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Mega Man 5

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Title Screen

Mega Man 5

Also known as: Rockman 5: Blues no Wana!! (JP)
Developer: Capcom
Publisher: Capcom
Platform: NES
Released in JP: December 4, 1992
Released in US: December 31, 1992
Released in EU: November 18, 1993


CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

Proto Man has gone crazy! Go beat him up.

Debug Mode

Palette debug with recoloring.

Game Genie code ATUKGUOZ (for the NTSC versions) or ATUKZUOZ (for the PAL version) 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.
  • B: Allows Mega Man to touch spikes and pass through enemies without taking damage. However, if he falls in a pit while this is held, he'll be trapped there until you release the button.

Controller 1:

  • Select: Exit the palette editor. This also restores your energy and gives you every weapon in the game, including Beat.
(Source: Tony Hedstrom)

Unused Debug Code

At NES address $E43B (ROM address 0x3E44B) 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 performs a BEQ $00); it's possible that it was removed when the palette editor was added to prevent a conflict.

(Source: Original TCRF research)

Unused Objects/Graphics

Title Screen

I object!

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

NO ENTRY

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

Charge Man

It's, like, a window to your SOUL, man

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

Star Man

Shown Full
Maybe it's Jewish Pokey Stabby

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

Umm

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

Stone Man

Cloud

Old man yells at lack of 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

Early Final
Not shiny enough! I demand more shine! Thank you, I'm blind now

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

Girders!

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

Look, I know it's a tentacle, okay? I'm not making that joke

An unused attack from Octoper OA. This tentacle was originally meant to rise up-and-down with Octoper OA, slightly narrowing the play field of the battle and adding another obstacle to hurt the player. This was wisely removed before the final release, though the graphics remain in the ROM.

The tentacle is still visible in Octoper OA's official artwork.

(Source: Toad Titan and the Rockman Corner)

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

It could be hanging above your head RIGHT NOW Doesn't look like you're accomplishing much, 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

Why is a bowler hat flying towards me Dropping the load No function left A bomb

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

Now with clouds

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

Flying Robot

Sure is a flying head

A flying head robot. Not much else to say.

Gabyoall Robot

blink blink blink blink blink They look like eyes. Staring. Watching

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

Flying grenades?! Family-friendly grenade debris

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

I hate it when missile misses

The Jet Bomb is the final version of this enemy.

Hammer Robot

If Wily had a hammer

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

vrrrwhhr Pac-Man is coming!

A simple flying robot that would fire at Mega Man.

It's a flying thing that shoots

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

Miscellaneous

Early Giree Sprites

Early Final
Just a dot Detail!

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

(Source: Original TCRF research)

Unused Napalm Man Missile Sprites

MM5NapalmUnused.png

An unused missile is found alongside Napalm Man's graphics, right after the missile used in the final game. Its size and shape seems to match the shoulder missiles on Napalm Man's sprite.

MM5NapalmFiring.png MM5NapalmFinalMissile.png

Strangely, while Napalm Man's missile firing graphics show effects coming from his shoulders, the missile used in the final game more closely matches the head cannon. This animation oddity may be related to the unused missile.

(Source: Original TCRF research)

Regional Differences

Rockman 5 Mega Man 5
Rock on Have a mega good time?

To fit the game's international title, four of the Beat plates were changed to spell "MEGA" instead of "ROCK". The one in Crystal Man's stage was also changed from a number 5 to a Roman numeral V. The "5" was left as-is in Mega Man Anniversary Collection, however.

Dr. Wily Reveal Cutscene

Hmmm...
To do:
Maybe add a .gif or video illustrating the difference?

Due to text differences, the cutscene after the Dark Man 4 fight where Dr. Wily delivers his spiel is a whole eighteen seconds faster in the Japanese version!