ロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · cross review — "Put kindly, Rockman is tradition; put badly, a rut." The translation is the atlas's.『ロックマン』って良く言うと、伝統。悪くいうと、マンネリ。ロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · cross review — "With no new system to speak of, it is almost unchanged from Rockman 4." The translation is the atlas's.これといった新システムもなく、前作『ロックマン4』とほとんど変わっていない。ロックマン5 ブルースの罠!? (Famitsu.com game page and cross review) · cross review — "As hard as ever." The translation is the atlas's.あいかわらず難しい。

The page doesn't print the four reviewers' own scores.

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GameSpot's 2003 history of the series found Mega Man 5's ideas wearing thin, praised its graphics and music, blamed its bosses and the market's move to the Super NES for its weak showing, and called it underappreciated and rare. mega-man-5-history/legacy

WebThe History of Mega Man · 1992, Mega Man V, The BasicsMega Man V tried really hard, sporting excellent graphics for the NES and some good tunes, but wacky bosses and the market's shift toward the SNES didn't do much to help it.The History of Mega Man · 1992, Mega Man V, GameplayMega Man was wearing thin in the area of innovation this time around.The History of Mega Man · 1992, Mega Man V, Final Thoughtstry to savor this underappreciated and fairly rare title.

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