Mega Man 5

Proto Man has gone crazy! Go beat him up.

Debug Mode
Game Genie code activates a spiffy little debug mode where you can do some neat stuff.

Controller 2:
 * Left: Freeze/unfreeze the game.
 * Up: Pass through obstacles. Be careful, as you can fall through the floors and die with this too.
 * Right: Open the palette editor. Use controller 1 to move the cursor and change values.

Controller 1:
 * Select: Exit the palette editor. This also restores your energy and gives you every weapon in the game, including Beat.

Unused Debug Code
At NES address (ROM address ) is another debugging routine that is not called anywhere in the game's code. This particular routine would have allowed you to press Down on controller 2 to reverse Mega Man's gravity, or A to advance to the next stage. It also checks whether Right is pressed, though the associated functionality no longer exists (it peforms a ); it's possible that it was removed when the palette editor was added to prevent a conflict.

Title Screen


A little developer's note, found below the title screen graphics in the Japanese version. The tiles being pointed to are the right edge of the "N" in ROCKMAN, and are duplicated in the sprite (OBJ) graphics. This part of the logo was converted into a sprite to work around palette limitations.

Stage Select


A traffic cone. Japanese sample cartridges of Rockman games (such as [[Media:MegaMan4SampleStageSelect.jpg|Rockman 4]] and Rockman 7) often used these in place of unfinished Robot Master portraits, and this game was probably no exception.

Charge Man


Some kind of a window. These tiles are loaded during the second half of the stage.

Gyro Man


What looks like some rain is found with the rest of the animated tiles in Gyro Man's stage.

Star Man
One tile from this piece of scenery is never used. The "tip" of this in-game uses a repeated tile.



Whatever these tiles are supposed to be, they're not used.

Cloud


Stone Man's stage has a lot of unused tiles. This cloud should have appeared in the first screen of Stone Man's stage, but doesn't.

Early Platform
The first half of Stone Man's stage has an unused version of the metal platform tiles seen in the second half of the level. They appear to be an earlier design of the tiles that were never updated. The final platforms are shinier, and the middle of the platform juts out a bit more in the older version.

Unused Platform Tiles


These tiles are taken from the second half of Stone Man's stage. They're probably from an earlier design of the metal platforms.

Wave Man


An unused attack from Octoper OA. This tentacle would try to attack Mega Man during the fight.

Unused Enemies
Impressively, seven different enemy designs are present in the ROM but are not used. Unfortunately, none of these enemies seem to be coded.

Bagworm Robot


A robot that would hang from the ceiling and try to stab you. A different enemy based on the bagworm concept, Minoan, appeared in Mega Man 4.

Bomb Robot


A robot that would fly by, drop a bomb on Mega Man, and fly away.



This may have been an early design for the Bomber enemy, which has the same behavior.

Flying Robot


A flying head robot. Not much else to say.

Gabyoall Robot


This might be a version of the Gabyoall/Spine robot. Mega Man 5 is the only title in the classic series without a Gabyoall-type robot, but it looks like one was planned.

Grenade Robot


A robot that would fly at Mega Man and explode after hitting him or a wall. After exploding, debris would spawn in four directions.



The Jet Bomb is the final version of this enemy.

Hammer Robot


A hammer robot. Kind of obvious how this would work.

A similar enemy, Kao ga Mehda, would later appear in Mega Man 8.

Light Bulb Robot


A simple flying robot that would fire at Mega Man.



An enemy with a similar design and function, Tondeall, appears in the final game.

Miscellaneous
A less detailed version of the Cog enemy is found with the rest of the enemy graphics.