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Megaman 5 Review, Shadowflare.inc

Megaman 5

Producer: Capcom
System: NES, GameCube, Playstation 2
Year: 1992

Since one good Megaman game inherently deserves another, it wasn’t long until Megaman 5 hit the shelves. As usual, this game doesn’t fail to deliver the goods. This is one of my favorites, in terms of plot (Protoman plays a large role in the story for once), music, and overall coolness of Robot Masters.

In this game, it would appear that Protoman has shown his true colors as a villain. He’s kidnapped Dr. Light and has dispatched a new group of Robot Masters on a destructive frenzy. As always, Megaman sets off to take them down, but will he be able to confront his own brother?

Dr. Cossack has developed a new partner for Megaman; a cybernetic bird named Beat. In order to activate him, Megaman must collect eight special circuit plates, one form each Robot Master stage. When he has them all, he can call upon Beat to attack any nearby enemies. A very handy tool. Rush and Eddie are also back, although, Rush no longer has his Marine adaptor (I guess the programmers felt he made underwater areas too easy).

Graphics-wise, the game has changed very little from previous games. Perhaps this stagnation of graphics is part of the reason critics of the series claim the games are way too redundant. That and the fact that the overall game engine has changed very little since 1987.