Comments on: The Anatomy of Mega Man | 5 | Cut to the chase http://www.anatomyofgames.com/2014/04/17/the-anatomy-of-mega-man-5-cut-to-the-chase/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: Daikaiju http://www.anatomyofgames.com/2014/04/17/the-anatomy-of-mega-man-5-cut-to-the-chase/#comment-2576 Sat, 19 Apr 2014 19:51:10 +0000 http://www.anatomyofgames.com/?p=10584#comment-2576 Also, it has the best music.

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By: BrianC http://www.anatomyofgames.com/2014/04/17/the-anatomy-of-mega-man-5-cut-to-the-chase/#comment-2566 Thu, 17 Apr 2014 21:51:41 +0000 http://www.anatomyofgames.com/?p=10584#comment-2566 Reggie- You’re right, the game doesn’t give you much information about the Super Arm. A “Get equipped”-style screen like the ones from MM2 onwards would’ve been helpful in this case (Though the “You got a weapon” screens didn’t start demonstrating a weapon’s use until Mega Man 6).

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By: Adam http://www.anatomyofgames.com/2014/04/17/the-anatomy-of-mega-man-5-cut-to-the-chase/#comment-2565 Thu, 17 Apr 2014 21:23:30 +0000 http://www.anatomyofgames.com/?p=10584#comment-2565 The first few times I played the game, I honestly didn’t even figure out that I was collecting weapons from fallen Robot Masters—I hadn’t read the manual, and there was no prompt in the game to really let me know I had taken anything from the battles. Adding “weapon get” screens in subsequent titles was a great idea.

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