Finished Mega Man 5.
It almost had it. Someone finally paid attention, learned from past mistakes and tried to avoid them, while adding new things to the game. So close to being a winner, but then the stages past the Robot Masters cast a shadow on it all.
I figured that the decline of good thematic Robot Masters was inevitable, that it was only a downwards line. I was wrong. MM 5's Robot Masters aren't that silly... except for Charge Man being a literal train and Gyro Man being a literal helicopter... but on the other hand, they're robots made to be like vehicles. That's at least a logical progression. *hums Transformers theme*
That said, I'm torn on the new weapons. Charge Kick makes the slide an offensive action, but it's only useful for one Robot Master. Gyro Attack is a slightly-nerfed Metal Blade, but a slightly nerfed Metal Blade is still really good. But the Rush-weapons got nerfed hard, Rush Coil just don't work anymore and Rush Jet has no guidance. Fortunately there's a Super Arrow which goes a long way towards replacing them.
There's fewer 'gotcha'-scenarios during the Robot Masters-stages (except for Napalm Man's stage) but instead there are gimmicks. Less gravity, inverted gravity, a vehicle-section, vertical obstacle courses, and more. This makes the stages feel fresh and challenging and in a fair manner.
The concept of hidden collectables, introduced in MM 4, is expanded upon. The letters that spell out the name of the game are now scattered across the eight Robot Master-stages. Collect them all, and a new and somewhat unique weapon becomes available.
One stage puzzled me: The Stone Man-stage. In it are hidden rooms that can be found by blasting away hidden walls. I found three such rooms: One contained the hidden letter, another contained a couple of power-ups... but the third only had some enemies and a couple of fatal pits. What's the deal with that room?
A victim of MM 5's "fresh approach" is the music. It's not bad, but it's not outstanding good either. So far every Mega Man game had at least one ace tune, but MM 5 seems to be going for all-round average.
But once the Robot Masters are cleared, it's time for the obligatory fortress-stages... except something went Wrong here. Back are the 'gotcha'-challenges, back are the flickering slowdowns, and the fortress-bosses... what the hell is with them?
Overall, despite its shortcomings, MM 5 rises above all the other Mega Man-games except 2, and it's not far behind it.
On to Mega Man 6...