Mega Man 5 Cheats Game Genie Nes

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Mega Man 5

Also known as: Mega Man V (US)
Rockman 5: Blues no Wana!? (JP, translated as 'Rockman 5: Blues' Trap!?')
Developer: Capcom
Publisher: Capcom
Platform: NES
Released in JP: December 4, 1992
Released in US: December 31, 1992
Released in EU: November 18, 1993

This game has unused code.
This game has unused enemies.
This game has unused graphics.
This game has debugging material.
This game has regional differences.

This game has a prerelease article

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Proto Man has gone crazy! Go beat him up.

  • 1Debug Mode
  • 2Unused Objects/Graphics
    • 2.5Stone Man
    • 2.7Unused Enemies
    • 2.8Miscellaneous

Debug Mode

Game Genie code ATUKGUOZ (for the NTSC versions) or ATUKZUOZ (for the PAL version) activates a spiffy little debug mode where you can do some neat stuff.

Controller 2:

  • Left: Freeze/unfreeze the game.
  • Up: Pass through obstacles. Be careful, as you can fall through the floors and die with this too.
  • Right: Open the palette editor. Use controller 1 to move the cursor and change values.
  • B: Allows Mega Man to touch spikes and pass through enemies without taking damage. However, if he falls in a pit while this is held, he'll be trapped there until you release the button.

Controller 1:

  • Select: Exit the palette editor. This also restores your energy and gives you every weapon in the game, including Beat.

Unused Debug Code

At NES address $E43B (ROM address 0x3E44B) is another debugging routine that is not called anywhere in the game's code. This particular routine would have allowed you to press Down on controller 2 to reverse Mega Man's gravity, or A to advance to the next stage. It also checks whether Right is pressed, though the associated functionality no longer exists (it performs a BEQ $00); it's possible that it was removed when the palette editor was added to prevent a conflict.

(Source: Original TCRF research)

Unused Objects/Graphics

Title Screen

A little developer's note, found below the title screen graphics in the Japanese version. The tiles being pointed to are the right edge of the 'N' in ROCKMAN, and are duplicated in the sprite (OBJ) graphics. This part of the logo was converted into a sprite to work around palette limitations.

Stage Select

A traffic cone. Japanese sample cartridges of Rockman games (such as Rockman 4 and Rockman 7) often used these in place of unfinished Robot Master portraits, and this game was probably no exception.

Charge Man

Some kind of a window. These tiles are loaded during the second half of the stage.

Star Man

Shown
Full

One tile from this piece of scenery is never used. The 'tip' of this in-game uses a repeated tile.

Whatever these tiles are supposed to be, they're not used.

Stone Man

Cloud

Stone Man's stage has a lot of unused tiles. This cloud should have appeared in the first screen of Stone Man's stage, but doesn't.

Early Platform

Early
Final

The first half of Stone Man's stage has an unused version of the metal platform tiles seen in the second half of the level. They appear to be an earlier design of the tiles that were never updated. The final platforms are shinier, and the middle of the platform juts out a bit more in the older version.

Unused Platform Tiles

These tiles are taken from the second half of Stone Man's stage. They're probably from an earlier design of the metal platforms.

Wave Man

An unused attack from Octoper OA. This tentacle was originally meant to rise up-and-down with Octoper OA, slightly narrowing the play field of the battle and adding another obstacle to hurt the player. This was wisely removed before the final release, though the graphics remain in the ROM.

The tentacle is still visible in Octoper OA's official artwork.

Nes Game Genie Cheat Codes

Unused Enemies

Impressively, seven different enemy designs are present in the ROM but are not used. Unfortunately, none of these enemies seem to be coded.

Bagworm Robot

A robot that would hang from the ceiling and try to stab you. A different enemy based on the bagworm concept, Minoan, appeared in Mega Man 4.

Bomb Robot

A robot that would fly by, drop a bomb on Mega Man, and fly away.

This may have been an early design for the Bombier enemy, which has the same behavior.

Flying Robot

Mega Man 5 Cheats Game Genie Nes Switch

A flying head robot. Not much else to say.

All Game Genie Codes Nes

Gabyoall Robot

This might be a version of the Gabyoall/Spine robot. Mega Man 5 is the only title in the classic series without a Gabyoall-type robot, but it looks like one was planned.

Grenade Robot

A robot that would fly at Mega Man and explode after hitting him or a wall. After exploding, debris would spawn in four directions.

The Jet Bomb is the final version of this enemy.

Hammer Robot

A hammer robot. Kind of obvious how this would work.

A similar enemy, Kao ga Mehda, would later appear in Mega Man 8.

Light Bulb Robot

Genie

A simple flying robot that would fire at Mega Man.

An enemy with a similar design and function, Tondeall, appears in the final game.

Mega Man 4 Game Genie

Miscellaneous

Early Giree Sprites

Early
Final

A less detailed version of the Giree enemy is found with the rest of the enemy graphics.

(Source: Original TCRF research)

Unused Napalm Man Missile Sprites

An unused missile is found alongside Napalm Man's graphics, right after the missile used in the final game. Its size and shape seems to match the shoulder missiles on Napalm Man's sprite.

Strangely, while Napalm Man's missile firing graphics show effects coming from his shoulders, the missile used in the final game more closely matches the head cannon. This animation oddity may be related to the unused missile.

Regional Differences

Japan
International

The options, copyright text, and Proto Man's scarf have been moved down to accommodate the taller Mega Man V logo.

Rockman 5
Mega Man 5

To fit the game's international title, four of the Beat plates were changed to spell 'MEGA' instead of 'ROCK'. The one in Crystal Man's stage was also changed from a number 5 to a Roman numeral V. The '5' was left as-is in Mega Man Anniversary Collection, however.

The Mega Man series
NESMega Man • Mega Man 2 • Mega Man 3 • Mega Man 4 • Mega Man 5 • Mega Man 6 • Wily & Right no Rock Board
Game BoyMega Man (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
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
GameCubeMega Man Anniversary Collection
PlayStation PortableMega Man: Powered Up
WiiWareMega Man 9 • Mega Man 10
WindowsMega Man Legacy Collection • Rockman Strategy
Nintendo 3DSMega Man Legacy Collection
Nintendo SwitchMega 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 (Prototype) • Mega Man X5 (Prototype) • Mega Man X6 (Prototype)
PlayStation 2Mega Man X7 (Prototype) • Mega Man X8 (Prototype) • Mega Man X: Command Mission (Prototype)
WindowsMega Man X7
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)
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
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
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