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- Alternative Character Interpretation: Did Dr. Light really have no idea who built Zero, or was he lying to protect Zero from knowing his creator was Dr. Wily? Or perhaps to protect X? Or maybe even to protect both of them?
- Annoying Video-Game Helper: In Alia's debut in the Mega Man X series, she leaves a strong impression on players as the Exposition Fairy by interrupting them in the middle of the game to warn them about potential stages hazards, or give you hints that's either useless or something the player can easily see themselves, and she likes to poke her nose into the game very often. Thankfully this was mitigated in the later games, especially in Mega Man X8 where you can play through the game without Mission Control watching over you.
- Anticlimax Boss: Despite the awesome setup, high drama and story making the most of the moment, the actual X vs Zero fight is laughably easy. Especially in the non-Maverick ending if you play as Zero; the A.I. is just pathetic.
- Author's Saving Throw: For the 2018 Legacy Collection release of the series, Capcom announced that the Japanese Maverick names would be used worldwide, in place of the Guns N' Roses-inspired ones used for the original western release.
- Broken Base: The Guns N' Roses names of the bosses in the US version are a rather heavy point of contention within the fanbase. Either people find them a nice and awesome shout out to the band, or redundant and laughable compared to the original Japanese names.
- Oddly enough, when X Legacy Collection undid these renames, some of the fans who wanted the original Japanese names were upset at the loss of 'Duff McWhalen', considering the name so stupid that it's oddly endearing compared to the others.
- Contested Sequel: While no one will claim it to be as bad as the Dork Age of X6 and X7, opinion on X5 is divided on whether it is considered one of the best titles of the series, a good-but-flawed followup to the games before it, or one of the weaker titles of the series. Fans of the title point out its various additions to the X formula, such as multiple armors, Reploid rescuing, and Part customization, praising it for adding new levels of depth and customization to the game. On the other hand, detractors see these new features as unnecessary and unfocused, point out several Scrappy Mechanics such as the RNG-based ending and Alia's interruptions, and point to its overall decreased production value from X4, having downgraded graphics and no animated cutscenes.
- Ensemble Dark Horse: Dynamo, who's cocky enough to just attack the Maverick Hunter HQ demanding that X/Zero fight him. Why? Nobody knows, but his cool design and fighting style, and sheer badass cred made him popular enough to return in the following game.
- Duff McWhalen/Tidal Whale. Amongst the Guns N' Roses references, his is considered the silliest but somehow endearing. However, back in the days, he was just another Maverick/Boss (and not exactly a phenomenal one unlike Magma Dragoon), and in fact, his level was considered That One Level. After Legacy Collection removed the GNR names, fans suddenly became upset for mostly Duff's name change and he received a good amount of resurgence amongst the X5 bosses, praising him despite the obvious flaws he and his level had.
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- Evil Is Cool: In the bad ending, Zero gets an awesome violetglow from the Sigma Virus, is slightly more of a fight with increased defense, and has an epic Oh, Crap! moment from the cast and probably the player as he merges with the Virus, turning Maverick and becoming more powerful than ever.
- Fanon: There's a Broken Base as far as the Guns N' Rosestheme naming of the bosses in this game. As a result, some fans prefer to use names based on the original Japanese names instead of the canon ones. The Mega Man X Legacy Collection even uses modified versions of the Japanese names instead of the GNR references.
- Crescent Grizzly (Grizzly Slash)
- Tidal Whale (Duff McWhalen)
- Shining Firefly (Izzy Glow)
- Volt Kraken (Squid Adler)
- Spiral Pegasus (The Skiver)
- Spike Rosered (Axle the Red)
- Dark Necrobat (Dark Dizzy)
- Burn Dinorex (Mattrex)
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- Fanon Discontinuity:
- As far as most fans are concerned, the bad ending where X is forced to fight Zero is the only canon one. Not that the neutral endings are bad exactly, but the excuse for the fight comes hilariously out of left field and lacks much of the impact. Of course, this also would mean disregarding the whole Zeroseries.
- Some fans actually see anything after this game until the Zero series are non-canon, seeing as this game is intended to be the series' Grand Finale. While it's not hard to see why, the nextthreegames nearly gave this game's epilogue a Continuity Snarl, since the epilogue states X chooses to fight Mavericks in the memory of Zero. As as Mega Man Zero 3 explains, Zero had his body stolen during his sleep in the Elf Wars, and then after that, X tells a semi-conscious Zero that he's been fighting for years and realizes he stopped caring after Zero's second disappearance. While the Zero Collection did mentioned X6, it's up to the fans to decide what events happened between X and Zero series.
- Game-Breaker: The Ultimate Armor, which comes with Nova Strike, making it ridiculously easy to destroy anything in sight. Even if its helmet function is nerfed like the Fourth Armor (only reduces the energy usage of uncharged special weapons instead of making them free), it's still a pretty deadly and useful armor. Worse (or better) yet, you can get them without a cheat code: it's in a secret passage in the third Zero Space stage, accessed in a similar manner to X2's Shoryuken capsule.
- Hilarious in Hindsight: When Guns 'n' Roses were inducted into the Rock and Roll Hall of Fame in 2012, only seven specific members were inducted. Amazingly enough, the same seven that 'appeared' in this game: the original five, Dizzy Reed and Matt Sorum. (As a bonus, the original five are the ones that were never members of Repliforce or Sigma's army.)
- I Liked It Better When It Sucked: Some fans did not react too kindly to the Mega Man X Legacy Collection version of the game changing the Maverick names from the Guns N' Roses-inspired ones to be closer to the original Japanese names, as many of them felt that their silly nature is what made them endearing and that the replacement names were generic in comparison.
- Narm Charm: Duff McWhalen is a silly name for a Maverick, but many people on the pro side of the Broken Base concerning the former Western names consider it oddly endearing.
- Scrappy Mechanic:
- At around the ten hour mark of the game, you can obtain additional parts for your characters depending upon which mavericks you kill and which upgrade you take (life or energy). You can actually obtain parts from all 8 mavericks...if you have the foresight ahead of time to kill yourself to game over about six or seven times. What also hurts is that you can only get certain parts if you pick a particular upgrade and the other one is lost forever regardless. Spiral Pegasus has two great upgrades in particular (jump height increase or speed increase) and you can't get both.
- The path of the ending is entirely luck based. Despite defeating the mavericks and optimizing your chances of destroying the colony, that's all you improve: Your chance. The fact that your ending is purely luck based is bad enough; but let's also bring attention to its impact on the gameplay, namely: Zero. If the plan works, Zero's around until endgame. If not, not only is he going Maverick; but any heart tanks or weapon upgrades he got from defeating a Maverick go with him. So, you, the player have one of two options: Bench Zero and let X gain everything, to which point Zero Can't Catch Up. Or try to divvy them up equally, and hope you were able to keep Zero around, risking losing a lot if he does. Oh, and if you invested totally into Zero only to fail the mission...well, there are some heart tanks you can only obtain with X...SOME. Fortunately, whether you succeed or fail in an attempt to destroy the colony is decided after you're given a chance to save, so if you wind up losing Zero you can just reload your save and get another try right then and there.
- Having to choose between Zero's buster and X's Force Armor. If you want to play with Zero in the intro stage or just want to keep his buster, the price is that X will not have the Force Armor and thus he would not have the Air Dash nor the option to charge special weapons until he gets the Ultimate Armor.
- Related to Annoying Video-Game Helper is Alia's mission calls. During select intervals in the stage, Alia will halt X and Zero's progress with dialogue boxes that the player must skip through before being able to continue. Aside from breaking the flow of the game, it is possible for Alia to interrupt the player while they are in the middle of dodging a hazard or performing precise platforming, making it possible to get hurt or die during instances that could have otherwise been avoided. There is no way to disable this function, and her messages will persist in repeat playthroughs. All future games have the select intervals instead display a prompt that the player must press a button to see the dialogue boxes for, and X8 gives the option to disable Mission Control entirely.
- Compared to previous games where you could use armor parts as you got them, you cannot use anything from the Falcon Armor or Gaea Armor until you have a full set for each.
- Scrappy Weapon: Zero's Z-Buster. It's nowhere near as powerful (or useful) as it was in X3. Zero could only use it on the ground while stationary and its damage output is nothing to write home about. It also has slow startup, because there's a short charging animation Zero performs just before he fires it. And as if the Z-Buster wasn't already pointless, it only travels a short distance before vanishing. From X4 onward, Zero has become the close-ranged, melee specialist as opposed to X's long-ranged gameplay, so giving him a long-ranged weapon that's so ridiculously flawed adds nothing to his arsenal. Obtaining the Buster by picking Zero for the intro stage also locks X out of the vastly more useful Fourth/Force Armor. The next game would counteract some of the flaws by giving the Z-Buster to Zero once he joins you, ratcheting up its rate of fire, and making Zero's Buster shots noticeably more powerful, but the Z-Buster was then discarded of thereafter.
- W-Shredder (Spiral Pegasus's attack for Zero) as well, for not only having low utility, but to an extent outright crippling Zero by making a far stronger attack 'technique' (alternately hit dash and Attack rapidly to hit obnoxiously fast) unusable, since it is executed the same way. It's so bad, if you can get away with it you should just skip Pegasus entirely and launch the Shuttle without beating him if you're using Zero. This also means losing the Wing Spiral for X (Dynamo's weakness), by the way.
- Signature Scene: Without question, X vs. Zero.
- Suspiciously Similar Song: The last part of the Final Bosstheme sounds similar to Europe's 'The Final Countdown.'
- Sigma's first theme has a section (around 0:48) that sounds incredibly similar to a song from Toy Story 2.
- The unused track, 'Armageddon', sounds very similar to 'I Don't Want to Miss a Thing' by Aerosmith, which was, fittingly, used in the movie Armageddon.
- That One Attack: Gamma Sigma has two of them: The vertical lightning attack which requires the player to very carefully inch across the stage between two extremely close walls of lightning that deal big damage, and the purple cube attack that deals obscene amounts of damage, follows after you and covers the majority of the screen by the end of the attack.
- Among the 8 bosses, only 2 have the potential to One-Hit Kill the player, and Tidal Whale and his Desperation Attack is definitely the worst of these, involving him spewing ice blocks at you at high speeds that ram into a wall of spikes on the opposite end of the room. The ice blocks are tricky to dodge and made even worse by the fact that they count as terrain, meaning you're likely to wall climb on them by mistake as they drag you to your death. The entire 2nd phase of the fight is Whale doing nothing but spamming this attack over and over, and it's bad enough that an optimal strategy is to stand inside him and tank his collision damage just so the ice blocks can't reach you.
- That One Boss:
- The Shadow Devil manages to live up to the Yellow Devil's difficulty, if not surpass it. This Devil essentially does everything the Yellow one did, but it possesses several more nasty tricks over its predecessor, such as leaving behind an outline (upon transforming) that takes a large chunk of the fighting arena and deals massiveCollision Damage, or the ability to change the location of its eye weakspot when firing energy shots, which can catch the player off-guard (it remains open for like 3 seconds at best too, so you'll likely have to wait a whole 30 seconds or so to be able to hit it again). And to make things even worse, it also brings a twist to the infamous blob spamming attack once it loses half of its health; after dividing and positioning itself into both sides of its room, it may do two different things: if you're lucky, the blobs will fly around in a swapping pattern that is relatively easy to dodge as long as you stay in the middle of the room. However, if you're unlucky, the blobs will simply enter 'fuck this' mode and go back and forth randomly, a practically inescapable move unless you're really good at dodging. Lastly, but not least, it can change its form to the Wily Capsule from Mega Man 6, which can instantly kill X/Zero by crushing them with its spikes.
- The Shadow Devil is so bad that the one exploit that can be used to avoid its more troublesome blob attacks is considered heavily exhausting to perform since it requires one to insanely mash the jump button so that X/Zero may keep wall jumping at the top of a wall indefinitely, a method that is less than ideal against a Marathon Boss.
- Zero in particular gets the short end of the stick in this fight. He can't properly use the Shadow Devil's weakness against it, as doing this will likely cause Collision Damage. Plus, the fact that Zero needs to get close to deal proper damage with the C-Sword, making him susceptible to the Devil's eye energy shots. And this is assuming the Devil doesn't outright troll the player by opening his eye weakspot somewhere out of Zero's saber reach. Finally, Shadow Devil REALLY hurts when it comes to collision damage. A Zero with about six heart tanks and no damage buffer loses about 3/4ths of his health on contact damage!
- There's also the fact that its stage is also That One Level, as seen below.
- Rangda Bangda was already a tough boss in the original Mega Man X, but here the difficult is cranked up a ton. Its new green eye has a brutal shooting attack, its sun-like nose is much harder to dodge and hit due to a more randomized movement pattern and, worst of all, in what is perhaps the ultimate dick move in the game, it can summon One-Hit Kill spikes on its walls when it's low on health. If both sets of spikes materialize on the upper part of the walls, the chances of you surviving are minimal.
- The Gaea Armor helps a lot against Rangda Bangda, but the trade-off is that the stage itself is not optimized for that armor, due to the high amount of platforming sequences involving jumps that are trivial to pull off with the air dash... which the Gaea Armor doesn't have access to. Thus you end up trading That One Boss for That One Level.
- Volt Kraken is often considered to be the hardest of the Mavericks, and it's easy to see why; his room is incredibly cramped, and because Kraken keeps spamming Tri-Thunder, the screen becomes filled with shit really fast (Tri-Thunder spawns ball lightning when it touches a surface, meaning two or three wall-crawling projectiles to deal with for every attack). Couple that with Kraken's constant chase of X/Zero, his floor-electrifying move that limits player mobility even more and his stupid electric block trap, and you get a dodging nightmare.
- Spiral Pegasus is quite difficult, due to the fact he has no actual weaknesses. While his actual weakness, Dark Hold, stuns him, it doesn't take long for it to drain completely. Remember how Storm Eagle from Mega Man X1 could dive bomb across the screen? Pegasus, however, can easily knock the player off the arena's edge into a bottomless pit if they're not careful enough, or aren't familiar with his increased recoil. He also deals quite a bit of physical damage, resulting in his headbutt attack or his sonic dash attack racking up in damage before long.
- Gamma Sigma easily rivals Kaiser Sigma in being one of the hardest Sigma battles in the series, with lots of ridiculously high damage and hard-to-dodge attacks, and his annoying tendency to constantly turn invincible during the attack phase he'd be most vulnerable to attacks in.
- The Shadow Devil manages to live up to the Yellow Devil's difficulty, if not surpass it. This Devil essentially does everything the Yellow one did, but it possesses several more nasty tricks over its predecessor, such as leaving behind an outline (upon transforming) that takes a large chunk of the fighting arena and deals massiveCollision Damage, or the ability to change the location of its eye weakspot when firing energy shots, which can catch the player off-guard (it remains open for like 3 seconds at best too, so you'll likely have to wait a whole 30 seconds or so to be able to hit it again). And to make things even worse, it also brings a twist to the infamous blob spamming attack once it loses half of its health; after dividing and positioning itself into both sides of its room, it may do two different things: if you're lucky, the blobs will fly around in a swapping pattern that is relatively easy to dodge as long as you stay in the middle of the room. However, if you're unlucky, the blobs will simply enter 'fuck this' mode and go back and forth randomly, a practically inescapable move unless you're really good at dodging. Lastly, but not least, it can change its form to the Wily Capsule from Mega Man 6, which can instantly kill X/Zero by crushing them with its spikes.
- That One Level:
- Volt Kraken's stage. It begins with a Ride Chaser section that, despite being shorter than Jet Stingray's stage, manages to be much harder, thanks to some pretty precise jumps that the bike clearly wasn't designed for (being lifted straight from X4). This is made even worse when going for the Falcon Head Capsule. After that, you're dumped into a section with doors that have to be opened by shooting pairs of switches simultaenously before either one resets itself. While not terribly hard, it's really easy to mess up and have to start all over again (and one set of switches is positioned over a set of instant-kill spikes). And to top it all off, you have the Volt Kraken boss fight itself.
- Tidal Whale's stage is one long, tedious, autoscrolling fight with a mini-boss. It's not too hard, but there is no way to make the level go by faster. And you have to visit it at least 3 times to get all the upgrades.
- The first Sigma stage since it's basically a carbon copy ofQuick Man's stage. What makes this more frustrating is X's wall sliding which is something you don't want when you're trying to scramble through the laser section.
- That One Sidequest: The Dr. Light capsule in Dark Necrobat's level. Controlling the F-Laser in a series of tiny openings, to hit a target on the other side, requiring a lot of precision. Activating the games slow motion gameplay option in Legacy Collection 2 makes it slightly more bearable, but it still requires near pixel perfect precision to pull it off.
- Reaching the capsule in the aforementioned Volt Kraken's stage, which contains the Head Part for the Falcon Armor, is also an incredibly annoying affair. Collecting all eight energy orbs while destroying barriers during the Ride Chaser segment will surely take up a lot of time. Don't be surprised to find that you've broken your controller(s) trying to do this.
- As of Mega Man X: Legacy Collection 2, we have the 'Out of the Frying Pan' and 'Time Paradox' trophy/achivements, which requires blowing up Eurasia successfully with the Enigma Space Cannon (along with seeing every ending in the game) became this. The mission itself falls to the whims of the Random Number God, meaning that despite following the game's stated rules of collecting all of the necessary parts, it will still be completely random as to whether or not you succeed. While in the original game, it was a minor snag (because you can still succeed in launching the shuttle and get the Good Ending), in the Legacy Collection edition, it becomes a nagging requirement for a trophy.
- Legacy Collection 2 also adds the rather annoying trophy/achivement 'The Red One—No, The Blue!' where you have to disarm all 7 bombs in Spiral Pegasus' stage. While most of the bombs arent too hard to get, there is at least one that is tucked so out of the way in an early room that you have almost no margin for error with blowing it up. Theres also another bomb directly after thats easy to miss due to being placed directly above a giant enemy thats firing right at you. Failing to disarm them also means playing the stage all over again to get another shot at the achievement.
- Theres also the 'Insert Tab A Into Slot B' achivement, due to it requiring you to get 8 parts from the bosses. Thing is, this requires you to sit out the clock until you have just barely enough time to defeat all the bosses (9 hours for X), and it bumps up all the bosses levels to 8 and beyond, making the fights trickier.
- The 'You're Quick, Man' achivement, which requires you to complete the excruciatingly difficult Zero Stage 1 without using the Dark Hold. To add insult to injury, you cant get the achivement in Rookie Hunter mode. Even getting the Hyper Dash part or playing the game in slow motion mode barely makes it any more bearable.
- 'The Trick Is Not Minding' achivement, which saddles you with the grueling task of completing Zero Stage 2, including the Rangda Bangda boss fight, while wearing the Gaea Armor, which is not only ill-equipped for combat but also lacks airdashing to help you through the stages tricky platforming. The only upside is that the Gaea Armor does protect you from Rangda Bangda's spikes, making the fight considerably easier.
- They Changed It, Now It Sucks!: The Mega Man X Legacy Collection removes the Guns N' Roses names from the Maverick bosses, changing them to fit more with their original Japanese names. Those on the pro side of the aforementioned Broken Base are not happy about this.
- Tough Act to Follow: Mega Man X4 is commonly regarded as the only other game in the series that can match up with X1's own tough act, so it's common to find detractors comparing X5 unfavorably to it.
- Woolseyism: The 2018 X Legacy Collection renamed Izzy Glow as Shining Firefly, but 'Shining Firefly' is too long a name to fit in most of the text boxes. So in game he's called 'Dr. Firefly' .
- Volt Kraken now correctly mentions Launch Octopus, instead of the Japanese name Octopardo.
- Out of all the name changes for the Maverick Bosses, Grizzly Slash actually sounds like a plausible boss name for the franchise.
- Depending on who you ask, the Guns N' Roses references is pretty fitting since the series is already known for having a music Theme Naming convention.
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Game Description & Reviews:
Vince rates this game: 5/5This fifth entry in the Mega Man X series improves on X4 even more, with the addition of multiple armors and new techniques to be used. The graphics are still excellent, the soundtrack is good (though not as good as X6's), and the story is excellent, showing the death of Zero at the hands of a desperate Sigma. Great game, definitely worth playing.
Asfand rates this game: 5/5I remember playing this game when i was 12 years old. It was one of- and still is one of the best games i ever played. I remember that I cried for days when Zero died at hands of Sigma. V.V
Pete rates this game: 5/5Ahh.. another classic. Megaman X5, a new addition to the X series that you all know and love. Our hero battles Sigma with Zero. For one of the only times you get to control the ending depending on what you do. Battle through 8 new stages and defeat 8 more villans including Sigma himself. If a Megaman X fan is out there this game is a must get.
LunaMaster rates this game: 5/5Best Megaman X game ever made. If there is one thing I dislike is Alia which is annoying at times, but is one of the best games I ever played.
Megaman X5 rates this game: 5/5Megaman X5 the sequel to Megaman X4 was one of the better PSX Megaman games.Any user who has picked this up will know that this is a good game.This game is great for just about any Megaman X fans.Once you start playing it,you will be addicted to it.
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