Genre: Platformer | Players: 1 | Developer: Capcom
Since I haven’t covered the fourth entry in the classic series, I’ll briefly list the things introduced there that carry over to this game:
***You can charge your regular shots for larger and more powerful blasts.
***Rush Jet now starts moving forward uncontrollably the moment even a sub-pixel of your foot hits it and will get you killed most of the time because of it.
I’ll also list the “features” that are new to it:
***You’ll be collecting letters (and a number) in each level to spell ‘Mega Man 5,’ which will unlock your new bird companion, Beat. He relentlessly circles enemies and WRECKS most of the bosses in Proto Man’s castle.
***Yes, Proto Man is the fake villain this time. Ooooooh SPOILER -_-
***You must now allow the Rush Coil to jump off the ground with you before jumping off it at its apex. It’s really weird, yes, but once you know how it works it’s worlds less dangerous than Rush Jet.
Outside of some kick-ass music (Wave Man’s theme may be my favorite piece of music on the NES), that’s most of what’s worth noting. Why bother writing this, then? Simple, I want to convey that to me Mega Man 5 is a rare kind of nostalgic that teleports me back to my days in front of the NES, on the floor, after school. This is even more astounding considering I maybe rented it once, ever, if at all.
Other than Rush’s tragic downfall, it’s sublimely playable and if critics want to say that’s because it’s overly easy (extra men DO drop like flies), they aren’t going to offend me. But, they also aren’t going to change my mind, either. I’ll likely be too busy completely unplugging to care.
Buyer’s Guide: It’s an NES game, but get the Mega Man Anniversary Collection (PS2, Xbox, Game Cube). If you’re feeling contrarian or want it on the go you can find it on mobile phones, the Wii VC, and PSN.
3½ Train Men Cometh out of 5