Uploaded June 2020 | Updated September 2026, 2 weeks ago
#MegaMan #Retro #retrogaming
MegaMan 5 was the last classic entry that got an european release on the NES, leaving us without 6 until the Virtual Console happened. So, how does the fifth episode of the Blue Bombe hold up today?
This was the first game where the exhaustion of the classic formula got much more obvious. The Robot Masters are pretty weird, their patterns are simple compared to the other game´s bosses and the weapons that they give are totally overshadowed by the OP Charged Buster that this game has.
Most of this run was made Buster-Only, although I tried to try and use every weapon at least once to showcase them. They are not totally useless, but I find them less optimal than the default weapon.
Talking about the structure, it functions in a similar way to MegaMan 4. We have 8 Robot Masters, then 4 ProtoMan Stages and finally 2 Wily Stages, a Boss Rush and the Final Boss.
To conclude, yes, I obtained all 8 "MEGAMAN V" symbols during the run, so that means that I was able to unlock Beat. He is our new comrade, a blue bird that can be summoned to attack enemies. To be honest, it´s quite useful to clear small enemies and some bosses are absolutely destroyed by him. I couldn´t use it that much because your weapons aren´t refilled anywhere after entering ProtoMan stages, and this game has less Ammo Pickups than MM4.
I´m quite happy with this run, not gonna lie. Not a single death and I almost used no E-Tanks.
Anyway, make sure to lend me your support via likes, subbing and commenting down there if you have anything to tell me, so this channel can grow up. Without anything else to say, have fun and sample text!
Follow me on Twitter: twitter.com/PTXCrow
#MegaMan #Retro #retrogaming
MegaMan 5 was the last classic entry that got an european release on the NES, leaving us without 6 until the Virtual Console happened. So, how does the fifth episode of the Blue Bombe hold up today?
This was the first game where the exhaustion of the classic formula got much more obvious. The Robot Masters are pretty weird, their patterns are simple compared to the other game´s bosses and the weapons that they give are totally overshadowed by the OP Charged Buster that this game has.
Most of this run was made Buster-Only, although I tried to try and use every weapon at least once to showcase them. They are not totally useless, but I find them less optimal than the default weapon.
Talking about the structure, it functions in a similar way to MegaMan 4. We have 8 Robot Masters, then 4 ProtoMan Stages and finally 2 Wily Stages, a Boss Rush and the Final Boss.
To conclude, yes, I obtained all 8 "MEGAMAN V" symbols during the run, so that means that I was able to unlock Beat. He is our new comrade, a blue bird that can be summoned to attack enemies. To be honest, it´s quite useful to clear small enemies and some bosses are absolutely destroyed by him. I couldn´t use it that much because your weapons aren´t refilled anywhere after entering ProtoMan stages, and this game has less Ammo Pickups than MM4.
I´m quite happy with this run, not gonna lie. Not a single death and I almost used no E-Tanks.
Anyway, make sure to lend me your support via likes, subbing and commenting down there if you have anything to tell me, so this channel can grow up. Without anything else to say, have fun and sample text!
Follow me on Twitter: twitter.com/PTXCrow




![The Hidden Gem of the NES: Gimmick! | BurnCrowSP
#retrogaming #gimmick #nes
On the 31st of January, 1992, a very special videogame saw its release on the Famicom. Birthed into a slowly fading console, its arrival was met without applause, its journey to the US was cut short, and all hope seemed lost.
Years later, however, the Internet gave him a second chance. This is the story of a companys last hurrah, the result of years of experience on game development, backed up by the best of the best among the office. A game that carried the dream of one man, who wished to become the director of his most personal project so far.
Its name, was Gimmick! Today, Im here to try and shed some light over this game, and show yall why its truly magnificent.
As always, here are the timestamps for this video:
0:00 - Introduction
1:13 - Against all odds! (Development & Release)
6:36 - Teaching without words (Plot & Main Mechanics)
10:47 - Among the stars! (Gameplay & Level Design)
15:51 - A toys struggle (Difficulty & Purpose)
21:47 - No limits! (Presentation)
28:32 - Among the clouds (Secret Stage discussion)
30:29 - Closing thoughts
- Music used:
Gimmick! Original Soundtrack - Masashi Kageyama, 1992
Happy Birthday! - Masashi Kageyama, Manabu Namiki (Gimmick! Exact Mix [Almost perfect rip])
Area 1 - Naoki Kodaka (Blaster Master OST, 1988)
Stage 2 - Naoki Kodaka (Journey to Silius, 1990)
Ending - Naoki Kodaka (Blaster Master OST, 1988)
Apricot Dreams - Masashi Kageyama (GIANTS, 2024)
- Sources used for research:
https://glitterberri.com/making-mr-gimmick/
https://glitterberri.com/the-music-of-mr-gimmick/
https://www.mobygames.com/game/17964/mr-gimmick/
- Footage used, not recorded by me:
https://www.youtube.com/watch?v=Ay5y-lx39Eo
https://www.youtube.com/watch?v=BAIderjHiW8
https://www.youtube.com/watch?v=FPYBrHqFghY
Wanna read through my ramblings? Head over to my Twitter:
https://twitter.com/BurnCrowSP
Wish yall a nice day! The Hidden Gem of the NES: Gimmick! | BurnCrowSP](https://i.ytimg.com/vi/uaBKZFztllg/mqdefault.jpg)





