Mega Man 5
|Mega Man 5|
Also known as: Mega Man V (US)
This game has a prerelease article
Proto Man has gone crazy! Go shoot him up.
- 1 Sub-Page
- 2 Debug Mode
- 3 Unused Graphics
- 4 Regional Differences
- 5 Revisional Differences
Use Game Genie code ATUKGUOZ for the Japanese and US versions or ATUKZUOZ for the European version to activate a spiffy little debug mode where you can do some neat stuff.
- 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.
- 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 $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.
A little developer's note that's 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. Interestingly, the J here differs from the one in the game's standard font.
An unused attack from Octoper OA. This tentacle was originally meant to rise up-and-down with Octoper OA, slightly narrowing the field of the battle and adding another obstacle to hurt the player.
The tentacle is still visible in Octoper OA's official artwork.
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 background tiles from Stone Man stage. An earlier version of them can be seen in some pre-release material.
One tile from this piece of scenery is never used. The "tip" of this in-game uses a repeated tile.
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.
Proto Man Castle 4
An unused platform found in the graphics bank used by Proto Man Castle 4. There are two versions in the backgrounds data, each with a different palette. The gold version can be seen in pre-release material.
Wily Castle 2
Unused background detailing for Wily Castle 2. It appears to be a bolt. Even though the tiles are nowhere to be found during gameplay, they are also in the game's 16x16 background blocks data, showing that they were meant to be part of the metallic slab:
Wily Castle 3
Impressively, nine unused enemy designs are present in the ROM. Less impressively, about half of these are early designs for enemies that appear in the final game. Unfortunately, despite some of these graphics being loaded into memory alongside other enemies that are used, none of these enemies have any programming left over.
An earlier, slimmer version of the Bombier enemy.
A less detailed version of the Giree enemy, the only real difference being the size of the dot. Despite never being used, they are loaded alongside the Toss Machine enemy's graphics.
An early design for the Jet Bomb enemy, which greatly resembles the Walking Bomb enemy from Mega Man 3. Despite never being used, they are loaded alongside the New Shield Attacker and Asteroid graphics.
An early version of the Metall Cannon, boasting a smaller and overall less detailed design. Notable differences include a thinner foot, no shielding on the cannon, and no backrest to provide the poor little guy some much-needed lumbar support.
An early version of the Tondeall enemy.
A robot that would hang from the ceiling and try to stab Mega Man. While there's nothing concrete that places this enemy in any one stage, it's possible it was meant for Gyro Man and/or Stone Man's stages, due to the former's stage being referred to as the "Hanging Garden" and the latter's stage being in close proximity to said garden. A different enemy based on the bagworm concept, Minoan, appeared previously in Mega Man 4.
Mega Man 5 is the only title in the classic series without a Gabyoall-esque robot, but it looks like one was planned. Judging by the turned-over sprites, it can be reasonably assumed that Mega Man would've been able to knock them over, either with a fully-charged Super Mega Buster shot like the Pooker enemies from Mega Man 6 or with one of his special weapons.
A simple hammer robot. Despite never being used, it's loaded alongside the Metall Swim enemy's graphics. The concept of a hammer enemy would later be revisited with the Kao ga Mehda enemy in Mega Man 8.
The options, copyright text, and Proto Man's scarf have been moved down to accommodate the taller Mega Man V logo.
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.
- During the post-battle cutscene after Mega Man has defeated the fourth Dark Man, the text speed is significantly faster than it was in the original.
- Oddly, the song that originally played in the escape sequence during the ending cutscene an 5 was removed and replaced with the credits theme. It's most likely an error and not a deliberate change, as the theme is still present in the game's files.