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Mega Man V

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Title Screen

Mega Man V

Also known as: Rockman World 5 (JP)
Developer:Minakuchi Engineering
Publisher:Capcom
Platforms:Game Boy,Super Game Boy
Released in JP: July 22, 1994
Released in US: September 10, 1994
Released in EU: 1994


DevTextIcon.png This game hashidden development-related text.
EnemyIcon.png This game hasunused enemies.
GraphicsIcon.png This game hasunused graphics.
MusicIcon.png This game hasunused music.
SoundIcon.png This game hasunused sounds.
DebugIcon.png This game hasdebugging material.
LevelSelectIcon.png This game has ahidden level select.
RegionIcon.png This game hasregional differences.


PrereleaseIcon.pngThis 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

Read about prerelease information and/or media for this game.
Prerelease Info

Debug Content

Debug Menu

Function, darn you!

A debug mode is located in the game. Use theGame Genie codesC55-0CF-2AA+045-0DF-E6B to access it via soft-reset button combination (A + B + Select + Start). It's largely the same as theMega 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.

Mega Man V (GB)-messagetest.png

  • NRB - Level of Mega Arm enhancement upon receiving a game over a number of times.
  • SSA-SSB - Writes a value to the Super Game Boy's sound ports. By default, it plays sound effects from the built-in sound driver loaded when the system is switched on. It's unclear if Minakuchi wanted to add Super Game Boy sound support for the game (Similar toThe King of Fighters: Heat of Battle, which does use the default SGB sound effects in gameplay), or it's merely an experimental leftover.

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 at0x4036A in the ROM. Similar debug routines may be found in the previous version of this game.

ALL 0DMON MINIDMON MAXKOUHAN MINIKOUHAN MAXEART   MINEART   MAX
(Source:Original TCRF research)

Unused Enemies

Cutting Wheel

Dude, you don't give up...
Object ID:$01
This leftover enemy fromMega Man: Dr. Wily's Revenge works exactly the same as it did inMega Man III andMega 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

MMV - Cannon.gif

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.

FiringNormalProjectileExplosion
MMV - Unused Enemy (Cannon)2.gifMMV - Unused Enemy (Cannon).gifMMV - Unused Enemy (Cannon Projectile).pngMMV - Unused Enemy (Cannon Projectile)2.pngMMV - Unused Enemy (Cannon Projectile)3.pngMMV - Unused Enemy (Cannon Projectile)4.pngMMV - Unused Enemy (Cannon Projectile)5.png

Test Enemy

MMV - Test Enemy.gif

Object IDs:$0A,$1A,$24,$39,$48 and$49
APac-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
MMV - Unused Enemy (Eyes).gif

Antenna Enemy

MMV - Antenna Enemy V2.gif

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.

WalkingJumpMovingAttacking
MMV - Unused Enemy (Antenna Walking1).pngMMV - Unused Enemy (Antenna Jump).gifMMV - Unused Enemy (Antenna Moving).gifMMV - Unused Enemy (Antenna Walking2).png

Drill Enemy

You again? lol

Object ID:$44
A simple drill enemy that was originally going to be used in theprevious game but also ended up being unused. Its appearance is very similar to the Drillun fromMega 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

MMIV - Font Tools (Unused).png

Some unused tiles that were possibly used as part of debugging tools.

Numbers Font

MMV - Unused Font.png

An unused font of numbers ranging from 0 to 9.

Lowercase Font

MMV - Font 2 (Unused Graphics).png

Much like theprevious game, this fontis technically used, but once again the game rarely uses any of the characters outside of the uppercase letters, numbers and basic punctuation, once again due to it being a recycled asset from the Game BoyBionic Commando.

Others Graphics

Explosion

MMIV - Unused Explosion.png

Explosion graphics leftover fromMega Man IV. These were used while escaping Ballade's stage.

Unused Weapon Behavior

Hmmm...
To do:
Find if some of the behaviors are intentional or is due to removed code.

Despite being only used in a cutscene, Mega Man's traditional Mega Buster is actually fully programmed into the game and actually has different behavior from it'sprevious incarnation.

  • Fully Charged Shots pierce enemies: it does damage as long as it's in a hitbox and the hitbox isn't in an invulnerable state, akin to Rolling Cutter in the first NES and Gameboy games.
  • Half Charged Shots behave as Fully Charged Shots, so even a small partial charge causes a full charge to be shot.
  • Half Charged Shots don't have a cooldown, so rapid firing Charge Shots is possible.
  • Firing aCharge Shot incurs knockback like in the previous game (you can see this behavior used in the intro). However, it now has added behaviors such as forcing a ladder drop when that happens, and even contains code to have the knockback change based on the stage gravity, a behavior some stages modify. A quirk of the gravity change results in the player being able to fire Charge Shots while jumping to gain even more height.

Additionally, the upgrades given to the Mega Arm after multiple Game Overs is also applied to the Mega Buster, although it merely shares the projectile speed and charge speed upgrades the Mega Arm gets, instead of the previous game's unique upgrade effects.


(Source: Kak2x, forple)

Unused Damage Values

Hmmm...
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
BossDamage
Venus01
Jupiter01
Mars01
Saturn00
Neptune01
Pluto01
Mercury01
Uranus00
Terra04
Deep Digger in Other Bosses
BossDamage
Dark Moon01
Enker00
Quint01
Punk01
Ballade01
L & R Knuckle00
Brain Crusher 1st04
Brain Crusher 2nd04
Sunstar01

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)
Blue......or green? Answer: blue.

Stage ID11 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.

(Source:Original TCRF research)

Unused Music

This game contains a whopping 6 unused tracks! UnlikeMega 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 songID at the title screen.

Alternate Fanfare

Another take on the music used after Wily Star explodes.ID74

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.ID71

Placeholder Sting

A short dramatic sting, this is another track taken directly from Mega Man IV.ID5B

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.ID63

Unknown Song

A song of unknown purpose placed immediately after the alternate fanfare by ID.ID75

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.ID5F

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.ID66

(Source: Bean1227, nensondubois for access method and proper song IDs)

Regional Differences

Title Screen

JapanUSAEurope
MMVTitleJ.pngMMVTitleU.pngMMVTitleE.png

Grab Buster

Japan International
MMVWeaponJ.pngMMVWeaponW.png

Intermission Screen

Japan International
MMVInterJ.pngMMVINterW.png

Miscellaneous

v · t · e
TheMega Man series
NESMega Man •Mega Man 2 •Mega Man 3 (Localization Prototype) •Mega Man 4 (Localization Prototype) •Mega Man 5 •Mega Man 6 •Wily & Right no Rock Board (Prototype)
Game BoyMega Man: Dr. Wily's Revenge (Prototype) •Mega Man II •Mega Man III •Mega Man IV •Mega Man V •Wily & Right no Rock Board
DOSMega Man •Mega Man 3
SNESMega Man 7 (Prototype) •Rockman & Forte •Mega Man's Soccer (Prototype)
GenesisMega Man: The Wily Wars
Game GearMega Man
ArcadeMega Man: The Power Battle •Mega Man 2: The Power Fighters
PlayStationMega Man 8 (Prototypes) •Mega Man: Battle & Chase
Sega SaturnMega Man 8
GameCube, PlayStation 2, XboxMega Man Anniversary Collection
Game Boy AdvanceMega Man & Bass
J2MEMega Man
PlayStation PortableMega Man Powered Up (Demos)
PlayStation 3, Xbox 360, Wii(Ware)Mega Man 9 •Mega Man 10 (Prototypes)
WindowsMega Man Legacy Collection •Rockman Strategy •Mega Man 11
Nintendo 3DSMega Man Legacy Collection
Nintendo Switch, PlayStation 4, Xbox OneMega Man Legacy Collection •Mega Man 11
Mega Man X
SNESMega Man X •Mega Man X2 (Prototypes) •Mega Man X3 (Prototypes)
Game Boy ColorMega Man Xtreme •Mega Man Xtreme 2
PlayStationMega Man X3 •Mega Man X4 (Prototypes) •Mega Man X5 (Prototypes) •Mega Man X6 (Prototype)
Sega SaturnMega Man X3 •Mega Man X4 (Prototypes)
WindowsMega Man X3 •Mega Man X4 •Mega Man X5 •Mega Man X7 •Mega Man X8
PlayStation 2Mega Man X7 (Prototypes) •Mega Man X8 (Prototype) •Mega Man X: Command Mission (Prototype)
PlayStation PortableMega Man Maverick Hunter X
Mega Man Legends
PlayStationMega Man Legends (Prototypes) •Mega Man Legends 2 (Prototypes) •The Misadventures of Tron Bonne
Nintendo 64Mega Man 64 (Prototype)
WindowsMega Man Legends •Mega Man Legends 2
Mega Man Battle Network/Star Force
Game Boy AdvanceMega Man Battle Network •Battle Network 2 (Prototype) •Battle Network 3 •Battle Network 4 •Rockman.EXE 4.5 Real Operation •Battle Network 5 •Battle Network 6
Mega Man Battle Chip Challenge
GameCubeMega Man Network Transmission
WonderSwan (Color)Rockman EXE WS
Nintendo DSMega Man Battle Network 5: Double Team DS •Rockman.EXE: Operate Shooting Star
Mega Man Star Force •Mega Man Star Force 2 •Mega Man Star Force 3
Windows, PlayStation 4, Nintendo SwitchMega Man Battle Network Legacy Collection
Mega Man Zero/ZX
Game Boy AdvanceMega Man Zero •Mega Man Zero 2 •Mega Man Zero 3 •Mega Man Zero 4
Nintendo DSMega Man Zero Collection •Mega Man ZX •Mega Man ZX Advent
Other
iOS, AndroidRockman Xover •Mega Man X DiVE
Related
Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii U, Linux, Mac OS XMighty No. 9 (Prototypes)
Retrieved from "https://tcrf.net/index.php?title=Mega_Man_V&oldid=1768512"
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