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 beat him up.
- 1 Debug Mode
- 2 Unused Objects/Graphics
- 2.1 Title Screen
- 2.2 Stage Select
- 2.3 Charge Man
- 2.4 Star Man
- 2.5 Stone Man
- 2.6 Wave Man
- 2.7 Protoman Castle 4
- 2.8 Wily Castle 2
- 2.9 Wily Castle 3
- 2.10 Unused Enemies
- 2.11 Miscellaneous
- 3 Regional Differences
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.
- 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, 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.
Part of some kind of a window. These tiles are loaded during the interior segment of the train.
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.
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.
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
Unused background tiles from Stone Man stage. An earlier version of them can be seen in some pre-release material.
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.
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.
Protoman Castle 4
Unused platform found in the graphics bank used by Protoman 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 from Wily Castle stage 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 16*16 background blocks data, showing that they were meant to be part of the metallic slab:
Wily Castle 3
Unused background tiles found in the graphics bank of Wily Castle stage 3. Purpose unknown.
Impressively, height different enemy designs are present in the ROM but are not used. Unfortunately, none of these enemies seem to be coded.
Early Metall Cannon
An early version of the Metall Cannon.
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.
A robot that would fly by, drop a bomb on Mega Man, and fly away.
This may have been an early design for the Bombier enemy, which has the same behavior.
A flying head robot. Not much else to say.
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.
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.
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.
Early Giree Sprites
A less detailed version of the Giree enemy is found with the rest of the enemy graphics.
Unused Napalm Man Missile Sprites
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.
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.
The options, copyright text, and Proto Man's scarf have been moved down to accommodate the taller Mega Man V logo.
|Rockman 5||Mega Man 5|
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.