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The fifth and final ''[[VideoGame/MegaManClassic Mega Man]]'' entry for the UsefulNotes/GameBoy, ''Mega Man V'' takes the sub-series in a completely different direction.

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The fifth and final ''[[VideoGame/MegaManClassic Mega Man]]'' entry for the UsefulNotes/GameBoy, Platform/GameBoy, ''Mega Man V'' takes the sub-series in a completely different direction.



* SequelEscalation: Exaggerated with a new main weapon, a new furry sidekick, a completely new set of antagonists, and even UsefulNotes/SuperGameBoy enhancements.

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* SequelEscalation: Exaggerated with a new main weapon, a new furry sidekick, a completely new set of antagonists, and even UsefulNotes/SuperGameBoy Platform/SuperGameBoy enhancements.
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* BouncyBubbles: Venus's stage is filled with bubbles, and jumping on them will bounce you back up from the recoil.
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* ClippedWingAngel: The Brain Crusher's final form is just its cockpit and its only attack is an easily avoidable ground wave.

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* EleventhHourSuperpower: The Spark Chaser acts as the game's "Mega Man Killer" weapon, in that it is only obtained right before the final stage, is very useful on the final bosses, and isn't saved with passwords. Like the Ballade Cracker in ''VideoGame/MegaManIV'', getting a Game Over and returning to the stage select takes the weapon away while Terra reappears.

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* EleventhHourSuperpower: The Spark Chaser acts as the game's "Mega Man Killer" weapon, in that it is only obtained right before the final stage, is very useful on the final bosses, and isn't saved with passwords. Like the Ballade Cracker in ''VideoGame/MegaManIV'', getting a Game Over and returning to the stage select takes the weapon away while Terra reappears. Unusually for this kind of weapon, it is also part of the weakness loop, as it is Neptune's weakness (but can only be used on him during the BossRush).



* AntiAir: Bubble Bomb moves upwards in a waving manner, and slides forward once it hits a ceiling. It deals good damage, but using it on grounded enemies is tricky.

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* AntiAir: Bubble Bomb moves upwards in a waving manner, and slides forward once it hits a ceiling. It deals good damage, but using it on grounded enemies is tricky. And in addition to being Jupiter's weakness, it can always reach him no matter how high in the air he is.



* BossOnlyLevel: Both of Terra's stages consist of nothing but a cutscene and a boss fight: first against Dark Moon, then against Terra himself.



* GiantHandsOfDoom: L. Knuckle and R. Knuckle, two robot hands whom you fight on the Wily Star before facing Wily himself. L. Knuckle can only punch downwards, while R. Knuckle adds in homing missiles and a grab attack.

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* GiantHandsOfDoom: L. Knuckle and R. Knuckle, two robot hands whom you fight on the Wily Star before facing Wily himself. L. Knuckle can only punch downwards, while R. Knuckle is faster and adds in homing missiles and a grab attack.



** [[spoiler: This is the only Game Boy game where Dr. Wily is not the final boss, with Sunstar taking that position at the last second]].

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** [[spoiler: While the prior Game Boy games had two weakness loops for each set of Robot Masters, this one has a single loop more in line with the NES games despite still splitting the bosses into two sets. This results in the oddity of Mercury and Neptune's weaknesses being unusable until the BossRush, and Terra (who fills the role normally occupied by a Mega Man Killer) completing the loop by being weak to the Deep Digger and having Neptune's weakness.
**
This is the only Game Boy game where Dr. Wily is not the final boss, with Sunstar taking that position at the last second]].second.



** Jupiter is weak to Venus' Bubble Bomb because electricity makes a deadly combination with water.

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** Jupiter is weak to Venus' spends most of his battle in the air, where the AntiAir Bubble Bomb because electricity makes a deadly combination with water. can always reach him.



* LostTechnology: The Stardroids came from beyond the stars and were awakened.
* MarathonLevel: Like ''VideoGame/MegaManIV'', the Wily Star levels are played back-to-back without the usual map screen.

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* LostTechnology: The Stardroids came from beyond are the stars and were awakened.
ancient creations of a long-forgotten alien civilization, but are on the same level as modern day Robot Masters. The extraterrestrial materials forming their bodies also renders most of humanity's weapons useless, forcing Dr. Light to devise a countermeasure so Mega Man can fight back.
* MarathonLevel: Like ''VideoGame/MegaManIV'', the Wily Star levels are played back-to-back is only a single stage without the usual map screen.screen, but it is far larger than the preceding eight stages, and has numerous boss fights and the standard BossRush to go through. And the farthest passwords can go is right before Terra, adding both him and the UnexpectedShmupLevel to the endgame's length.



* NoSell: Mega Man's charged shot bounces off Terra in the opening.

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* NoSell: The Mega Man's charged shot Buster bounces off Terra in the opening.opening, demonstrating [[SoLastSeason how useless it is against this new menace]].



* PoisonedWeapons: The Nibul enemy (found in Venus and Jupiter's stages) bears a stinger that, upon hitting Mega Man, injects a toxin that causes his movement to temporarily become slow and sluggish. The effect ends early if he kills a Nibul (and not necessarily the one that stung him to begin with).



* SpikesOfDoom: A recurring staple of the series, though while fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him.



* SpikesOfDoom: A recurring staple of the series, though while fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him.
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* KilledOffForReal: In a rare case for the Classic series, Sunstar is one of the ''only'' characters of the era to meet this fate thanks to his [[RedemptionEqualsDeath final explosion]]; unlike the other Robot Masters that Mega Man has ever defeated, who are only damaged enough to then be repaired and restored to normal, there's straight up nothing left of Sunstar to ever hope to restore.
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* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, there's a boss rush near the end composed of the pervious Mega Man Killers (and Quint) and as a shock to any longtime ''Mega Man'' fan, the final boss isn't even Wily.

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* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, there's a boss rush near the end composed of the pervious Mega Man Killers (and Quint) Quint), and as a shock to any longtime ''Mega Man'' fan, the final boss isn't even Wily.
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* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, and as a shock to any longtime ''Mega Man'' fan, the final boss isn't even Wily.

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* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, there's a boss rush near the end composed of the pervious Mega Man Killers (and Quint) and as a shock to any longtime ''Mega Man'' fan, the final boss isn't even Wily.
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* LaterInstallmentWeirdness: This is the final ''Mega Man'' game on the Game Boy, and has a few differences from its predecessors:
** While the first four games used Robot Masters from the NES games as the main bosses, this game features a group of new characters in the form of the Stardroids.
** This is the only game where Mega Man uses the Mega Arm, a replacement for his Mega Buster that turns his Charge Shot into a rocket punch.
** Mega Man has a new ally in the form of Tango the cat, who wasn't in any previous games.
** [[spoiler: This is the only Game Boy game where Dr. Wily is not the final boss, with Sunstar taking that position at the last second]].
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Up To Eleven is a defunct trope


* SequelEscalation: Taken UpToEleven with a new main weapon, a new furry sidekick, a completely new set of antagonists, and even UsefulNotes/SuperGameBoy enhancements.

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* SequelEscalation: Taken UpToEleven Exaggerated with a new main weapon, a new furry sidekick, a completely new set of antagonists, and even UsefulNotes/SuperGameBoy enhancements.
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* TacticalSuidiceBoss: The Brain Crusher would be a completely invincible boss (bugs notwithstanding), if it didn't spit out Alabells that could damage it with their explosions.

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* TacticalSuidiceBoss: TacticalSuicideBoss: The Brain Crusher would be a completely invincible boss (bugs notwithstanding), if it didn't spit out Alabells that could damage it with their explosions.

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* BreakingOldTrends: Unlike the previous Game Boy games, this one features a wholly original set of bosses rather than using sets of four from the main console series. It also changes Mega Man's charge shot into a RocketPunch, has a weakness loop with ''nine'' members instead of eight, and is one of very few games where the final boss isn't Dr. Wily.

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* BreakingOldTrends: BreakingOldTrends:
**
Unlike the previous Game Boy games, this one features a wholly original set of bosses rather than using sets of four from the main console series. It also changes Mega Man's charge shot into a RocketPunch, has a weakness loop with ''nine'' members instead brand new animal companion in the form of eight, Tango, and is one of very few games where the final boss isn't Dr. Wily.Wily.
** The Stardroids are all united by a Solar System theme, unlike normal Robot Masters which often lack such unity. They also eschew the [[SomethingPerson (Noun) Man]] naming scheme, and have a weakness loop with nine members instead of eight.



* BubbleGun: Venus's Bubble Bomb, which shoots floating bubbles that explode on contact with an enemy.



* ContractualBossImmunity: Rather than following the usual varying weakness chart, the Grab Buster and Black Hole are ineffective against all Stardroids aside from the ones that are weak to them, since the Grab Buster otherwise lets you LifeDrain freely and the Black Hole is a SmartBomb. The Grab Buster also hurts the Knuckle bosses and the Brain Crusher's second phase, while the Black Hole can be used in an exploit to hurt the Brain Crusher's first form, which is otherwise immune to everything.

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* ContractualBossImmunity: Rather than following the usual varying weakness chart, the Grab Buster and Black Hole are ineffective against all Stardroids aside from the ones that are weak to them, since the Grab Buster otherwise lets you LifeDrain freely and the Black Hole is a SmartBomb. The However, the Grab Buster also hurts the Knuckle bosses and the Brain Crusher's second phase, phase (though the latter cannot be {{Life Drain}}ed), while the Black Hole can be used in an exploit to hurt the Brain Crusher's first form, which is otherwise immune to everything.



* EarthShatteringKaboom: The Wily Star is annihilated in one of these, courtesy of Sunstar after Mega Man defeats him.



* EvilIsNotAToy: While Dr. Wily was able to control nine ancient war robots without much issue, he gets bitten on the backside after releasing the last and strongest of them all, Sunstar, who cares far more about destruction than following anyone's orders.



* GravityScrew: Jupiter's stage has areas with low gravity, allowing for higher jumps. Saturn's level has this too, but with the addition of high-gravity areas with reduced jump height. The battle with Sunstar takes place in a low-gravity room, which needs to be used to dodge his attacks.

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* GravityScrew: GravityScrew:
**
Jupiter's stage has outdoor areas with low gravity, allowing for higher jumps. This also affects the gravity of power ups and certain enemy projectiles.
**
Saturn's level has this too, but fields that will either halve the gravity of anything inside it, or double it, making them much heavier. Like with Jupiter's stage, powerups and enemy projectiles are also affected.
** The Brain Crusher's first form spawns Pikashu, an enemy that nullifies gravity and lifts Mega Man up into a set of SpikesOfDoom. It stops
the addition of high-gravity areas with reduced jump height. effect when it is damaged, however.
**
The battle with Sunstar takes place in a low-gravity room, which needs to be used to dodge his attacks.



* HoppingMachine: Neptune's stage and the Wily Star features Shuhorn, who is the closest thing the game has to the traditional large jumping enemy archetype. Unlike other examples, it only jumps when Mega Man is close to it, otherwise it shoots using the cannon on its chest.



* LifeDrain: The Grab Buster's bullets produce small health pickups upon hitting an enemy, which then fly towards Mega Man to heal him.

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* LifeDrain: The Grab Buster's bullets produce small health pickups upon hitting damaging an enemy, which then fly towards Mega Man to heal him.him. A notable exception is the Brain Crusher's second form, which will take damage but won't produce health pickups.



* NoOneShouldSurviveThat: After being blasted by Sunstar, Wily disappears from the game until the ending, where Mega Man is surprised he managed to survive both that and the Wily Star's destruction (albeit with a very damaged UFO).



* OurSphinxesAreDifferent: Uranus's stage has a robotic sphinx named T. Khamen as a miniboss, but it has a jackal's head as opposed to the traditional human head. It also lacks limbs and is mounted to the wall.



* ShieldBearingMook: Hell Metall DX, which eschews the traditional helmet for a front-facing shield. After its treads are destroyed, the only way to bypass the shield is to hit it with a charged Mega Arm shot.

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* ShieldBearingMook: Hell Metall DX, which eschews the traditional helmet for a front-facing shield. After its treads are destroyed, the only way to bypass the shield is to hit it with a charged Mega Arm shot.shot, though some weapons like the Salt Water can hit it from above or behind.



* SmartBomb: The Black Hole, which insta-kills all weaker enemies on the screen and deals big damage to the stronger ones. Of course, this comes with a massive energy cost.

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* SmartBomb: The Black Hole, which absorbs all onscreen projectiles, insta-kills all weaker enemies on the screen screen, and deals big damage to the stronger ones. Of course, this comes with a massive energy cost.



* SpikesOfDoom: A recurring staple of the series, though while [[spoiler:fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him]].

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* SpikesOfDoom: A recurring staple of the series, though while [[spoiler:fighting fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him]].him.



* TheLastOfTheseIsNotLikeTheOthers:
** The only Game Boy ''Mega Man'' game to have an Arabic numeral on the box instead of a Roman numeral (the game itself doesn't reflect this).
** The entire game itself is this to the ''Rockman World'' series. While the other four games lift many elements from one console game, many elements from the succeeding console game, one original boss and weapon and maybe a few unique music tracks and enemies, for ''V'', everything -- the bosses, the music, the weapons, the enemies, etc. -- is 100% original.

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* TheLastOfTheseIsNotLikeTheOthers:
**
TacticalSuidiceBoss: The only Game Boy ''Mega Man'' game to have an Arabic numeral on the box instead of Brain Crusher would be a Roman numeral (the game itself doesn't reflect this).
** The entire game itself is this to the ''Rockman World'' series. While the other four games lift many elements from one console game, many elements from the succeeding console game, one original
completely invincible boss and weapon and maybe a few unique music tracks and enemies, for ''V'', everything -- the bosses, the music, the weapons, the enemies, etc. -- is 100% original.(bugs notwithstanding), if it didn't spit out Alabells that could damage it with their explosions.

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* EleventhHourSuperpower: The Spark Chaser acts as the game's "Mega Man Killer" weapon, in that it is only obtained right before the final stage, is very useful on the final bosses, and isn't saved with passwords. Like the Ballade Cracker in ''VideoGame/MegaManIV'', getting a Game Over and returning to the stage select takes the weapon away while Terra reappears.



* BreakingOldTrends: Unlike the previous Game Boy games, this one features a wholly original set of bosses rather than using sets of four from the main console series. It also changes Mega Man's charge shot into a RocketPunch, has a weakness loop with ''nine'' members instead of eight, and is one of very few games where the final boss isn't Dr. Wily.



* DemotedToExtra: Tango never appears in any significant capacity after this game. If he does appear, it's usually as a minor cameo.

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* DemotedToExtra: Tango never After being completely absent from the Game Boy games up to this point, Roll appears briefly in any significant capacity after this game. If he does appear, it's usually the intro, before disappearing just as a minor cameo. quickly.



* ElementalBaggage: The Deep Digger can only be used if there are any grabbable rocks nearby. Uranus also relies on this, as his boss room consists almost entirely of said rocks.



* HumanAliens: While the English script never mentions the Stardroids' origins, much less the species that created them, in the Japanese version Sunstar notes that in his era, ''humans'' were constantly waging war with one another using machines.



* HomingLaser: Terra's Spark Chaser is a laser that constantly pursues its target, changing directions in mid-flight to track it down.
* HumanAliens: While the English script never mentions the Stardroids' origins, much less the species that created them, in the Japanese version Sunstar notes that in his era, ''humans'' were constantly waging war with one another using machines.
* LegacyBossBattle: The four mini-bosses of the Wily Star are the four new characters introduced in the previous Game Boy ''Mega Man'' titles (Enker, Quint, Punk, and Ballade, in that order). They all fight like they did in their debut games, but are weakened to fit their mini-boss status.



* LegacyBossBattle: The four mini-bosses of the Wily Star are the four new characters introduced in the previous Game Boy ''Mega Man'' titles (Enker, Quint, Punk, and Ballade, in that order). They all fight like they did in their debut games, but are weakened to fit their mini-boss status.



* LostSuperweapon: The Stardroids and Sunstar came from an ancient civilization constantly at war, and were found by Dr. Wily in the present day and reactivated. According to the Japanese script, even the Wily Star itself is as old as they are!

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* LostSuperweapon: The Stardroids and Sunstar came from an ancient civilization constantly at war, and were found by Dr. Wily in the present day and reactivated. According to the Japanese script, even the Wily Star itself is as old as they are!



* PowerUpLetdown: The CL upgrade Mega Man can buy gives his charged Mega Arm a random chance to latch onto its target and deal rapid damage. It's very useful for enemies and lets many of them get killed with one charged attack, but it can be annoying if it procs during a boss fight, since most bosses have MercyInvincibility and the arm will get stuck on them for a second, preventing Mega Man from firing until it returns.

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* PowerUpLetdown: PowerUpLetdown:
**
The CL upgrade Mega Man can buy gives his charged Mega Arm a random chance to latch onto its target and deal rapid damage. It's very useful for enemies and lets many of them get killed with one charged attack, but it can be annoying if it procs during a boss fight, since most bosses have MercyInvincibility and the arm will get stuck on them for a second, preventing Mega Man from firing until it returns.returns.
** Uranus's Deep Digger, like the Super Arm before it, can only be used to pick up specific rocks found in a level; without those, it can only fire regular buster shots. Said rocks are hard to come by in most levels, and it can't be used on the majority of bosses, as only two of them (one of whom is Uranus himself) even have rocks in their arena.



* RockBeatsLaser: Quite literally -- the HomingLaser-using Terra is weak to the Deep Digger, which merely pulls rock chunks out of the ground and throws them at enemies.
* RocketPoweredWeapon: The Photon Missile, which pierces enemies at high speeds rather than exploding like a typical missile would. Said rockets take a while to go off, though, and the missile will vanish if it hits an enemy before it flies off.
* RocketPunch: Mega Man's usual ChargedAttack is replaced with the Mega Arm, which sends his arm out as one of these before it flies back after travelling a set distance. It can later be upgraded to grab items and attack a single enemy multiple times.
* RollingAttack: When summoned, Tango curls up into a buzzsaw and uncontrollably rolls after enemies, occasionally jumping into the air.



* ShieldBearingMook: Hell Metall DX, which eschews the traditional helmet for a front-facing shield. After its treads are destroyed, the only way to bypass the shield is to hit it with a charged Mega Arm shot.



* SpreadShot: Salt Water is a variation on the splitting type, firing out a large ball of water that splashes apart into three small drops when it hits a wall.



* SpreadShot:
** The Salt Water is a variation on the splitting type, firing out a large ball of water that splashes apart into three small drops when it hits a wall.
** Rocks thrown with the Deep Digger create a four-way spread shot in the opposite direction after hitting a wall.



* StellarName: The Stardroids are all named after planets in our Solar System.

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* StellarName: The Stardroids are all named after the planets (plus one dwarf planet) in our the Solar System.System. This also extends to Dark Moon (who is unleashed by Terra/Earth) and the FinalBoss, Sunstar.



** Uranus has a very similar design and a near-identical weapon to Guts Man, probably as a way of making up to fans who were pissed off that he got left out of ''[[VideoGame/MegaManDrWilysRevenge Dr. Wily's Revenge]]''.

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** Uranus has a very similar design and a near-identical weapon attack pattern to Guts Man, probably as Man from ''VideoGame/MegaMan1''. Even his weapon, the Deep Digger, is little more than a way of making up to fans who were pissed off that he got left out of ''[[VideoGame/MegaManDrWilysRevenge Dr. Wily's Revenge]]''.slightly modified Super Arm from the same game.


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* TimeBomb:
** Mars's stage is littered with landmines that, when stepped on, explode after a random length of time.
** One of the Brain Crusher's attacks is spawning Alabells, walking alarm clocks that count down and explode. To damage the otherwise invincible boss, the Alabells have to be shot towards it just before they detonate.


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* UniqueEnemy:
** In Mercury's stage, there is an enemy called Tamp that tries to teleport over Mega Man and drop onto him. For some reason, it only appears in one single room and is absent for the rest of the game.
** The Feeber enemy usually blows large bubbles that entrap Mega Man and carry him with them. On the Wily Star, only one Feeber blows a much smaller bubble, which can be jumped on and used as a platform to ride over spikes. Said Feeber is on an out-of-the-way alternate path, meaning most players will likely never see it.

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** Mercury is weak to Saturn's Black Hole since black holes can suck in objects, especially fluids, including the fluids Mercury has in his body.
** Venus is weak to Mars' Photon Missile since explosives can damage hard shells, including hers. Plus, the deity whose planet she serves as a counterpart to, Aphrodite, represents love (which is ironic, considering we don't see the Stardroid herself acting lovely that much).
** Terra is weak to Uranus' Deep Digger since stone can block electricity, which his Spark Chaser relies on.
** Mars is weak to Neptune's Salt Water since his body has lots of metal and corrosive substances can destroy metal.
** Jupiter is weak to Venus' Bubble Bomb since his weapon channels electricity, which would make a deadly combination with water. (Ever soaked an electronic device before?)
** Saturn is weak to Jupiter's Electric Shock since his Black Hole needs power. Plus, in Greek mythology, Zeus (the namesake for the planet Jupiter) overthrew Cronus (the namesake for the planet Saturn).
** Uranus is weak to Pluto's break dash since it can throw off his balance.
** Neptune is weak to Terra's Spark Chaser due to his weapon channeling water, and water conducts electricity.
** Pluto is weak to Mercury's Grab Buster due to his Break Dash needing energy, and Mercury can still energy with his Grab Buster.

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** Mercury is weak to Saturn's Black Hole since black holes can suck in objects, especially fluids, including the fluids Mercury has in his Mercury's body.
** Venus is weak to Mars' Explosives like Photon Missile since explosives can damage Venus' hard shells, including hers. Plus, the deity whose planet she serves as a counterpart to, Aphrodite, represents love (which is ironic, considering we don't see the Stardroid herself acting lovely that much).
shell.
** Terra is weak to Uranus' Deep Digger since stone Rocks can block electricity, which his Spark Chaser relies on.
Terra's lasers.
** Mars is weak to Neptune's Salt Water since his body has lots of metal and is a corrosive substances substance, which can destroy metal.
Mars' metal body.
** Jupiter is weak to Venus' Bubble Bomb since his weapon channels electricity, which would make because electricity makes a deadly combination with water. (Ever soaked an electronic device before?)
** Saturn is weak to Jupiter's Electric Shock since his Black Hole needs power. Plus, in Greek mythology, Zeus (the namesake for the planet Jupiter) overthrew Cronus (the namesake for the planet Saturn).
** Uranus is weak to Pluto's break dash since it can throw off his balance.
** Neptune is weak to Terra's Spark Chaser due to his weapon channeling water, and water conducts electricity.
** Pluto is weak to Mercury's Grab Buster due to his Break Dash needing energy, and Mercury can still energy with his Grab Buster.
water.
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* LoadBearingBoss: After Sunstar is defeated, he brings the entire Wily Star down with him. Why varies between scripts -- in the original Japanese, he's moved by Mega Man's kindness and hope for a world where humans and robots live in peace and willingly detonates a powerful bomb inside him to destroy the Wily Star. In the English translation, he instead urges Mega Man to leave as his fusion reactor goes critical as a result of damage inflicted from their battle, and the reactor's explosion is strong enough to bring the fortress down.

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* LoadBearingBoss: After Sunstar is defeated, he brings the entire Wily Star down with him. Why varies between scripts -- in the original Japanese, he's moved by Mega Man's kindness and hope for a world where humans and robots live in peace and willingly detonates a powerful bomb inside him to destroy the Wily Star. In the English translation, he instead urges Mega Man to leave as his fusion reactor goes critical as a result of damage inflicted from their battle, and the reactor's explosion is strong enough to bring the fortress down.down with him.
* LogicalWeakness:
** Mercury is weak to Saturn's Black Hole since black holes can suck in objects, especially fluids, including the fluids Mercury has in his body.
** Venus is weak to Mars' Photon Missile since explosives can damage hard shells, including hers. Plus, the deity whose planet she serves as a counterpart to, Aphrodite, represents love (which is ironic, considering we don't see the Stardroid herself acting lovely that much).
** Terra is weak to Uranus' Deep Digger since stone can block electricity, which his Spark Chaser relies on.
** Mars is weak to Neptune's Salt Water since his body has lots of metal and corrosive substances can destroy metal.
** Jupiter is weak to Venus' Bubble Bomb since his weapon channels electricity, which would make a deadly combination with water. (Ever soaked an electronic device before?)
** Saturn is weak to Jupiter's Electric Shock since his Black Hole needs power. Plus, in Greek mythology, Zeus (the namesake for the planet Jupiter) overthrew Cronus (the namesake for the planet Saturn).
** Uranus is weak to Pluto's break dash since it can throw off his balance.
** Neptune is weak to Terra's Spark Chaser due to his weapon channeling water, and water conducts electricity.
** Pluto is weak to Mercury's Grab Buster due to his Break Dash needing energy, and Mercury can still energy with his Grab Buster.
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* {{Expy}}: Dark Moon is basically Yellow Devil MK-II (since it can bounce its pieces on the ground in addition to firing them forward), but on the Game Boy.

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* {{Expy}}: Dark Moon is basically [[VideoGame/MegaMan3 Yellow Devil MK-II MK-II]] (since it can bounce its pieces on the ground in addition to firing them forward), but on the Game Boy.



* NotSoDifferent: Sunstar says this to Mega Man, claiming that they were both created for fighting. Mega Man shuts him down when he tells him that he only fights to protect peace between humans and robots.

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* NotSoDifferent: NotSoDifferentRemark: Sunstar says this to Mega Man, claiming that they were both created for fighting. Mega Man shuts him down when he tells him that he only fights to protect peace between humans and robots.
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* CatGirl: Pluto [[GenderInvertedTrope gender-inverts]] this trope.
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* HijackedByGanon: Come on, is it really any surprise that Dr. Wily is the person behind the Stardroids? Then again, it probably ''will'' be a surprise that Sunstar hijacks the FinalBoss role from Wily himself.

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* HijackedByGanon: Come on, is it really any surprise that Dr. Wily is the person behind the Stardroids? Then again, it probably ''will'' be a surprise that Sunstar hijacks the FinalBoss role from Wily himself.himself during his introduction.
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* PowerUpLetdown: The CL upgrade Mega Man can buy gives his charged Mega Arm a random chance to latch onto its target and deal rapid damage. It's very useful for enemies and lets many of them get killed with one charged attack, but it can be annoying if it procs during a boss fight, since most bosses have InvincibiltyFrames and the arm will get stuck on them for a second, preventing Mega Man from firing until it returns.

to:

* PowerUpLetdown: The CL upgrade Mega Man can buy gives his charged Mega Arm a random chance to latch onto its target and deal rapid damage. It's very useful for enemies and lets many of them get killed with one charged attack, but it can be annoying if it procs during a boss fight, since most bosses have InvincibiltyFrames MercyInvincibility and the arm will get stuck on them for a second, preventing Mega Man from firing until it returns.

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* AllThereInTheManual: Totally averted. ''Everything'' is fully explained in the game itself this time around. Well, everything except the Stardroids' origins (at least in the English translation): they were made a long time ago by an ancient alien civilisation and were found by Dr. Wily in the present day.
* AntiAir: Bubble Bomb moves upwards in a waving manner. It does deal good damage though.

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* AfterBossRecovery: Like ''Mega Man IV'', the game averts this once you enter the outer space levels to confront the second set of Stardroids. Beating a stage no longer refills your weapon energy, and the only ways to restore everything without an S-Tank is by getting game over, paying Dr. Light to refill your energy, or getting a rare "S" pickup from Proto Man in the places he appears.
* AllThereInTheManual: Totally averted. ''Everything'' is fully explained in the game itself this time around. Well, everything except the Stardroids' origins (at least in the English translation): they were made a long time ago by an ancient alien civilisation civilization and were found by Dr. Wily in the present day.
* AntiAir: Bubble Bomb moves upwards in a waving manner. manner, and slides forward once it hits a ceiling. It does deal deals good damage though.damage, but using it on grounded enemies is tricky.



* BackForTheFinale: The Mega Man Killers ([[MyFriendsAndZoidberg and Quint]]) return to be fought one more time each in this game. The Killers wouldn't return to the main series until ''VideoGame/MegaMan10'', while Quint is still absent.
* BittersweetEnding: The day is saved, and Dr. Wily is defeated, but there's a certain air of sadness about the ending, particularly the fact that (depending on your translation) Sunstar was either never able to discover whether or not robots can ever truly live in peace, or he sacrificed himself to help make that world a reality.
** And then it ends on a lighthearted note when Dr. Wily shows up and tries to shoot Mega Man, but his barely-functioning UFO dies on him and breaks apart. After the usual mercy-begging, Wily runs off in a comical panic as Mega Man chases him.

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* BackForTheFinale: The Mega Man Killers ([[MyFriendsAndZoidberg and Quint]]) return to be fought one more time each in this game. The Killers wouldn't return to the main series until ''VideoGame/MegaMan10'', while Quint is still absent.
absent aside from getting a successor in ''VideoGame/RockmanAndForteMiraiKaraNoChosensha''.
* BittersweetEnding: The day is saved, and Dr. Wily is defeated, but there's a certain air of sadness about the ending, particularly the fact that (depending on your translation) Sunstar was either never able to discover whether or not robots can ever truly live in peace, or he sacrificed himself to help make that world a reality.
** And then it
reality. It still ends on a lighthearted note when Dr. Wily shows up and tries to shoot Mega Man, but his barely-functioning UFO dies on him and breaks apart. After the usual mercy-begging, Wily runs off in a comical panic as Mega Man chases him.



* Catch22Dilemma: This is the reason why OneHundredPercentCompletion requires revisting a single stage; the path to the crystal collectible in Pluto's stage is underneath a block that can be moved with Uranus' Deep Digger, but the one in Uranus' stage is behind a wall that can only be broken with Break Dash, Pluto's weapon.



* ContractualBossImmunity: Rather than following the usual varying weakness chart, the Grab Buster and Black Hole are ineffective against all Stardroids aside from the ones that are weak to them, since the Grab Buster otherwise lets you LifeDrain freely and the Black Hole is a SmartBomb. The Grab Buster also hurts the Knuckle bosses and the Brain Crusher's second phase, while the Black Hole can be used in an exploit to hurt the Brain Crusher's first form, which is otherwise immune to everything.
* DashAttack: The Break Dash lets Mega Man charge forwards to damage enemies. It works like a better version of Charge Kick; while it requires a short charge time and still can't be used when off the ground, it deals more damage, bypasses projectiles, and doesn't override the Mega Buster or slide when equipped.



* DiscOneFinalBoss: As the Stardroid's leader, Terra is built up as the BigBad and the most dangerous obstacle of all. Not only does he turn out to be easier than the build-up let on, but [[HijackedByGanon a certain mad scientist reveals his hand in the game's events]].

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* DiscOneFinalBoss: As the Stardroid's Stardroids' leader, Terra is built up as the BigBad and the most dangerous obstacle of all. Not only does he turn out to be easier than the build-up let on, but [[HijackedByGanon a certain mad scientist reveals his hand in the game's events]].



* EvilCannotComprehendGood: Sunstar was created to wipe out all lesser lifeforms by an alien civilisation constantly at war. Mega Man ends up wanting to spare his life, and he doesn't understand why a robot would show kindness to another.
* {{Expy}}: Dark Moon is basically Yellow Devil, but on the Game Boy.

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* EvilCannotComprehendGood: Sunstar was created to wipe out all lesser lifeforms by an alien civilisation civilization constantly at war. Mega Man ends up wanting to spare his life, and he doesn't understand why a robot would show kindness to another.
* {{Expy}}: Dark Moon is basically Yellow Devil, Devil MK-II (since it can bounce its pieces on the ground in addition to firing them forward), but on the Game Boy.



* GameplayAndStorySegregation: The intro points out that the Mega Buster is totally ineffective against the Stardroids. In-game, Mega Man can still fire off normal Mega Buster shots that damage the Stardroids regardless. Even Terra.
* GiantHandsOfDoom: L. Knuckle and R. Knuckle, whom you fight on the Wily Star before facing Wily himself.
* GiantSpaceFleaFromNowhere: Downplayed, the final boss isn't Terra, or even Dr. Wily, but rather an ultra-powerful robot named Sunstar, who was never built up to until right after Wily is backed into a corner. However, given the Solar System themes of the game, and how, by this point, the player has fought a Robot Master for each planet, and even a Yellow Devil Expy for the moon, it's not ''entirely'' unexpected.
* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, and as a shock to any longtime Mega Man fan, the final boss isn't even Wily.
* GravityScrew: Jupiter's stage has areas with low gravity, allowing for higher jumps. Saturn's level has this too, but with the addition of high-gravity areas with reduced jump height.

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* GameplayAndStorySegregation: The intro points out that the Mega Buster is totally ineffective against the Stardroids. In-game, Mega Man can still fire off normal Mega Buster shots that damage the Stardroids regardless. Even Terra.
regardless, even Terra.
* GiantHandsOfDoom: L. Knuckle and R. Knuckle, two robot hands whom you fight on the Wily Star before facing Wily himself.
himself. L. Knuckle can only punch downwards, while R. Knuckle adds in homing missiles and a grab attack.
* GiantSpaceFleaFromNowhere: Downplayed, Downplayed; the final boss isn't Terra, or even Dr. Wily, but rather an ultra-powerful robot named Sunstar, who was never built up to until right after Wily is backed into a corner. However, given the Solar System themes of the game, and how, by this point, the player has fought a Robot Master for each planet, and even a Yellow Devil Expy expy for the moon, it's not ''entirely'' unexpected.
* GrandFinale: To the Game Boy subseries. The stakes are higher than any of the previous four games, almost everything is new this time around as opposed to being borrowed from the NES games, and as a shock to any longtime Mega Man ''Mega Man'' fan, the final boss isn't even Wily.
* GravityScrew: Jupiter's stage has areas with low gravity, allowing for higher jumps. Saturn's level has this too, but with the addition of high-gravity areas with reduced jump height. The battle with Sunstar takes place in a low-gravity room, which needs to be used to dodge his attacks.



* LifeDrain: The Grab Buster's bullets produce small health pickups upon hitting an enemy, which then fly towards Mega Man to heal him.
* LegacyBossBattle: The four mini-bosses of the Wily Star are the four new characters introduced in the previous Game Boy ''Mega Man'' titles (Enker, Quint, Punk, and Ballade, in that order). They all fight like they did in their debut games, but are weakened to fit their mini-boss status.



* LostSuperweapon: The Stardroids and Sunstar came from an ancient civilisation constantly at war, and were found by Dr. Wily in the present day and reactivated. According to the Japanese script, even the Wily Star itself is as old as they are!

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* LostSuperweapon: The Stardroids and Sunstar came from an ancient civilisation civilization constantly at war, and were found by Dr. Wily in the present day and reactivated. According to the Japanese script, even the Wily Star itself is as old as they are!



* PowerUpLetdown: The CL upgrade Mega Man can buy gives his charged Mega Arm a random chance to latch onto its target and deal rapid damage. It's very useful for enemies and lets many of them get killed with one charged attack, but it can be annoying if it procs during a boss fight, since most bosses have InvincibiltyFrames and the arm will get stuck on them for a second, preventing Mega Man from firing until it returns.
* PuzzleBoss: The Brain Crusher, the game's equivalent to the Wily Machine, is initially immune to all of Mega Man's weapons, and can only be hurt by pushing its Alabell bombs towards it so it takes damage from the explosion. A glitch lets it get killed easily with direct hits of Black Hole, but this requires clipping partially into it with Break Dash.



* SmartBomb: The Black Hole is pretty much this, instakilling all weaker enemies on the screen and dealing big damage to the stronger ones. Of course, this comes with a MASSIVE power cost.

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* SmartBomb: The Black Hole is pretty much this, instakilling Hole, which insta-kills all weaker enemies on the screen and dealing deals big damage to the stronger ones. Of course, this comes with a MASSIVE power cost.massive energy cost.
* SpreadShot: Salt Water is a variation on the splitting type, firing out a large ball of water that splashes apart into three small drops when it hits a wall.



* SpikesOfDoom: A recurring staple of the series, though while [[spoiler: fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him]].
* StellarName: The Stardroids are all named after planets in our Solar System.

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* SpikesOfDoom: A recurring staple of the series, though while [[spoiler: fighting [[spoiler:fighting both forms of the Brain Crusher, the ceiling spikes merely damage Mega Man instead of outright killing him]].
* StellarName: The Stardroids are all named after planets in our Solar System.



** The entire game itself is this to the series -- while the other four games lift many elements from one console game, many elements from the succeeding console game, one original boss and weapon and maybe a few unique music tracks and enemies, for ''V'', everything -- the bosses, the music, the weapons, the enemies etc. -- is 100% original.

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** The entire game itself is this to the series -- while ''Rockman World'' series. While the other four games lift many elements from one console game, many elements from the succeeding console game, one original boss and weapon and maybe a few unique music tracks and enemies, for ''V'', everything -- the bosses, the music, the weapons, the enemies enemies, etc. -- is 100% original.



* WeaksauceWeakness: An unusual variation occurs in this game, since you don't ''have'' the weapons that Mercury and Neptune are weak against (the Black Hole and the Spark Chaser respectively) during the initial set of four Stardroids, meaning that you have to use the Mega Arm to defeat them. Fortunately, you have your full complement of weapons during the rematch near the end of the game.
* TheWorfEffect: Properly demonstrated in the intro. As Terra shows off the threat of the Stardroids by No-Selling Mega Man's attacks and taking him out with one shot.

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* WeaksauceWeakness: An unusual variation occurs in this game, since you don't ''have'' the weapons that Mercury and Neptune are weak against (the Black Hole and the Spark Chaser respectively) during the initial set of four Stardroids, meaning that you have to use the Mega Arm to defeat them. Fortunately, you have your full complement of weapons during the rematch near the end of the game.
game. Terra is also included in the weakness loop, making it a chain of nine instead of the usual eight, though Terra is not rematched unlike the other Stardroids.
* TheWorfEffect: Properly demonstrated in the intro. As intro, as Terra shows off the threat of the Stardroids by No-Selling blocking Mega Man's attacks and taking him out with one shot.

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