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Mega Man 5
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==Development== Having had major involvement in the development in all prior ''Mega Man'' games, artist [[Keiji Inafune]], credited as "Inafking", worked under a new project leader for ''Mega Man 5''. As with past entries in the series, Inafune used his experience to guide his supervisor and the other team members.<ref name="r20"/> He did this in order to avoid making what he considered to be an "unreasonable game, [...] an affront to the players". As a result of this leadership, Inafune felt ''Mega Man 5'' turned out with a lower [[difficulty level]].<ref name="r20"/> The team already felt they had accomplished all the gameplay they could with the release of ''Mega Man 4'', so they decided to simply "introduce powered up versions of everything", such as the Mega Buster.<ref name="r20"/> After working diligently on the fourth installment of the series and being the man behind the concept of the chargeable Mega Buster, Hayato Kaji, credited as "H.K", was called in to help out during the middle of ''Mega Man 5''<nowiki>'</nowiki>s development. The game was "taking a while to come together" at that point according to Kaji.<ref name="r20"/> Inafune summarized his work on ''Mega Man 5'' as being fun, but he admitted having trouble with the designs, balance, and colors.<ref name="r20"/> In a new direction Capcom held a contest in collaboration with ''[[Nintendo Power]]'' magazine requesting submissions for new villain characters, the eight Robot Master bosses in ''Mega Man 5'' are a result of fans sending in their own designs to Capcom.<ref>{{cite magazine | author=''Nintendo Power'' staff | title=''Mega Man: A Chip Off The Old Rock''| date=March 1993 | issue=46 | page=94 |magazine=[[Nintendo Power]] | publisher=Nintendo of America | location=Redmond, Washington | issn=1041-9551 | url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20046%20%28March%201993%29/page/n101/mode/2up}}</ref> Capcom received over 130,000 character submissions for the game.<ref name="r20"/> Inafune recounted having a difficult time getting approval on the chosen bosses, having had to re-illustrate them several times.<ref>{{cite journal | journal=CFC Style Fan-Book | volume=3 | author=Inafune, Keiji | year=1997 | title=Rockman 10th Anniversary Celebration Plans | publisher=[[Capcom]] | language=ja | page=24 }}</ref> However, the artist had little trouble in designing Beat, whose first draft was accepted by Inafune's superiors.<ref name="r20"/> The idea for Beat originated in the development of ''[[Mega Man 3]]'', where the concept support robots included a dog and bird. The team chose to keep the dog character as Rush for this earlier game, while the bird would serve as the basis for the character Beat in ''Mega Man 5''.<ref name="r20"/> The musical score of ''Mega Man 5'' was composed by Mari Yamaguchi (credited as "Mari").<ref>{{cite web | author=jgonzo | date=February 5, 2010 | title=Japanese Mega Man 10 Soundtrack Details | url=http://www.capcom-unity.com/jgonzo/blog/2010/02/05/japanese_mega_man_10_soundtrack_details | work=Capcom Unity | publisher=[[Capcom]] | access-date=February 28, 2011 | archive-url=https://web.archive.org/web/20110708114824/http://www.capcom-unity.com/jgonzo/blog/2010/02/05/japanese_mega_man_10_soundtrack_details | archive-date=July 8, 2011 | url-status=live | df=mdy-all }}</ref>
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