After the hootenanny of character design awesomeness that was Mega Man 4, most of us were left thinking, “what the fuck kind of crazy awesomeness can the guys over at Capcom possibly follow this up with?”
The answer, unfortunately, was about 2 thirds crazy, and 1 third awesome.
Ladies and gentleman, it’s time to tangle with the odd bird that is Mega Man 5.
Mega Man 5 is a really fuckin’ weird game.
The story was some hackneyed bullshit wherein Proto Man was set-up as the main villain, only to have it revealed later that he is in fact innocent, and, guess what, Dr. Wily was the actual mastermind.
In terms of graphics and sound, it was a significant step up from it’s predecessors, and even the gameplay was pretty solid as well.
It was the design of the game that hurt it.
For the first time in Mega Man history, the player was faced with issue that there were one too many features.
While Mega Man 5 was far from innovative, in fact it was one of the more “phoned-in” games in the series, what little it added was the straw that broke the camels back, the last block pulled from the Jenga tower.
Some of the (few) features that Mega Man 5 brought to the table were more intricate level designs, a new weapon called the Super Arrow, and Beat, the fighting bird that could be earned after collecting letters in all 8 of the robot master stages to form the phrase “M-E-G-A-M-A-N-V.”
By the way, despite the level of dedication required to activate Beat, he’s pretty much useless.
The best thing Zero did in X3 was get his ass kicked for me so I could jack his beam saber.
Everybody and their mother thinks he’s the bees knees, suckin’ his cock left and right, but if ever you ask them “why?” they can’t come with anything close to an answer.
It’s gotta’ be the hair or some shit, I swear…
Anyway, bullshit tangents aside, like I said, while it wasn’t a horrible game by any means, Mega Man 5 was kind of a lazy effort by Capcom, and was also the first in the series to begin to feel over-saturated.
Oh yeah, and did I mention that the character designs were some of the weirdest in series history up until the fuck-sandwich that is Sheep Man?
Good thing “weird” doesn’t necessarily mean “bad,” (it does when you’re talking about sack-donkeys like Sheep Man) ’cause it’s about time we got down to deciding who’s The Best MAN!
Well, among the side-show freaks and fuck-tards that are the cast of Mega Man 5, The Best MAN would have to be…
Like Mega Man 3, this one was a toughy.
Unlike that game however, I had no real attachment to any of the robot masters in Mega Man 5.
I mean shit, look at ‘em:
Mega Man 5’s cast of robot masters was unique, I’ll give it that.
Even as a kid, I seriously didn’t think they’d actually make a “Star Man,” but hey, I’m not a videogame designer, what do I know…
The real difficulty in choosing who was The Best MAN in Mega Man 5 sprung from 1 simple personal debate:
Crystal Man or Gyro Man?
Really, that’s all it came down to, but I have to admit it gave me some issues.
Pretty much every other robot master in the game is ass-faced failure, to the point in which I was left with only 2 guys I really had any sort of appreciation for.
You wanna’ know how I made my decision?
Well, I started, of course, by looking at their designs.
I liked both, but to be honest I felt I liked Crystal Man just a little bit more.
Something about his color scheme and strong body shape just “did it” for me.
Next, I moved on to their stage music.
No contest here.
Point, Gyro Man.
Normally I’d insert a comment here about who was the tougher challenge, but seeing as both guys were pussies, I’m left with nothing more to say other than, well, they were pussies.
The final deciding factor ended up being my (fragmented) memories of that goddamn Mega Man cartoon.
While Gyro Man’s appearance in the show WAS RETARDED AS FUCK, at least it wasn’t as bad as Crystal Man’s.
If I remember correctly, Crystal Man fought Mega Man on the moon, got his chest bulb shot out, and generally just got shat on for the entire half hour.