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SOJ Mega Man · The History
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The History of Mega Man 5

The brother did it. Except he did not.

Two months after Mega Man 4, Proto Man appears to lead a robot uprising and kidnaps Dr. Light himself. Mega Man 5, Rockman 5: Blues's Trap!? in Japan, launched on the Famicom on December 4, 1992, in North America the same month. The Japanese title gives the plot its honest framing, a question mark: Blues no Wana, the trap laid for Blues, framed for crimes committed by an impostor.

THE MAKING

130,000 drawings, and a bird held since 1990

Keiji Inafune worked under a new project leader and used his seniority deliberately, guiding the team to avoid what he called an unreasonable game, an affront to the players; he felt the result was a Mega Man with a lower difficulty than its predecessors, on purpose. Hayato Kaji was called in midway when the game was, in his words, taking a while to come together. Inafune summarized his own work as fun, with trouble in the designs, the balance, and the colors.

The design contest crossed the Pacific for the first time: run with Nintendo Power, it drew over 130,000 character submissions, and Inafune had to re-illustrate the chosen bosses several times before approval. The new helper, Beat the robot bird, had been waiting since Mega Man 3, whose support robot concepts included a dog and a bird; the team kept the dog as Rush and shelved the bird, and Beat's first draft here was accepted without argument. Mari Yamaguchi composed the score.

THE DESIGN

Letters, gravity, and a powered up everything

The team felt they had accomplished all the gameplay they could with Mega Man 4, so Mega Man 5, in Inafune's summary, simply introduced powered up versions of everything: the charge shot now spreads wider, and loses its charge if Mega Man is hit while holding it. The stages hide eight circuit boards spelling ROCKMAN 5 in Japan and MEGAMAN V in the West; collecting all of them unlocks Beat, who hunts enemies on his own. Gravity Man's stage runs on the ceiling as much as the floor, and Wave Man's stage gives the second half to a jet ski run.

The impostor plot resolves in the series' most cinematic NES moment: the fake Proto Man has Mega Man at his mercy when the real one arrives, announces himself with his whistle, and unmasks the fourth Dark Man. At the end, Wily's fortress collapses on Mega Man and Dr. Light, and the same whistle clears their escape from off screen.

THE RECEPTION

The gentlest NES entry
GamePro · 4.5 / 5
Complimentary on graphics, music, control, and challenge, while summarizing the game for series disciples as deja vu all over again.
IGN · 8.5 / 10
Lucas M. Thomas counts it a personal favorite of the series and the easiest of the NES games to pick up and play through. IGN ranked it 84th among NES games.
EGM · 6/9/8/8
A split panel, one reviewer down at 6, the rest at 8 and 9: the formula debate, in numbers.
Famitsu · 6/6/6/5
Japan's cross review, level and mild. 1UP's Jeremy Parish was harsher in retrospect, calling it a painfully phoned in episode.

THE GAME ON THE SHELF

Mega Man 5 · 1992
Rockman 5 Japanese Famicom box art
Japan · Famicom · 1992
Rockman 5: Blues no Wana!? The green bordered box does the plot in one image: Proto Man's silhouette looms over everything, pointing, while the eight Robot Masters crowd around a Mega Man who has not yet worked out the frame up. Beat rides at the right edge.
Mega Man 5 American NES box art
America · NES · 1992
Mega Man under attack from Gyro Man's red aircraft form, Rush beside him. No Proto Man on the American box at all: the mystery Capcom USA chose not to sell.
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THE FIRST WORD

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