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Rockman 5: Joho Boshu 1

Hack of Mega Man 5

Description:

Here is a complete ROM hack that features all new levels and graphics changes for Rock Man 5. This patch was intended for Rock Man 5. If you plan on applying to Mega Man V please be aware of possible risks.

ROM / ISO Information:

  • Rockman 5 - Blues no Wana! (Japan).nes - NOINTRO
  • CRC32: 9D01E44C
  • MD5: 433E0032BE55A0EF23E7E67311977FE6
  • SHA-1: 0FC06CE52BBB65F6019E2FA3553A9C1FC60CC201
  • SHA-256: 7FE561F59280473D5A942BBA3F23309DEA412129BE28FC712DCED6F0A77367D6

Links:

Screenshots:


Credits:

User Review Information

Some Interesting Ideas

Reviewed By: Mother Kojiro on 12 Dec 2017

I started out with Charge Man’s stage, as usual, and I was pretty impressed at first. There’s this part where you’re sliding through a long tunnel, and there are one-block bottomless gaps here and there, and you think, “Huh. That’s weird…” and all of a sudden, something’s jumping out to smack you! There are a few of these weird little things sprinkled throughout the level design to let you know that something’s up, but leave you to figure it out on your own, and that’s good design! Unfortunately, the further you go, the less true this becomes; the level design becomes more straightforward, and often cheap. I usually laugh when something jumps unexpectedly out of a pit and smacks me right down, but maybe that’s because I played too much I Wanna be the Guy (Ryu know what I mean!); your mileage may vary, and you’ll be seeing that a lot. I hope you like the Super Arrow, too, because there are a lot of those infuriating choke points where you have to stick one in the wall at the perfect height, so that you can slide through. There are also a lot of parts where you’re jumping across pillars with those mechanical tigers attacking you from every other one; it’s not bad, but it seems like an odd design element to repeat.

And odd is the name of the game, here, both for better and for worse. The game uses tilesets from other games - most of them Mega Man games - but the music stays the same, which is fine, but it adds a strange aural dissonance to the experience. I do have to give the hacker bonus points, though, for coming up with some actually creative Mario-themed levels. You’re not just revisting 1-1 for the zillionth time; it’s based on the underground stages, but has its own layout! There’s some attention to detail, too, because all of the enemies are in a blue or green palette, just like they would’ve been in the original Super Mario Bros… until about halfway through it, where the hack is just like, “Screw it; hot pink.” That’s not to say that I don’t like that it does that, but for such attention to detail to be thrown to the wind like that makes it seem a little unfocused. I think the strangest stage is Wave Man; it uses Pharaoh Man’s tileset, but it’s remarkably short, and Wave Man is neon green outlined in white; he’s not like that when you fight him in Wily Stage 3, so I don’t know why he is here; it almost makes the whole thing seem like a weird bonus stage. Actually, it might be worth playing this hack just for that stage. Other than that, it’s decent, occasionally frustrating, but could’ve been better.

Version 1.0 Recommended - No

User Reviews
HeadlineAuthorDateVersionRecommended
Some Interesting IdeasMother Kojiro12 Dec 20171.0No