Aww yeah now here we go! Mega Man V was where I really, truly begin to enjoy the Classic series. The controls are tight. The charged Mega Buster works great. Level design is peak. Robot Masters are... well they're good. Music is amazing as always. Mega Man V is right up there with Mega Man World 5 as far as my favorite OG games go.
Just look at these guys! One of them is practically a train. One is in the wrong game, and another is actually a boss in Breath of Fire 1.
Star Man is first on the chopping block and is quite easily dealt with with the buster. His attacks are easy to dodge and you have the added benefit of low gravity to propel your jumps.
He would be right at home with the alien Stardroids from Mega Man 5 GB.
Following Star Man is Gravity Man. Just stand close with the star shield and allow it to connect with Gravity Man when he reverses the room's gravity.
Gyro Man is another easy one regardless of whether you have his weakness or not. Just hit him with Gravity Man's weapon and he'll be dead in no time. No need to aim.
Crystal Man's moveset gives away his weakness in that he likes to suspend himself in the air when attacking. And since Gryo Man's weapon can be moved vertically as it moves across the screen, it's pretty easy to smack him with it.
Napalm Man is fun to fight with his weakness because even if you miss, the crystal ball will shatter against the wall and the pieces will ricochet and hit him.
Stong Man has such a cool design and one that is easily destroyed with napalm. Someone apparently really liked him at Capcom because he reappears as a boss in the first Breath of Fire game.
Charge Man can be tough to hit with his weakness not because of how he moves, but more so due to the nature of Stone Man's weapon.
Wave Man is a danger for no-damage runs because of how Charge Man's weapon requires one to get up close and slide into him for it to connect.
Proto Man REALLY means business this time. He has his own fortress modeled after his helmet and everything!
Dark Man 1 is weak to Water Wave. He doesn't put up too much of a fight.
Napalm Bomb makes short work of Dark Man 2.
Dark Man 3 may not fear the dark, but he does fear Gyro Attack.
Dark Man 4's easily the most difficult of the quintet, boasting each of their unique abilities on top of his own strength. He is weak to Power Stone, but is more easily dealt with using the Mega Buster in my opinion.
Dr. Wily! AGAIN!?
It just wouldn't be a Mega Man game without the good 'ol Skull Fortress.
Big Pets is the first of Wily's big bads. Shoot at each platform in succession to have them jettison towards you, then use them as platforms to reach Big Pets head.
Circring Q9 is up next and can only be damaged when its sides are open. Fire a charged buster shot or Gyro Attack for maximum damage!
The face-off with the dastardly Dr. Wily this time comes in three phases; First is the Wily Machine which is most effectively dealt with using the Mega Buster. Phases 1 and 2 are far more difficult than the phase 3 fight with the Wily Capsule. For this one, all you have to do is wait for his attack to expose his location and then attack using Beat.
And thus marks the end of another Mega Man adventure.
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