Mega Man V or Rockman World 5 as it were was the final GameBoy interquel and easily the best of them for one reason...it wasn't recycled NES content! However, each GB game did introduce a group of Robot Masters called the Mega Man Killers. Enker was the Killer in Dr. Wily's Revenge, Punk in III & Ballade in IV. There was also Quint in II but he isn't a Killer but something else entirely. This is just to say that the GB games weren't completely devoid of original content and until Mega Man 10 was the only way to experience those battles except for Quint who has yet to make an appearance outside the GB games in a fashion similar to the Killers. So if you're trying to experience this side of the franchise I'd say it'd be worth the time to do so by starting from Dr. Wily's Revenge and making your way to this game. Speaking of this game is that maybe we should talk about it instead because it is the topic of discussion. That seems like a good of a segue as any I'd say.
Want some plot? Here's some plot for you. Some time after Mega Man stopped Wily's plan for world domination for the umpteenth time is that him and Roll are taking a stroll when all of a sudden a Stardroid introducing himself as Terra appears and challenges Mega Man to battle. During the battle Mega Man realizes his Mega Buster doesn't work at all against Terra who then proceeds to curb stomp him into the ground because of this fact. Sometime after that Mega Man wakes up in Dr, Light's Lab to the news that robots from space are attacking the Earth. Dr. Light in the wake of all that's happened has created and equipped Mega Man with the Mega Arm or Rock'n Arm as its called in Rockman World 5 which sounds cooler by the by and with it he can now charge up energy in his fist before firing it. Some people like to make the comparison to the Hard Knuckle but as you'll learn what it can do it does seem more like this interquel's version of Rocket Buster from Mega Man 6 with some twists of its own as you'll learn about a bit later.
Also joining Mega Man's quest against the Stardroids is his new feline companion, Tango. Tango serves the same function as Beat does in Mega Man 5 & 6. Tango will do 1 point of damage to mostly any enemy until it's dead, Tango's energy runs out or it rolls down a pit which is usually how most Tango summons end. Tango also has use against some bosses if you wish to use him in that manner as well. Mega Man's got a new weapon and a new kitty so it's time to take on Stardroid threat!
You'd think so right? Nope! There's something you need to do first. That thing is dying. A whole lot in fact. The reason is that if you continue 4 times in a stage without going back to the stage select is that Dr. Light will give you the Turbo Accelerator. It makes your all your shots faster and makes the Mega Arm return to you even quicker. Some may not find valor or value in dying but I see it as tipping the scales of justice in the favor of the greater good. There are some caveats to how this actually works. At no point before you get the Turbo Accelerator can you go back to the stage select and this includes what would be your 4th continue or it makes you start the process over again. You can do this twice and getting both levels of the Turbo Accelerator doesn't have to be done in the same string of continues. So you could do 4 get the L1 Turbo Accelerator and then do another 4 later on for the L2 version. I suggest getting both levels from the start of the game because it is a real helpful tool in this fight for the Earth. The final caveat is that the Turbo Accelerator is not saved in any password you receive so anytime you continue from a password is you'll have to go through the process again to get it so keep that in mind. Now Mega Man's all powered up now so lets take out those Stardroids and save the Earth!
This game follows the same formula as the previous GB games with 4 bosses to start, a boss to break up the in-between action, the 2nd set of 4 and the endgame. Surprisingly enough, the mainline games wouldn't get to this formula until a year later with Mega Man 7 with 8 following suit and Mega Man & Bass turning the idea on its head a bit with how game progression is handled. 9 & 10 dropped this for how it used to be pre-7 with all 8 Robot Masters available from the start. The More You Know!
Also returning from Mega Man IV is the opportunity to return to Dr. Light's Lab and trade your P Chips for items and services which was the the precursor to shops in Mega Man 7, & Bass, Challenger from the Future & 10. Dr. Light's Lab in 8 & Home in 9. The More You Know!
You can access the Dr. Light's Lab by pressing Select from the stage select screen or by pressing B after you've defeated one of the Stardroids or a Game Over. Here's what's available for you!
- 1/4 E-Tank for 20 P Chips (There's a stage filled with these so there's no need to ever buy this item.)
- W (Weapon) Tank for 30 P Chips (This is the only place in the game where you can get these so getting a couple for the endgame is recommended. These only fill up one weapon per tank just so you know. You can have a maximum of 4.)
- E (Energy) Tank for 60 P Chips (There are E-Tanks everywhere scattered throughout the game so if you need some then return to a stage and pick them up there instead and save your P Chips for something else. You can have a maximum of 4)
- Weapon Refill Service for 70 P Chips (In this game your weapons aren't refilled after defeating a Stardroid but are refilled after a Game Over. So depending on your usage for special weapons and your frugal spending of P Chips is that you could just Game Over for a free refill instead.)
- Extra Life/1Up/Me Head for 50 P Chips (These are another item that are scattered throughout the levels and randomly drop too. If you have some left over P Chips for the endgame then spending it on Me Heads wouldn't be the worst idea.)
- Energy Balancer for 140 P Chips (The Energy Balancer is a must but not the 1st thing on Rock's must own list in this game. If you have the P Chips to spare after a couple of Stardroids are defeated then do so but buy it before the start of the endgame.)
- S (Super) Tank for 120 P Chips (It fills up your energy and all your weapons upon use. This is also another item Dr. Light has to create and a must for the endgame. Keep it in mind in preparation for that. You can only hold one of these at a time.)
- MH (Magnet Hand/Mega Hand) for 90 P Chips (In my honest view this is the first thing on Rock's must own list. The game will present situations where you can get something by sliding or by using a certain weapon to pick up the goodies trapped inside. From what I've gathered is sliding for some items requires pixel perfect precision to get them because if you're off by even a hair coming or going is that Mega Man's dead. Also it is a sequence breaker in the 2nd half of the game in lieu of a weapon you'd have to grab some special items.)
- CL (Clobber Hand/Grab Attack) for 100 P Chips (Right after you get the Magnet Hand than this is the next item on Rock's must own list. What it does is that when Mega Man shoots the Mega Arm is that it will grab on to some enemies to do additional damage. I'm still not sure how to make it work consistently but I've found holding or rapidly pressing B after it hits usually makes it work. Abuse it as much as possible for maximum effect.)
First on Mega Man's Stardroid Hit List is Mercury who falls easy to the Mega Arm now and the Black Hole we'll receive later. Never let Mercury attack you with the Grab Buster. If he connects with it then you'll randomly lose P Chips or worse a E, W or S Tank and that sucks for reasons I'll get into later. You'll get the Grab Buster (ME) for yourself and it works the same way on enemies. It is a guaranteed way to fill your energy and it also randomly makes other items drop so be sure to use it in lieu of an E Tank when necessary.
Next up is Neptune who you'll be taking on with the Mega Arm now and the Spark Chaser later on. Using either weapon will make short work of Neptune. Just make sure to watch his jumping patterns and you'll get the Salt Water (NE) for your victory.
Mars is up next and you could dodge stuff but hitting Mars with the Salt Water will wrap this battle up long before you have to worry about actually being on the defensive for any reason. You'll get the Photon Missile (MA) for your victory here.
Take your new Photon Missile and introduce Venus to it. Just as with Mars you can stand right next to Venus and Photon Missile until Venus is dead. Just know whenever you fire at all it prompts Venus to jump in the air and retaliate with a Bubble Bomb. This is why you need to be point blank with it because of the delay the Photon Missile takes before actually moving forward. If you've ever fought Volt Catfish in X3 with the Tornado Fang then you should treat the fight similar to how you'd handle it there. You'll also receive the Bubble Bomb (VE) for your victory here as well.
With the 1st 4 Stardroids down is we're taking this fight straight to Terra for some payback. Terra however isn't too interested in fighting right now so instead Terra summons Dark Moon to deal with us. Dark Moon is a Devil boss and should be dealt with as such. Your options for damage or either the Photon Missile or fully charged Mega Arm shots which I prefer. If you picked up the CL item before this battle then it'll do some extra damage and if you got the Turbo Accelerator then you can hit Dark Moon twice or even 3 times during a phase bringing this fight to a close very quickly.
After the fight Dr, Light comes to the conclusion that if the Stardroids come at the Earth with all their might is that the Earth doesn't stand a chance but Mega Man makes the suggestion that if he can get to where the rest of the Stardroid force is located is that a surprise attack would be the best bet to save the Earth and suggests that he adapt Rush for space travel. Dr. Light does just that and Mega Man and Rush leave the Earth for their surprise attack gambit on the Stardroids and the 2nd part of the game!
In this part of the game you have 2 weaknesses for the 4 Stardroids available to fight right now. So the question to ask here is that do you want a kickass almost broken weapon at the start of the chain or the chance to pick up the Rush Jet after the 2nd Stardroid you defeat in the chain? Also note this, because of an additional secret wrinkle if you choose to seek them out are crystals in each stage that if you find all 4 is that Dr. Light will be able to create the Power Generator which reduces how much weapon energy you use and is a must for an easier endgame. Because 2 of the crystals require the use of Stardroid weapons is that you'll need to go back to one of the stages to pick up the last part of it before the endgame or if you get the kickass almost broken weapon right after you defeat the boss that's weak to said weapon. I'll take you through the chain that gets the kickass almost broken weapon because when I think about my playthrough is that there was one instance where Rush Jet could've been useful having it earlier and the crazy part is the one part where Rush Jet would've just broken the flow of the level which is what I use it for is the Stardroid you defeat actually in that level gives you Rush Jet so there's that. Let's get back to action!
Pluto's up next on the hit list and he just happens to be weak to the Grab Buster so hit him with it as much as possible and seeing as Pluto is the precursor to not only 7's Slash Man and X3's Neon Tiger is that he'll bounce off the walls and end up almost to the ceiling where the Grab Buster can't get to him. Switch to the Bubble Bombs to do damage to him when that's what you're dealing with during the battle. Pluto will be no more and you get kickass almost super broken weapon...the Break Dash (PL)! What makes the Break Dash so crazy is after Mega Man dashes he's invincible for a bit. Guess how you can abuse that fact? Know that you have to charge it and depending the level of the charge makes Mega Man go farther. Stick to a L1 charge because the invincibility time is the same no matter what and just keep moving to make full use of the awesome you now have at your disposal. The Break Dash can break down certain walls to find secrets and shortcuts so be sure to bust those walls down when you see them.
Time to take the kickass almost broken super weapon and show Uranus this power firsthand. Be aware of the battlefield terrain when fighting Uranus because if you don't you'll get squashed and die. Using the kickass almost broken super weapon will end this fight rather quickly. Make sure to use the invincibility after you hit Uranus with the Break Dash to get outside of Uranus' sprite to set up for another ASAP. You'll get the Deep Digger (UR) from Uranus and it is is just like Guts Man's Super Arm except you actually have to be standing on top of the block before picking it up. The Deep Digger is required for a couple of secrets so be on the lookout for Deep Digger blocks in the levels to find said secrets.
Let's take the fight to Jupiter now and know he's very weak to the Bubble Bombs. The only time Jupiter can't be hit is when he's doing an attack where he'll spin around and create an vertical spire of electricity that flows straight down. Other than such the Bubble Bombs make very short work of the battle and you get the Electric Shock (JU) for your time spent.
Our final of the 2nd set of` Stardroids Saturn isn't a fan of the Electric Shock at all. Saturn however is very mobile and will throw his ring and in most cases to slide toward you afterward. Just dodge him and put a shock to his Stardroid system and get the Black Hole (SA) & the Rush Jet for your victory here.
With the 8 Stardroids down is now Mega Man finally gets his rematch against Terra and this battle's a cinch. Either introduce him to the Mega Arm or use Deep Digger to throw those blocks at him and this same Stardroid who was such a tough guy at the outset now has to concede defeat. You'll also receive the Spark Chaser (EA) for your victory as well.
Just a note is that once you defeat Terra is that there's no way back to Dr. Light's Lab without getting to a Game Over screen and pressing A so be sure to make sure to do any preparation for the endgame before you fight Terra,
In classic Mega Man fashion is that Wily reveals himself to be the force behind the Stardroids and now its time to take the fight to Wily.
You'll start in a SHMUP section where you'll control Rush Space for the duration. You can charge up Rush Space's cannon as you would the Mega Arm but it doesn't take into account any level of the Turbo Accelerator you might be equipped with and pressing Any Direction
First, you have to dodge rocks in an asteroid storm. Some enemies will appear after that you have defeat to move on. Then you'll have to dodge some mega huge instant kill laser blasts and finally after that you'll take on the Skull Blazer. Dodge the lasers it shoots, shoot that same spot where the Skull Blazer is shooting the lasers from and dodge some missiles and repeat until this battle's done.
Mega Man then will make his way into the Wily Star where he'll have to face off with the Mega Man Killers & Quint.
Enker is only weak to the Mega Arm so let loose with it. If you have the CL item is that your Mega Arm shots will do additional damage speeding this battle up even quicker. Just dodge his dashes and Mirror Buster shots and this will be over in no time.
Quint's up next and either use the Mega Arm or the Photon Missile and this battle just like the previous one will be over lickety split.
Punk's next and your choice of either the Bubble Bomb or Electric Shock to take care of Mega Man Killer #2. Know when to jump and when to slide and this too will be over quickly.
Ballade's the final Killer and the Mega Arm, Bubble Bombs or Photon Missiles will be the weapons of choice here.
After all of them are defeated is that Zombie Rematch Boss Time is here and you know how to deal with each of the 8 Stardroids so do that and saving the world will be in sight.
Your first of 4 bosses after that is the L. & R. Knuckle which is divided into 2 parts. It'll hover above you and smash down and when it does that'll be your time to attack. The Mega Arm is best but if you're a bit low on energy then using the Grab Buster is a great idea. When its the R. Knuckle's turn is that it will switch it up a bit by making an attempt to grab you after smashing its fist down. You'll know this attack is coming because you'll see its fingers. Slide under this attack or it will grab you and do a decent amount of damage.
After that the Brain Crusher's next. This fight is also a two parter. The 1st phase goes like this. The Brain Crusher will shoot some missiles in the air that soon come down on you which you must dodge. Then an enemy controlling the gravity will try to float you toward the spiked ceiling which doesn't out right kill you but does plenty of damage otherwise. Destroying the enemy will end this phase. Finally the Brain Crusher will shoot out a time bomb. You'll want to shoot this bomb into the Brain Crusher until it explodes. Be sure to not only pay attention to the number on the bomb which lets you know how much time before it explodes but where it lands because if you make contact with the clock it stops this phase and starts it over from the beginning and you don't want that at all. Repeat the cycle a couple of times this battle will be just a footnote as all the others were.
The Brain Crusher will soon break down and reveal Wily's Saucer and you'll want to pull out the Spark Chaser or use the Mega Arm. Either way be sure to watch out for the ceiling and take care of this part of the fight quickly.
WIth Wily defeated you'd think it'd be time for the credits and Wily's begging for forgiveness right? Not at all. Wily will introduce Sunstar, the Doomsday Weapon and sic this robot god on us and Sunstar is ready to do battle. Your choice of weapon here depends on how you wish to deal with Sunstar. The Mega Arm + CL or the Spark Chaser are great if you want fight him from long range and if you wish to be bit closer then the Electric Shock will be your choice for that type of battle. Just watch out for giant lasers and late in the fight make sure when he jumps in the air to hit him before Sunstar can attack because it means big trouble if he does. This as all the battles before it will be over soon!
Once it is you're treated to an awesome ending and knowing once again that the Blue Bomber has saved not only the Earth but the Universe too!
I love how GBL's come together. What started as a curiosity for me turned into a full playthrough of what could easily be one of the best games in the series. This game was the encapsulation of all the GB games had to offer and it delivers on every front. Put this on the short list with Metroid 2: Return of Samus of games GB games that need a remake of some kind. Mega Man 10 put that hope out there that it was possible for these games to live again and it was a shame what happened to Mega Man Mania though but the games in their current form are available and if you play any one then this is that one! I see myself not only featuring this in the future for #RunDatReXXX but just playing it for my own enjoyment too.
This game from end to end is on point. Plays, looks and sounds wonderful for being a Game Boy game so there's no excuse to get it! $4 on the Nintendo eShop is what one could call highway robbery for that price. Play this game, please! You know I'd never steer you wrong!
This is most of what you'll need to save the Universe but there's some additional hidden stuff like the locations of the Crystals and the other hidden secrets and shortcuts I purposely didn't mention for the simple fact is that I left plenty of clues and those combined with some critical thinking will find you everything you need.
As usual, thanks for kicking it with me for another installment of #GamingBucketList! I LOVE CHECKING GAMES OFF THIS LIST!!! THE GREATEST FEELING EVER!!! I wonder what's next?
I do what I always do and lay the path to the awesome gaming provides! Will you find the courage to walk it?
Until next time!
-Triple Da G.O.D