Mega Man 5
Capcom's 1992 action platformer for the NES, the fifth in the series.
Mega Man 5 is Capcom’s action platformer for the NES. It came out in Japan on 4 December 19921 as Rockman 5: Blues no Wana!?2. In its story Proto Man leads an army of robots against the city and kidnaps Dr. Light3. The player picks which of eight Robot Masters to fight from a screen of their portraits4, and each one Mega Man beats gives him its weapon5. Some of the bosses came from a design contest held in Japan, which drew 130,0006 entries.
Keiji Inafune assembled the team7, and Mari Yamaguchi wrote the music8. Inafune felt that Mega Man 4 had already done everything, so the team powered up the charge shot, making it bigger and more colorful9. The game also adds Beat, a robot bird Mega Man can call once he collects letters spelling MEGA MAN V10.
In Japan it entered Famicom Tsūshin’s sales chart at No. 211, behind Final Fantasy V. Nintendo Power praised its control and graphics12. Famicom Tsūshin’s reviewers found it almost unchanged from Mega Man 4 and as hard as ever, and their total comes to 58 of 10013 on Famitsu.com’s normalized scale. GameSpot’s 2003 history of the series called it underappreciated, a game that lost out as players moved to the Super NES14.
#How it plays
Mega Man jumps as he did in Mega Man 4. Every jump leaves the ground at the same speed, and letting go of A stops the rise at once15. The slide is Mega Man 4’s too, as fast and as long, and a press of A jumps out of it16. Charge Man’s weapon, the Charge Kick, turns the slide into an attack17.
Holding B charges the charge shot. A short hold still fires a normal shot, and the two charged strengths sit at new counts: the full charge comes at a lower count than in Mega Man 4, and the half charge at a higher one18. A hit pushes Mega Man back, away from the way he faces. Holding that direction halves the push19.
Rush, Mega Man’s dog, turns into a springboard from the start and into a jet sled once Mega Man finds its adaptor20. Energy Tanks refill his life, and a Mega Tank refills his life and every weapon’s energy at once21. Beating a Robot Master can earn a password, which resumes the game from that point22.
#Across the series
Mega Man 5 keeps Mega Man 4’s jump and slide15,16. It moves the charge shot’s thresholds, and it lets the player resist a hit’s push18,19. Beat is new to the series here10.
Cartridge
Code lineage
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Jump | One speed | every jump takes off at Mega Man 4's speed, upside down in Gravity Man's stage |
| Variable jump height | Release cap | letting go of A stops the rise at once |
| Ground slide | Timed | Mega Man 4's slide, as fast and as long, and A jumps out of it |
| Charge shot | Tiers on release | hold B for a half or a full charge; the full one comes at a lower count than in Mega Man 4 |
| Knockback | Fixed shove | a hit pushes him back, and holding the way he faces halves the push |
Every claim about this game, by concept (70)
References
- ^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.PublisherMM25 · Famitsu, Rockman 5 review page · Nintendo, NES Gamesrevised
How we know
NES 12/04/1992
p. 52, release table · archived copy ↗ 発売日: 1992年12月04日
game page header · archived copy ↗ December 1992
PDF p. 8 · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-22.
- ^In Japan the game is Rockman 5: Blues no Wana!? ("Blues' Trap!?").WebFamitsu, Rockman 5 review page
How we know
ロックマン5 ブルースの罠!?
game page header · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^In the story, Proto Man leads an army of robots against the city and kidnaps Dr. Light.PublisherMM25 · Mega Man 5 NES manual · Nintendo Power 44
How we know
Proto Man showed up with a whole army of mysterious robots behind him and began laying siege to the city. … Proto Man also kidnapped Dr. Light.
p. 52, story · archived copy ↗ eight of Protoman’s robotic creations
p. 5, Getting Started · archived copy ↗ An army of robots led by the mysterious Protoman is bent on destroying the world.
p. 105, Now Playing · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^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.ManualMega Man 5 NES manualrevised
How we know
you will see mug shots of eight of Protoman’s robotic creations. Use the control pad to highlight the robot you wish to battle
p. 5, Getting Started · archived copy ↗ CHARGE MAN NAPALM MAN GYRO MAN STONE MAN … CRYSTAL MAN WAVE MAN STAR MAN GRAVITY MAN
pp. 16-17, Robot Masters Notes · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-22.
- ^Each Robot Master Mega Man beats gives him its weapon.ManualMega Man 5 NES manual
How we know
you will gain their special weapon and add it to your arsenal
p. 9, Power Up! · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Some of Mega Man 5's bosses came from a design contest held in Japan, which drew 130,000 entries.PublisherMM25 · Nintendo Power 44revised
How we know
Total number of boss character submissions: 1 30,000
p. 52, release table · archived copy ↗ Some 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.
pp. 79-80, Mega Man contest page · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-22.
- ^Keiji Inafune assembled the team that made Mega Man 5; Hayato Kaji joined partway through and drew part of Stone Man's sprite.PublisherMM25
How we know
'5' was put together by the staff that Inafune assembled, otherwise known as the Rock Family.
p. 57, Kaji · archived copy ↗ I 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.
p. 55, Kaji · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Mari Yamaguchi composed Mega Man 5's music.PublisherCapcom Unity, Mega Man 10 soundtrack postrevised
How we know
Mari Yamaguchi (Mega Man 5)
composer list · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-22.
- ^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.PublisherMM25 · Nintendo Power 44
How we know
I 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', … We didn't just make the Charge Shot bigger in '5', but also added some different colors where we could.
p. 53, Super Mega Buster · archived copy ↗ After some minor tweaking to the Mega Buster to make it more powerful
pp. 79-80, Mega Man V review, opening · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^ abCollecting 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.ManualMega Man 5 NES manual · GameSpot, History of Mega Man
How we know
If Mega Man can collect the letters to spell out M EG A M AN V, Mega Man can call and activate BEAT,
p. 12, Just Beat It! · archived copy ↗ There were letters hidden in the stages that spelled out "MEGA MAN V."
1992, Mega Man V, Gameplay · archived copy ↗ Still, this game saw the introduction of Rock's friend and helper, Beat, a small mechanical bird.
1992, Mega Man V, The Basics · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Mega Man 5 entered Famicom Tsūshin's weekly sales chart at No. 2, behind Final Fantasy V.MagazineFamicom Tsūshin 211
How we know
『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。 … 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。
Weekly Top 30, opening text · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^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.MagazineNintendo Power 44
How we know
the control is outstanding. … The graphics are great and the enemies are cool … Unless you'd just like to see more variety in the game play, characters or story, there's really nothing bad about this game
p. 105, Now Playing · archived copy ↗ MEGA MAN 5 CAPCOM — |IP/PASS 3.9 4,0 | 3.9 | 3.7 |COMIC ACTION
p. 107, Power Meter · archived copy ↗ G=GRAPHICS AND SOUND … P=PLAY CONTROL
p. 107, Power Meter key · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^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.WebFamitsu, Rockman 5 review pagerevised
How we know
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』って良く言うと、伝統。悪くいうと、マンネリ。 … 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。 … あいかわらず難しい。
cross review · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-22.
- ^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.WebGameSpot, History of Mega Man
How we know
Mega 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.
1992, Mega Man V, The Basics · archived copy ↗ Mega Man was wearing thin in the area of innovation this time around.
1992, Mega Man V, Gameplay · archived copy ↗ try to savor this underappreciated and fairly rare title.
1992, Mega Man V, Final Thoughts · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^ abMega Man 5 keeps Mega Man 4's jump. Both write 5 px/frame (
$05.$00) into the vertical speed at$03F0/$03D8on a jump, and set it to 0 on any rising frame without A.Codeplasticsmoke/megaman5-disassembly-ca65 · plasticsmoke/megaman4-disassembly-ca65How we know
L80A4: lda $AF bne L80B5 lda #$00 sta $03D8 lda #$05 sta $03F0 jmp player_st_air
src/bank1B.asm#L122-L128 · upstream ↗ L8259: lda $03F0 bmi L8283 L825E: lda $16 and #$80 bne L8283 lda #$00 sta $03D8 sta $03F0 beq L8283
src/bank1B.asm#L335-L343 · upstream ↗ 186 LDA #$00 ; zero sub-velocity 187 STA ent_yvel_sub ; Y velocity sub = 0 188 LDA #$05 ; jump speed 5 px/frame 189 STA ent_yvel ; Y velocity = +5 (up)
src/bank3C.asm lines 186–189 at a63bb6e · upstream ↗ 425 LDA joy1_held ; held buttons 426 AND #$80 ; A still held? 427 BNE L_8338 ; held: full jump 428 LDA #$00 ; zero 429 STA ent_yvel_sub ; cut jump: Y vel sub = 0 430 STA ent_yvel ; cut jump: Y vel = 0
src/bank3C.asm lines 425–430 at a63bb6e · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-21.
Checked by a second AI model, 2026-10-21.
- ^ abMega Man 5 keeps Mega Man 4's slide, 2.5 px/frame for 26 frames (
$1A), with a jump out of it on any slide frame a fresh A press comes without Down and there is headroom. The earliest is the slide's 3rd frame, counting the set-up frame (Down and A) as the 1st: a fresh press needs A let go on the 2nd.Codeplasticsmoke/megaman5-disassembly-ca65 · plasticsmoke/megaman4-disassembly-ca65How we know
lda #$1A sta $35 lda #$02 sta $30 lda #$80 sta $03A8 lda #$02 sta $03C0
src/bank1B.asm#L161-L168 · upstream ↗ lda $14 and #$80 beq L82C8 lda $16 and #$04 bne L82C8 … jsr probe_horiz lda L0010 bne L82C8 lda #$4C sta $03A8 …
src/bank1B.asm#L377-L393 · upstream ↗ 217 LDA #$1A ; slide duration 26 frames 218 STA $34 ; set slide timer 219 LDA #$02 ; state $02 = slide 220 STA player_state ; enter slide state 221 LDA #$80 ; slide speed 2.5 px/frame
src/bank3C.asm lines 217–226 at a63bb6e · upstream ↗ 474 LDA joy1_press ; newly pressed 475 AND #$80 ; A button? 476 BEQ L_839D ; no jump: steering 477 LDA joy1_held ; held buttons 478 AND #$04 ; Down held? 479 BNE L_839D ; Down+A: stay sliding
src/bank3C.asm lines 474–479 at a63bb6e · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-26.
Checked by a second AI model, 2026-10-21.
Checked by a second AI model, 2026-10-26.
- ^Charge Man's weapon, the Charge Kick, turns Mega Man's slide into an attack.WebGameSpot, History of Mega Man
How we know
Charge Man's charge kick, which turned your slide deadly
1992, Mega Man V, The Weapons and Bosses · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^ abMega Man 5 moves Mega Man 4's charge thresholds. On release its counter
$38fires a normal shot from 16 ($10), a half-charged one from 40 ($28), and a full one from 80 ($50), and nothing under 16; Mega Man 4's counter, which starts at 1 on the press, fires nothing under 32, a half charge from 32, and a full one from 92. So the full charge needs a lower count and the half charge a higher one.Codeplasticsmoke/megaman5-disassembly-ca65 · plasticsmoke/megaman4-disassembly-ca65revisedHow we know
buster_charge_ctl: lda $32 bne L910F lda $30 cmp #$04 beq L910F lda $16 and #$40 bne buster_charge_tick lda $38 cmp #$10 bcc L910F cmp #$50 …
src/bank1B.asm#L2291-L2311 · upstream ↗ buster_charge_tick: lda $38 cmp #$20 bne L9148 … L9148: inc $38
src/bank1B.asm#L2314-L2319 · upstream ↗ buster_tier_threshold:.byte $28,$50,$FF
src/bank1B.asm#L2891 · upstream ↗ buster_tier_preset:.byte $18,$A8,$A9
src/bank1B.asm#L2892 · upstream ↗ 1751 STY $35 ; minimum charge (tap)src/bank3C.asm line 1751 at a63bb6e · upstream ↗ 1710 CMP #$20 ; level 1 threshold ($20) 1711 BCC L_8D59 ; tap shot: normal spawn 1712 INC $36 ; flash phase 8 1713 CMP #$40 ; level 2 threshold ($40) 1714 BCC L_8D0C ; small charge 1715 INC $36 ; flash phase 9 1716 CMP #$5C ; full charge threshold ($5C)
src/bank3C.asm lines 1710–1716 at a63bb6e · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-21.
Revised after a check by a second AI model, 2026-10-21.
- ^ abMega Man 5 keeps the 0.5 px/frame knockback, always against the way Mega Man faces, but lets the player resist it: with the direction he faces held, the push drops to 0.25 px/frame (
$40).Codeplasticsmoke/megaman5-disassembly-ca65 · plasticsmoke/megaman4-disassembly-ca65revisedHow we know
615player_st_hurt:src/bank1B.asm lines 615–637 at 7fd6512 · upstream ↗ L80C2: lda #$02 sta $08 lda $0528 and #$20 beq L80D1 lda #$01 sta $08
src/bank1B.asm#L138-L144 · upstream ↗ 803 LDA #$80 ; knockback speed 0.5 px/frame 804 STA ent_xvel_sub ; X velocity sub 805 LDA #$00 ; zero 806 STA ent_xvel ; X velocity px
src/bank3C.asm lines 803–806 at a63bb6e · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-21.
Revised after a check by a second AI model, 2026-10-21.
- ^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.ManualMega Man 5 NES manual
How we know
(RC) Rush Coil: Rush tums into a springboard to send Mega Man flying over obstacles. … Rush 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.
p. 10, Robot Reinforcements · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Energy Tanks refill Mega Man's life, and Mega Tanks refill his life and every weapon's energy.ManualMega Man 5 NES manual
How we know
Energy Tanks: These tanks of energy refill Mega Man’s supply. … Mega Tank: These tanks of mega-energy refill Mega Man’s energy level. They also refill all of Mega Man’s weapon energy levels.
p. 13, Special Items · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
- ^Beating a Robot Master can earn a password, which resumes the game from that point.ManualMega Man 5 NES manual
How we know
As you reduce Protoman’s robot masters into scrap metal, Mega Man may be rewarded with a secret password.
p. 13, Using Your Password · archived copy ↗ The next time you play Mega Man 5, you can continue from where you
p. 14, Using Your Password · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-22.
Sources
Code
- plasticsmoke. 2026. “Mega Man 5 (U), annotated ca65 disassembly (plasticsmoke).” Commit 7fd6512. plasticsmoke/megaman5-disassembly-ca65 @ 7fd6512 · licence, all uses
- plasticsmoke. 2026. “Mega Man 4 (U), annotated ca65 disassembly (plasticsmoke).” Commit a63bb6e. plasticsmoke/megaman4-disassembly-ca65 @ a63bb6e · licence, all uses
Primary
- Capcom and UDON Entertainment. 2013. “MM25: Mega Man & Mega Man X Official Complete Works.” UDON Entertainment. original · archived · licence, all uses
- America, Nintendo of. n.d. “NES Games (Nintendo of America release list).” Nintendo of America. original · archived · licence, all uses
- U.S.A., Capcom. 1992. “Mega Man 5 Instruction Booklet (NES, North America).” Capcom U.S.A. original · archived · licence, all uses
- Capcom and jgonzo. 2010. “Japanese Mega Man 10 Soundtrack Details.” Capcom. original · archived · licence, all uses
Secondary
- Famitsu. n.d. “ロックマン5 ブルースの罠!? (Famitsu.com game page and cross review).” original · archived · licence, all uses
- staff, Nintendo Power. 1993. “Nintendo Power, issue 44 (1993-01).” Nintendo Power, vol. 44. Nintendo of America. original · archived · licence, all uses
- Christian, Nutt, and Speer, Justin. 2003. “The History of Mega Man.” original · archived · licence, all uses
- staff, Famicom Tsūshin. 1993. “Weekly Famicom Tsūshin, no. 211 (1993-01-01).” Weekly Famicom Tsūshin (週刊ファミコン通信), no. 211. ASCII Corporation. original · archived · licence, all uses