Mega Man V
Mega Man V |
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Also known as: Rockman World 5 (JP) This game has hidden development-related text. This game has a prerelease article |
Mega Man V is the last Game Boy Mega Man game, and the only one with Super Game Boy functionality. It's also the only one to feature all new bosses instead of recycled robot masters.
Contents
Sub-Pages
Prerelease Info |
Debug Content
Debug Menu
A debug mode is located in the game. Use the Game Genie codes C55-0CF-2AA+045-0DF-E6B to access it via soft-reset button combination (A + B + Select + Start). It's largely the same as the Mega Man IV menu (both games were made by the same team), with some additions.
- C1-C4 are the crystals in the latter four Stardroid's stages.
- CL is the Grab Attack.
- MH is the Magnet Hand.
- PG is the Power Generator.
- MSGNO displays texts by ID. When a message is over, "END" message appears on the screen.
- NRB - Level of Mega Arm enhancement upon receiving a game over a number of times.
- SSA - unk.
- SSB - unk.
As for the Stage IDs...
- 01: Mercury.
- 02: Venus.
- 03: Mars.
- 04: Neptune.
- 05: Jupiter.
- 06: Saturn.
- 07: Pluto.
- 08: Uranus.
- 09: Dark Moon.
- 0A: Terra.
- 0B: Sunstar.
- 0C: Space shooter stage.
- 0D: Wily Star.
- 0E: L+R Knuckle.
- 0F: Got Weapon screen.
- 10: Dr. Light opening scene.
- 11: Neptune interior.
- 12: Brain Crusher.
- 13: Stage Select.
- 14: Post-Dark Moon cutscene.
- 15: Wily Star cutscene.
- 16: Sunstar cutscene.
- 17: Wily Star-Before L+R Knuckle.
- 18: Opening.
- 19: First fight against Terra.
- 1A: Stardroid invasion.
- 1B: Escape from Wily Star-Part 1.
- 1C: Escape from Wily Star-Part 2.
- 1D: Wily Star descruction.
- 1E: Ending.
- 1F: Thank You For Playing screen.
Miscellaneous Debug Text
The following text seems to be for debugging purposes, but it isn't actually used anywhere. Text starts at 0x4036A in the ROM. Similar debug routines may be found in the previous version of this game.
ALL 0 DMON MINI DMON MAX KOUHAN MINI KOUHAN MAX EART MIN EART MAX
Unused Enemies
Cutting Wheel
Object ID: $01
This leftover enemy from Mega Man: Dr. Wily's Revenge works exactly the same as it did in Mega Man III and Mega Man IV. Which is to say, not very as its proper code is still missing and it despawns immediately. On top of that, its graphics have also been cut down to a single tile just like the previous game.
Cannon
Object ID: $18
A cannon enemy that is not used in any stage of the game. It fires a large projectile that bursts into four smaller projectiles, and otherwise remains still. However, when approached, it will start quickly moving from side to side, firing at random.
Firing | Normal | Projectile | Explosion |
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Test Enemy
Object IDs: $0A, $1A, $24, $39, $48 and $49
A Pac-Man-esque pair of eyes that blinks rapidly. It's unknown what it's actually supposed to do, but it is likely a test enemy.
Animation |
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Antenna Enemy
Object ID: $35
An enemy with a pair of antennae. It starts by moving toward Mega Man, and when close enough will move its antennae backward and move back until it hits a wall, shooting through one of its antennae. It will also jump when it's at the edge of a platform.
Walking | Jump | Moving | Attacking |
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Drill Enemy
Object ID: $44
A simple drill enemy that was originally going to be used in the previous game but also ended up being unused. Its appearance is very similar to the Drillun from Mega Man: Dr. Wily's Revenge, also unused. Though recognized as a valid enemy by the game's code, it calls a "dummy" function that causes it to immediately despawn if placed in a level.
Unused Graphics
Fonts
Debugging Font
Some unused tiles that were possibly used as part of debugging tools.
Numbers Font
An unused font of numbers ranging from 0 to 9.
Unknown Font
A font of unknown purpose that looks very similar to one found in the previous game, also unused, but is missing some symbols and the colons are slightly different. Oddly, its graphics are also in 1BPP format.
Others Graphics
Explosion
Explosion graphics leftover from Mega Man IV. These were used while escaping Ballade's stage.
Unused Damage Values
To do: Replace the video, since it was recorded using a modified ROM hack. A table of the exact values would also be nice. |
By changing the value of memory address $C2F3 from 00 to 01, Mega Man can use the Deep Digger weapon anywhere outside of select stages. Certain Stardroids and other bosses take damage from the weapon, especially Wily's 1st phase which takes 4 damage per hit (and skips the second phase).
A video demonstration can be found below.
Deep Digger in Stardroids | |
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Boss | Damage |
Venus | 01 |
Jupiter | 01 |
Mars | 01 |
Saturn | 00 |
Neptune | 01 |
Pluto | 01 |
Mercury | 01 |
Uranus | 00 |
Terra | 04 |
Deep Digger in Other Bosses | |
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Boss | Damage |
Dark Moon | 01 |
Enker | 00 |
Quint | 01 |
Punk | 01 |
Ballade | 01 |
L & R Knuckle | 00 |
Brain Crusher 1st | 04 |
Brain Crusher 2nd | 04 |
Sunstar | 01 |
Others:
- Dark Moon takes 3 damage from Electric Shock and 1 from Spark Chaser. It is immune to Black Hole.
- Terra is immune to Spark Chaser.
Alternate Neptune Stage Palette
Normal Palette (Stage ID #4) | Alternate Palette (Stage ID #11) |
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Stage ID 11 is a duplicate of Neptune's stage's interior. The only difference is the SGB palette. This alternate palette is used nowhere else in the game.
Presumably you were meant to warp here from the exterior part of Neptune's stage, but the final version has the exterior and interior parts under the same stage ID.
Unused Music
This game contains a whopping 6 unused tracks! Unlike Mega Man IV, these don't appear to be variants on used tracks. There's also one track that's never heard in its entirety. Game Genie codes ??0-BAB-3B3 + 11D-18E-4C2 will play any song ID at the title screen.
Alternate Fanfare
Another take on the music used after Wily Star explodes. ID 74
Placeholder Fanfare
This track originates from Mega Man IV, where it's used after defeating Wily. It's probably included here as a placeholder for the new fanfare. ID 71
Placeholder Sting
A short dramatic sting, this is another track taken directly from Mega Man IV. ID 5B
Rush Space
This track is used five times in the game (i.e. when Mega Man first goes to space, when he heads for the Wily Star, during the transition between the giant hands and Dr. Wily, during the transition between Dr. Wily and Sunstar, and during Mega Man's escape from the Wily Star), but the last 18 seconds are never heard during normal play, nor does it ever get a chance to loop. ID 63
Unknown Song
A song of unknown purpose placed immediately after the alternate fanfare by ID. ID 75
Unused Stage Track #1
A discarded track for a normal stage. This is sandwiched with the first four Stardoid tracks. Given its placement, and the position of Venus' final track as the last music piece by ID, this might have been the original theme for that stage. ID 5F
Unused Stage Track #2
Another unused track for a normal stage, this one is placed with the last four Stardroid tracks. Given this placement, it's possible this theme was intended for a mini-stage prior to Terra's boss battle, as was the case with Punk and Ballade. In the final game, selecting Terra brings you to a one-screen arena where only the boss music is heard. ID 66
Regional Differences
Title Screen
Japan | USA | Europe |
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Grab Buster
Japan | International |
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- Mercury's weapon is known as the Grab Buster internationally, but the Snatch Buster in Japan. It's possible this was done due to "snatch" also being a slang term for the female genitalia.
Intermission Screen
Japan | International |
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- As per his name change, "Right Lab" was altered to "Light Lab" on the screen after getting a new weapon.
Miscellaneous
- The leader of the Stardroids is named Earth in Japan and Terra elsewhere. However, his weapon, the Spark Chaser, is labeled EA (instead of TE) on the HUD and the pause menu in all regions.
- The final boss' name was changed from Sungod to Sunstar outside Japan, presumably because of Nintendo of America's policies on religious content at the time.
- Pages missing developer references
- Games developed by Minakuchi Engineering
- Pages missing publisher references
- Games published by Capcom
- Game Boy games
- Super Game Boy games
- Pages missing date references
- Games released in 1994
- Games released in July
- Games released on July 22
- Games released in September
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- Games with hidden development-related text
- Games with unused enemies
- Games with unused graphics
- Games with unused music
- Games with unused sounds
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- To do
- Mega Man series
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