I recently played through all the NES Mega Men in an effort to both revisit some old favorites and give a fair shake to ones I hadn't played much of or at all, and I was surprised to find I rather enjoyed 5—in fact, I'd rank it my third favorite after 3 and 2. I think this was the first game where the formula started showing cracks, but it's still solid. It's one of the better entry points for newcomers to the series because it hands out extra lives like Halloween candy and is comparatively easy aside from a few choice segments (Charge Man's battle is frustrating, as well as the dropping crystals in Crystal Man's stage if you don't have Star Man's shield). Maintaining difficulty balance from game to game was always a bit of a struggle for the Mega Man series, and 5 erred farthest on the side of accommodating the player. Also, while this game relied on individual level gimmicks more than past entries, I didn't have a problem with that because I felt most of them were successful (though they could have done more with the gravity shifting).
Decent review, though I often wonder just what exactly you were expecting from the game at times, and I'm not sure a level-by-level breakdown is the most effective approach, since the game as a whole is, I feel, a little better than the sum of its parts.
Also, Power Stone is by far the worst weapon in the entire mainline series.
Decent review, though I often wonder just what exactly you were expecting from the game at times, and I'm not sure a level-by-level breakdown is the most effective approach, since the game as a whole is, I feel, a little better than the sum of its parts.
Also, Power Stone is by far the worst weapon in the entire mainline series.
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