Mega Man V (GB, 1994)
Graphics-8.5 Sound-7 Control-8 Challenge-7 Story-4
Level Design-7.5 Frustration-7.5 Fun-7.5 Originality-4.5
Overall Score-7.5
+
Good bosses overall
Good variety
Alternate ending (collect 4 gems by sidetracking - not challenging at all)
Some creative level/enemy design (teleporters, bouncy bubbles in Venus stage, mini-boss in Mars stage, breakable steam pipes, bubble crabs)
Life-steal weapon (a bit overpowered though)
Smart bomb-style attack (Tango the cat goes Turrican)
Replay beaten levels (for money or e-tanks)
Some large and detailed sprites
Nice cutscenes
The game shows how to use each new weapon (as in Wario Land 3)
Stages are split into pairs of four (starting easier, less trial & error in finding weaknesses, better sense of progression)
+/-
Shop for items and upgrades (makes the game much easier)
Long stages (except for Mercury for some reason)
Why not start out with Rush Coil/Jet?
Fairly easy to rack up lives
Rush Coil could be better implemented (this goes for pretty much all the games, it's cumbersome and not made very rewarding to use)
-
Slowdown (creates input lag)
Trial & error (end of shooter sequence, pits in final fortress, boss and enemy patterns)
Some cheap deaths (spikes when falling to the next screen) and hits (tight areas)
Boring auto-scrolling shooter sequence
Charge shot replacement (mega arm) is a pretty lame gimmick (have to wait for it to return to shoot again, items you can pick up with it when upgraded might as well have been left in the open)
Some dead space
Some crappy bosses (Neptune, Venus, Mercury, Pogo Stick Guy)
Rehashes a lot of content (yellow devil, some enemies)
Mostly forgettable music
Some stages lack good flow due to traps or resilient enemies
Convenience items (refill lowest weapon automatically, grab items from afar)
Some poor weapons (salt water)
Somewhat inconsistent hit detection (shooter sequence boss, spike traps)
Rush coil is buggy around the edges of platforms (it appears but then disappears as you're jumping onto it)
Some tedious sections in the space ship level
Shield enemy
Level Design-7.5 Frustration-7.5 Fun-7.5 Originality-4.5
Overall Score-7.5
+
Good bosses overall
Good variety
Alternate ending (collect 4 gems by sidetracking - not challenging at all)
Some creative level/enemy design (teleporters, bouncy bubbles in Venus stage, mini-boss in Mars stage, breakable steam pipes, bubble crabs)
Life-steal weapon (a bit overpowered though)
Smart bomb-style attack (Tango the cat goes Turrican)
Replay beaten levels (for money or e-tanks)
Some large and detailed sprites
Nice cutscenes
The game shows how to use each new weapon (as in Wario Land 3)
Stages are split into pairs of four (starting easier, less trial & error in finding weaknesses, better sense of progression)
+/-
Shop for items and upgrades (makes the game much easier)
Long stages (except for Mercury for some reason)
Why not start out with Rush Coil/Jet?
Fairly easy to rack up lives
Rush Coil could be better implemented (this goes for pretty much all the games, it's cumbersome and not made very rewarding to use)
-
Slowdown (creates input lag)
Trial & error (end of shooter sequence, pits in final fortress, boss and enemy patterns)
Some cheap deaths (spikes when falling to the next screen) and hits (tight areas)
Boring auto-scrolling shooter sequence
Charge shot replacement (mega arm) is a pretty lame gimmick (have to wait for it to return to shoot again, items you can pick up with it when upgraded might as well have been left in the open)
Some dead space
Some crappy bosses (Neptune, Venus, Mercury, Pogo Stick Guy)
Rehashes a lot of content (yellow devil, some enemies)
Mostly forgettable music
Some stages lack good flow due to traps or resilient enemies
Convenience items (refill lowest weapon automatically, grab items from afar)
Some poor weapons (salt water)
Somewhat inconsistent hit detection (shooter sequence boss, spike traps)
Rush coil is buggy around the edges of platforms (it appears but then disappears as you're jumping onto it)
Some tedious sections in the space ship level
Shield enemy