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Post subject: Mega Man 5
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
I think I have it all planned out. Made a document of run here. Use font MS Gothic (or any font that has nice text aligning) to view it. Route plan was copy and paste from GameFaqs, a little change to route (for speed). Now all I have to do is wait for newer VBA with no desyncing problem. Any comment / suggestion? Thanks. You can put this in GB / GBA section when it is made.
Joined: 4/25/2004
Posts: 498
Looks good to me. About some boss weaknesses: - Neptune is weak against the Spark Chaser (3 bars/hit). Since it homes in on him, I'd bet it'd be faster to use that on him instead of the Mega Arm (the second time...can't get the Spark Chaser for the first fight). - Terra is weak against the Deep Digger (I think it knocks out 4 bars?)...I dunno if it would be faster though. If you could somehow avoid falling into the gaps made by pulling up the blocks... - Dark Moon don't like Salt Water in his eye. :p - Same for Enker, Quint, Punk, and Ballade; certain weapons work well on them too. I forget what they are though... :/
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Are you considering getting any helpful items from Dr. Light?
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Joined: 10/4/2004
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Bag of Magic Food wrote:
Are you considering getting any helpful items from Dr. Light?
I did thought about it, but it cost time (collecting P-Chips, teleporting to dr. light, flipping thru for certain item, select it, mega man jump to get it, Dr. Light ask you to continue purchasing, select no, walk and teleport out). I rather be luck maintaining weapon energy. But it depends, I will have to put myself deeper study / plan in that. 4matsy, thanks for comment, I'll check into that. About Spark Chaser on Nepture, I was thinking of reserving it's energy for Sunstar. I dont think you get free weapon energy recharge every level / stage unlike other Mega Man games.
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Okay, I was just wondering if it saved any time to use the upgrade that hits enemies extra times, or the upgrade that grabs items from far away. Probably not, but it's something to keep in mind, like the ability to use Tango somewhere. Though I'll admit that collecting the gems is almost definitely worthless since you have to go so far out of your way just to get a little more use out of the weapons. And yeah, I did notice that weapon energy stops getting replenished automatically after the first four stages, which I guess is why that refill option is there in Dr. Light's lab. I haven't played through the whole game in a while, though, so I don't know if there are any other places with free/easy refills. I noticed that Mega Man 1 refills your energy between Dr. Wily stages, but Mega Man 2 doesn't (the second four Robot Masters are "defending Dr. Wily", see), so I suppose they carried that over into 3, 4, and 5.
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Joined: 10/4/2004
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I have made update to doc (redownload at 1st post). 4matsy, you probably mean to use Salt Water on Arm Bots? Yeah I will do that, thanks for pointing it out. (as well as Dark Moon, use Photon Missile on its eye)
Joined: 4/25/2004
Posts: 498
ventuz wrote:
4matsy, you probably mean to use Salt Water on Arm Bots? Yeah I will do that, thanks for pointing it out. (as well as Dark Moon, use Photon Missile on its eye)
Ah, okay. I just remembered some boss with an eye for a weak point being especially weak to the Salt Water. =P I need to play this game through again...heh.
ventuz
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Well some of you may or may not know that I am planning to make time-attack for MM5 on VBA, it's over in this thread. --------- Mega Man 5 (US) Run Plan Boss Order NEPTUNE -> Use Mega Arm -> Go to Mercury MERCURY -> Use Mega Arm -> Go to Mars MARS -> Use Salt Water -> Go to Venus VENUS -> Use Photon Missile -> Go to Dark Moon DARK MOON -> Use Photon Missile -> Go to Pluto PLUTO -> Use Grab Buster -> Go to Jupiter JUPITER -> Use Bubble Bomb -> Go to Saturn SATURN -> Use Electric Shock -> Go to Uranus URANUS -> Use Break Dash -> Go to Death Skull NEPTURE For 2 helicopter, slide to the right side (make them turn other direction) before they begin shooting (maintain to keep them on right side). Take hit from stream (during falling) and go thru next unavoidable streams (2 parts). Use nice timing slide and jump without falling (for 1 or 2 parts). Kill Nepture Boss. Obtain Salt Water (NE). Luck maintainable boss. MERCURY Use Salt Water to destroy falling barrel (SHOULD be faster with it - 2 or 3 parts), some enemies dies quicker with Salt Water rather than Mega Arm. Kill Mercury boss with Mega Arm. Obtain Grab Buster (ME). NOT Luck maintainable boss (attack pattern). MARS Use Grab Buster against mini-boss (some frames quicker than Mega Arm, should be...) Kill Mars boss with Salt Water. Obtain Photon Missile (MA). NOT Luck maintainable boss (attack pattern). VENUS Kill Venus boss with Photon Missile. Obtain Bubble Bomb (VE) + Rush Coil (RC). Luck maintainable boss. DARK MOON Free all weapons energy refill here - Use Photon Missile to kill Dark Moon. NOT Luck maintainable boss (attack pattern). PLUTO Use Salt Water to kill tunnel machine. Kill Pluto with Grab Buster. Obtain Break Dash (PL). NOT Luck maintainable boss (attack pattern). JUPITER This level is pain in the ass to "speed" thru, DON'T use Break Dash. Take hit and go ahead for most part. Use bubble bomb against ceiling enemy. Take right path (up ladder is dead end). Kill Jupiter with bubble bomb. Obtain Electric Shock (JU). Little luck maintainable boss (has attack pattern, but you can change where he go) SATURN Take left path at start. At path split, go down (left is dead-end). Kill Saturn with Electric Shock. Obtain Black Hole (SA) + Rush Jet (RJ). Luck maintainable boss. URANUS Use Photon Missile only mini-bosses (3 shots) and switch to Break Dash after 2nd mini-boss (jump down right ASAP when spike disappear, and hold right pass monkey). Use Rush Jet for wait parts. Kill Uranus with Break Dash. Obtain Deep Digger (UR). NOT Luck maintainable boss (attack pattern). TERRA Kill Terra with Deep Digger. Obtain Spark Chaser (EA). Luck maintainable boss. DEATH SKULL Take short-cut, do sliding thru enemies in short-cut (with Break Dash invurability). -Enker, Mega Arm, no other weakness. -Quint, Photon Missile or Mega Arm. -Punk, Bubble Bomb or Mega Arm. + try to maintain # of bouncing spiked ball? -Ballade, Bubble Bomb / Photon Missile / Mega Arm. -Teleport System (see bottom). -Arm Bots, Salt Water (quicker than Mega Arm). -Wily Machine, use Bubble Bomb to destroy gravity enemy from Wily's Machine (2 shots). Luck maintain timer bomb with 1 counter left? -Wily (broken) Machine, use Spark Chaser (pretty fast kill) SUNSTAR (final) Luck maintain Spark Chaser to hit Sunstar better? Jump down ASAP when Sunstar destroy floor. End recording when dialog is finished (at "Leave Now!") --------- LINK TO VBA Re-recording EMU ----> HERE *edit - WIP + test run + short (from now) clip demostrating instant kill Uranus in 1 zip in my sig
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Joined: 3/8/2005
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Nice Megaman land 5. Even though, from what i can remember, I always use to start off with Mercury. you sure its faster starting off with Neptune?
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Now that you mention it, Ventuz proposed using Grab Buster on the miniboss of Mars, but he won't get that weapon until he beats Mercury, so his current order won't allow for that. Oh, never mind, it's just the strategy list that's out of order. He's actually doing Mercury second.
put yourself in my rocketpack if that poochie is one outrageous dude
ventuz
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Vatchern wrote:
Nice Megaman land 5. Even though, from what i can remember, I always use to start off with Mercury. you sure its faster starting off with Neptune?
Either way Mercury and Neptune has weakness to MegaArm.. and on to detail \/ Yeah, that's what I always do, but theres something I could use Salt Water attack that could help me get thru Mercury level fast, such as falling toxic barrel (you probly go "wtf?", but its impossible to get mega arm go off to hit it + jumping over hole the same time), saw guy dies to one shot, etc.. Starting off in Neptune is good idea for me because there's nothing slowing me down with just Mega Arm.
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Really.. well then, do neptune! haha.. anything to speed it up around those barrells right?. i gotta try that.. ** And out comes my GBC again**
ventuz
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My progress, halfway thru Neptune's stage... I'm pretty satisfied with it. http://ventuz.homestead.com/files/mm5_ventuz.zip - rom name = Mega Man 5 (U) [S] [!] If you noticed that I get hit, try to guess why I did it.. (if you still can't guess why, I'll explain later or someone else explain)
Player (84)
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Location: Newfoundland, Canada
Ok..ill gladly watch it as soon as i can find the rom
Player (84)
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Ok Ok.. That is exactly how you got to treat this game. Nice work. Yes i can see why you got hit.
ventuz
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Defeated Neptune, same link or use link in 1st post.
caitsith2
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ventuz wrote:
If you noticed that I get hit, try to guess why I did it.. (if you still can't guess why, I'll explain later or someone else explain)
Invincibility abuse to speed things up is why.
Player (84)
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Ok.. i think the boss could be handled with a little faster i think.. not sure. And when you climb the ladder and stop for the mist. can you hit that, drop a few steps and go through them? or would you fall down to the last screen again.
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One time you get hit isn't followed by walking through anything while you're invincible, did getting hit do something like push you onto the next screen earlier than normal? I know the ladders and mist part can't be done any better, unless there's some way to move up faster. Getting hit knocks you down 1 or even 2 screens before you regain control, and the invincibility period is too short to use a hit from anything else to go through them.
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Maybe you can move up the ladders faster. If you have seen the latest SMB2, they shoot up the ladders like nothing. Maybe you can try using Up+Down or something to see if you can do the same.
ventuz
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nitsuja wrote:
One time you get hit isn't followed by walking through anything while you're invincible, did getting hit do something like push you onto the next screen earlier than normal?
Wasn't sure what exactly did you mean, did you mean 2nd helicopter? I had 2 choice, 1. shoot and getting hit... 2. wait for helicopter to finish shooting 3 bullets, jump and shoot.
nitsuja wrote:
I know the ladders and mist part can't be done any better, unless there's some way to move up faster. Getting hit knocks you down 1 or even 2 screens before you regain control, and the invincibility period is too short to use a hit from anything else to go through them.
True, couldn't find alternate way to get pass that Ladder of Boredom
Vatchern wrote:
Maybe you can move up the ladders faster. If you have seen the latest SMB2, they shoot up the ladders like nothing. Maybe you can try using Up+Down or something to see if you can do the same.
I tried L+R and U+D on everything, nothing. oh, Mercury defeated -- link's at first post. Sorry, couldn't get Mercury fight anymore entertainming.
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I think you can shoot a charged shot at Mercury a few frames quicker, then fire in a quick shot right before he transforms. that would save one waiting time.
ventuz
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I think i tried that, didnt work. Let me check again. *edit* - Nope, tried at least 10 times.
Player (84)
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Location: Newfoundland, Canada
you sure?? Im possitive ive done it. Ill try now. just give me a few minutes.
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Mercury's stage was nice, but I thought Neptune's stage might have had too much charging. I remember you were destroying enemies with the charged shot that you used the plain shot on in the earlier run. Maybe you did it so you could fire without stopping a slide and let the boomerang take care of it, but I don't know. And you hold the charge an awfully long time before getting to the enemies you use it on. I think it might have even caused slowdown at one point, though I'm not sure. Judging from the Neptune fight, you don't need very long at all to charge up. And if you're worried about firing useless shots, you could start holding B at a time when you can't fire, such as during slides or screen transitions.
put yourself in my rocketpack if that poochie is one outrageous dude
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