History VideoGame / MegaMan1

24th May '16 7:57:01 PM bt8257
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It is worth noting that while in its planning stages, Capcom planned on basing the original game on ''Anime/AstroBoy'' but when those plans fell through, the developers put Keiji Inafune in charge of creating brand new character designs. Another early idea for the game was to make it an arcade platformer called ''Rainbow Man''. Other proposed early titles included ''Mighty Kid'' and ''Knuckle Kid''. The game was developed by a small team of six people, with Keiji designing almost all of the characters and enemies and sprites. The game also gave them a lot of headaches as far as memory limitations went--the entire cart was only 1 Megabit (1000 kilobits, or 128 kilo''bytes'') in size!

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It is worth noting that while in its planning stages, Capcom planned on basing the original game on ''Anime/AstroBoy'' but when those plans fell through, the developers put Keiji Inafune in charge of creating brand new character designs. Another early idea for the game was to make it an arcade platformer called ''Rainbow Man''. Other proposed early titles included ''Mighty Kid'' and ''Knuckle Kid''. The game was developed by a small team of six people, with Keiji designing almost all of the characters and enemies characters, enemies, and sprites. The game also gave them a lot of headaches as far as memory limitations went--the entire cart was only 1 Megabit (1000 kilobits, or 128 kilo''bytes'') in size!
17th May '16 10:49:34 AM SpinAttaxx
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* EarlyInstallmentWeirdness: Plenty of it. Let's see: There's a [[ScoringPoints point system]], only six Robot Masters, small, sparse stages, the {{Boss Corridor}}s are longer and contain enemies, weapon and energy items look different than they do in later games, no [[EmergencyEnergyTank E-Tanks]], no [[PasswordSave password function]], MercyInvincibility won't protect you from the SpikesOfDoom, after defeating each boss, you have to grab an orb (which the [[http://kobun20.interordi.com/2012/12/12/the-rock-manual/ Japanese manual]] implies to be the robot's "central core", or as later supplementary material would use, IC chip) to finish the stage proper, Mega Man doesn't even teleport out afterwards, there's no "Weapon Get" screen, Wily's lair is a robot factory instead of a [[SupervillainLair castle with a skull motif]], it doesn't have a map screen, the Robot Master rematches are sprinkled throughout its stages instead of being collected in a teleporter room, and the Wily Machine is the FinalBoss rather than being a penultimate boss in the other games. Also, half of the weapons were thrown rather than being shot out of the Mega Buster, there are no Rush items, collectible powerups reappear when you leave the screen and return (thank goodness!), Dr. Light's name was initially translated as [[SpellMyNameWithAnS Dr. Wright]] in the manual, Mega Man's movement is slightly slippery and he does not jump higher underwater. Phew!
** The "feel" of the game is also very different from its sequels. Mega Man has noticeably less traction, almost as if every surface in the game is covered in oil. He is also missing the slide move, which became a standard feature from the third game onward.
** In this game and Mega Man 2, most of the common sound effects (for example, firing and doing enemy damage) are different than in the rest of the series. Much of the soundtrack is much lighter in tone, as well.

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* EarlyInstallmentWeirdness: Plenty of it. Let's see: it:
**
There's a [[ScoringPoints point system]], only system]] not featured in any other game (aside from remakes of this one).
** Only
six Robot Masters, Masters are present, all with small, sparse stages, stages - the {{Boss Corridor}}s of which are longer and contain enemies, weapon enemies.
** Weapon
and energy items look different than they do in later games, no games.
**
[[EmergencyEnergyTank E-Tanks]], no E-Tanks]] and a [[PasswordSave password function]], function]] don't exist.
**
MercyInvincibility won't protect you from the SpikesOfDoom, after SpikesOfDoom.
** After
defeating each boss, you have to grab an orb (which the [[http://kobun20.interordi.com/2012/12/12/the-rock-manual/ Japanese manual]] implies to be the robot's "central core", or as later supplementary material would use, IC chip) to finish the stage proper, proper a la ''Franchise/{{Castlevania}}''. Mega Man doesn't even teleport out afterwards, there's afterwards.
** There's
no "Weapon Get" screen, and therefore no in-game indication that you can even get Robot Master weapons.
**
Wily's lair is a robot factory instead of a [[SupervillainLair castle with a skull motif]], motif]]. Not that it's obvious, since it doesn't have a map screen, the screen.
** The
Robot Master rematches are sprinkled throughout its the Wily stages instead of being collected in a teleporter room, and the room (though ''VideoGame/MegaManAndBass'' as well as ''VideoGame/MegaManX1'' would reuse this concept).
** The
Wily Machine is the FinalBoss rather than being a penultimate boss in the other games. Also, half games (at least the ones not on the UsefulNotes/GameBoy).
** Half
of the weapons were are thrown rather than being shot out of the Mega Buster, there Buster
** There
are no Rush items, collectible items or similar equivalent.
** Collectible
powerups reappear when you leave the screen and return (thank goodness!), goodness!)
**
Dr. Light's name was initially translated as [[SpellMyNameWithAnS Dr. Wright]] in the manual, Western manual.
**
Mega Man's physics are off - his movement is slightly slippery and slippery, he does not jump higher underwater. Phew!
** The "feel" of
underwater and in situations where the game is also very different from its sequels. Mega Man has noticeably less traction, almost ground beneath him disappears (such as if every surface in the game is covered platforms in oil. He is also missing the slide move, which became a standard feature from the third game onward.
Guts Man's stage), he instantly falls at maximum velocity without any kind of acceleration.
** In this game and Mega Man 2, ''VideoGame/MegaMan2'', most of the common sound effects (for example, firing and doing enemy damage) are different than in the rest of the series.NES series (but would be reused for ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10''). Much of the soundtrack is much lighter in tone, as well.
30th Apr '16 5:31:18 AM eliaskelham
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The game would later receive a [[UpdatedRerelease 16-bit upgrade]] in the [[NoExportForYou Europe and Japan exclusive]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge for the UsefulNotes/SegaGenesis (Aside from a brief US release as a downloadable Sega Channel exclusive, and an eventual local release as a bundle with other Sega games in a portable Sega Genesis re-release, the Sega Genesis Ultimate Portable Player.). It would later be ported to the [[UsefulNotes/PlayStation PS1]] as ''Rockman: Complete Works'', and then to the [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}} as part of ''Anniversary Collection''. It has also seen a release on UsefulNotes/VirtualConsole. This game also received a [[VideoGameRemake remake]] for the [[UsefulNotes/PlayStationPortable PSP]], called ''VideoGame/MegaManPoweredUp''.

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The game would later receive a [[UpdatedRerelease 16-bit upgrade]] in the [[NoExportForYou Europe and Japan exclusive]] ''Mega Man: The Wily Wars''/''Rockman Megaworld'' cartridge for the UsefulNotes/SegaGenesis (Aside from a brief US release as a downloadable Sega Channel exclusive, and an eventual local release as a bundle with other Sega games in a portable Sega Genesis re-release, the Sega Genesis Ultimate Portable Player.). It would later be ported to the [[UsefulNotes/PlayStation PS1]] as ''Rockman: Complete Works'', and then to the [[UsefulNotes/PlayStation2 PS2]], UsefulNotes/NintendoGameCube and UsefulNotes/{{Xbox}} as part of ''Anniversary Collection''. It has also seen a release on UsefulNotes/VirtualConsole.UsefulNotes/VirtualConsole, and on PC as part of the ''Mega Man Legacy Collection''. This game also received a [[VideoGameRemake remake]] for the [[UsefulNotes/PlayStationPortable PSP]], called ''VideoGame/MegaManPoweredUp''.
18th Apr '16 11:52:51 AM Pat86
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Added DiffLines:

* TrialAndErrorGameplay: In the Guts Man level, there is an area where you have to fall downward onto to the next screen, while avoiding the SpikesOfDoom which cause instant death upon contact. There is absolutely no way to know where the spikes are your first time playing the game. If you manage to get past this part without dying, it's entirely due to luck.
14th Apr '16 12:42:56 PM steveskinner
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Added DiffLines:

** The "feel" of the game is also very different from its sequels. Mega Man has noticeably less traction, almost as if every surface in the game is covered in oil. He is also missing the slide move, which became a standard feature from the third game onward.
** In this game and Mega Man 2, most of the common sound effects (for example, firing and doing enemy damage) are different than in the rest of the series. Much of the soundtrack is much lighter in tone, as well.
22nd Mar '16 10:19:09 AM MrDeath
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* AscendedGlitch: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact! Even moreso in the ''Legacy Collection'' where not only is it intact, but the expected way to get a gold medal on the time trial for Yellow Devil is to Pause Trick him!

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* AscendedGlitch: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact! intact. Even moreso in the ''Legacy Collection'' where not only is it intact, but the expected way to get a gold medal on the time trial for Yellow Devil is to Pause Trick him!him.
22nd Mar '16 6:28:30 AM DracoKanji
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* AscendedGlitch: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact!
** Even moreso in the ''Legacy Collection'' where not only is it intact, but the expected way to get a gold medal on the time trial for Yellow Devil is to Pause Trick him!

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* AscendedGlitch: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact!
**
intact! Even moreso in the ''Legacy Collection'' where not only is it intact, but the expected way to get a gold medal on the time trial for Yellow Devil is to Pause Trick him!



* BossArenaIdiocy: Cut Man is weak to having Super Arm blocks thrown at him. There are blocks in his arena. Oops. Subverted when refought in Wily's factory, making him the one Robot Master in the series whose weakness can't be used against him in a rematch.

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* BossArenaIdiocy: BossArenaIdiocy:
**
Cut Man is weak to having Super Arm blocks thrown at him. There are blocks in his arena. Oops. Subverted when refought in Wily's factory, making him the one Robot Master in the series whose weakness can't be used against him in a rematch.



* ExcusePlot: Mad scientist Dr. Wily is taking over the world with a batch of stolen robots, go stop him!
** The Wily Wars port plot is centered on Dr. Wily stealing a time machine and trying to take down Mega Man in the past, prompting Dr. Light to send Mega Man back in time to fight him while reliving his first adventure. Of course, that plot point is exclusive to the manual--the in-game plot is as barebone as ever.

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* ExcusePlot: ExcusePlot:
**
Mad scientist Dr. Wily is taking over the world with a batch of stolen robots, go stop him!
** The Wily Wars port plot is centered on Dr. Wily stealing a time machine and trying to take down Mega Man in the past, prompting Dr. Light to send Mega Man back in time to fight him while reliving his first adventure. Of course, that plot point is exclusive to the manual--the in-game plot is as barebone bare bones as ever.



** No password or save function--the game must be completed in one sitting (Except on Virtual Console, which lets you quit with the home button and come back right where you left off (and lets you "save state" on the Wii U and 3DS), and Anniversary Collection gives an auto-save). The game is at least generous enough to give you infinite continues and checkpoints.

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** No password or save function--the game must be completed in one sitting (Except on Virtual Console, which lets you quit with the home button and come back right where you left off (and lets you "save state" on the Wii U and 3DS), and Anniversary Collection gives an auto-save). The game is at least generous enough to give you infinite continues and checkpoints. ''Legacy Collection'' had built-in save states similar to an emulator.
29th Feb '16 4:38:43 AM SpinAttaxx
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The story: It is the year [[ExtyYearsFromNow 20XX]], and advanced robots designed to help humans in tasks are commonplace thanks to the efforts of [[BigGood Dr. Light]], the foremost expert on robotics. One day, however, a former friend and rival of his by the name of [[MadScientist Dr. Wily]] reprogrammed several of these robots, and is now attempting to TakeOverTheWorld from within his fortified robot factory. To make things worse, among them are Dr. Light's six Robot Masters - humanoid robots with advanced A.I. and abilities designed for industrial use. Dr. Light's assistant robot and "son" Rock, [[VideoGame/MegaMan4 having a strong sense of justice]], volunteers to be converted into a "fighting robot" in order to right Wily's wrongs. He thus becomes known as Mega Man.

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The story: It is the year [[ExtyYearsFromNow 20XX]], and advanced robots designed to help humans in tasks are commonplace thanks to the efforts of [[BigGood Dr. Light]], the foremost expert on robotics. One day, however, a former friend and rival of his by the name of [[MadScientist Dr. Wily]] reprogrammed several of these robots, and is now attempting to TakeOverTheWorld from within his fortified robot factory. To make things worse, among them are Dr. Light's six Robot Masters - humanoid robots with advanced A.I. and abilities designed for industrial use. Dr. Light's assistant robot and "son" Rock, [[VideoGame/MegaMan4 having a strong sense of justice]], volunteers to be converted into a "fighting robot" in order to disable and retrieve the Robot Masters and right Wily's wrongs. He thus becomes known as Mega Man.


Added DiffLines:

* HeartDrive: That red orb that appears after defeating a Robot Master is this, an apparant early version of what supplementary materials would call an I.C. chip.
29th Feb '16 4:30:53 AM SpinAttaxx
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The story: It is the year 20XX, and advanced robots designed to help humans in tasks are commonplace thanks to the efforts of [[BigGood Dr. Light]], the foremost expert on robotics. One day, however, a former friend and rival of his by the name of [[MadScientist Dr. Wily]] has reprogrammed several of these robots and is now attempting to TakeOverTheWorld from within his fortified robot factory. To make things worse, among them are Dr. Light's six Robot Masters - humanoid robots with advanced A.I. and abilities designed for industrial use. Dr. Light's assistant robot and "son" Rock, [[VideoGame/MegaMan4 having a strong sense of justice]], volunteered to be converted into a "fighting robot" in order to right Wily's wrongs. He thus became known as Mega Man.

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The story: It is the year 20XX, [[ExtyYearsFromNow 20XX]], and advanced robots designed to help humans in tasks are commonplace thanks to the efforts of [[BigGood Dr. Light]], the foremost expert on robotics. One day, however, a former friend and rival of his by the name of [[MadScientist Dr. Wily]] has reprogrammed several of these robots robots, and is now attempting to TakeOverTheWorld from within his fortified robot factory. To make things worse, among them are Dr. Light's six Robot Masters - humanoid robots with advanced A.I. and abilities designed for industrial use. Dr. Light's assistant robot and "son" Rock, [[VideoGame/MegaMan4 having a strong sense of justice]], volunteered volunteers to be converted into a "fighting robot" in order to right Wily's wrongs. He thus became becomes known as Mega Man.



* CartoonBomb: [[CaptainObvious Bomb Man]] throws these.

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* CartoonBomb: [[CaptainObvious The Hyper Bomb]], both for you and Bomb Man]] throws these.Man.
29th Feb '16 4:27:17 AM SpinAttaxx
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The story: [[MadScientist Dr. Wily]], a former friend and rival of famous inventor [[BigGood Dr. Light]], has stolen and reprogrammed his six Robot Masters developed for industrial use, and is now attempting to TakeOverTheWorld. Assistant robot Rock, [[VideoGame/MegaMan4 having a strong sense of justice,]] volunteered to be converted into a "fighting robot" in order to right Wily's wrongs. He thus became known as Mega Man.

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The story: [[MadScientist It is the year 20XX, and advanced robots designed to help humans in tasks are commonplace thanks to the efforts of [[BigGood Dr. Wily]], Light]], the foremost expert on robotics. One day, however, a former friend and rival of famous inventor [[BigGood his by the name of [[MadScientist Dr. Light]], Wily]] has stolen and reprogrammed his six Robot Masters developed for industrial use, several of these robots and is now attempting to TakeOverTheWorld. Assistant TakeOverTheWorld from within his fortified robot factory. To make things worse, among them are Dr. Light's six Robot Masters - humanoid robots with advanced A.I. and abilities designed for industrial use. Dr. Light's assistant robot and "son" Rock, [[VideoGame/MegaMan4 having a strong sense of justice,]] justice]], volunteered to be converted into a "fighting robot" in order to right Wily's wrongs. He thus became known as Mega Man.



** Most summaries and adaptations of the story tend to imply Wily was banking exclusively on the six Robot Masters in conquering the world. A short manga initially only seen to those who won the ''VideoGame/MegaMan4'' boss character contest shows that Wily reprogrammed a heck of a lot more than just six robots (as in, the minor enemies were a more immediate concern than the Robot Masters).



** Cut Man has a flying enemy (Blader) that launch at you in an arc, which you have to shoot or time your jumps carefully in order to dodge, a warm up for Cut Man and his Rolling Cutter.
** Guts Man has its first section centered around a wide open pit with traveling platforms moving along, requiring very precise timing to dodge. Later on, you'll need these kind of jumping reflexes to avoid getting knocked on your butt by Guts Man's earth shaking stomp and dodge his subsequent boulders. You also encounter the Metall enemies before you fight their tougher Picket Man counterpart.

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** Cut Man has a flying enemy (Blader) (Bunby Heli) that launch at you in an arc, which you have to shoot or time your jumps carefully in order to dodge, a warm up for Cut Man and his Rolling Cutter.
** Guts Man has its first section centered around a wide open pit with traveling platforms moving along, requiring very precise timing to dodge. Later on, you'll need these kind of jumping reflexes to avoid getting knocked on your butt by Guts Man's earth shaking stomp and dodge his subsequent boulders. You also encounter the Metall enemies before you fight their tougher Picket Man Pickelman counterpart.



** Ice Mans use of Yoku Blocks and very difficult floating platforms is a cue for you to try out finding or using the Magnet Beam to pass, since its required to beat the game later anyway.

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** Ice Mans Man's use of Yoku Appearing Blocks and very difficult floating platforms is a cue for you to try out finding or using the Magnet Beam to pass, since its required to beat the game later anyway.



* ArtificialStupidity: While Elec Man is one of the toughest bosses in the game (especially if you fight him without his weakness), it's possible to exploit his crude AI by jumping and shooting him in a very carefully timed pattern, freezing him in place while also allowing you to dodge his attack.

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* ArtificialStupidity: ArtificialStupidity:
**
While Elec Man is one of the toughest bosses in the game (especially if you fight him without his weakness), it's possible to exploit his crude AI by jumping and shooting him in a very carefully timed pattern, freezing him in place while also allowing you to dodge his attack.attack.
** Use the Super Arm or Magnet Beam against the Copy Robot, and watch as it continually runs left to right, never touching the far left corner and only jumping when the shoot button is pressed. It is worth noting the boss recycles the aforementioned Elec Man's AI.



* {{Bowdlerise}}: Due to Nintendo's policies discouraging any religious references, the original manual for the game refers to the Yellow Devil as the Rock Monster.
* BossArenaIdiocy: Cut Man is weak to having blocks thrown at him. There are blocks in his arena. Oops. Subverted when refought in Wily's factory.
** The same goes for CWU-01P in the 3rd stage of Wily's factory.
* BossRush: Played quite differently than the later games. Instead of all the bosses being fought in a contained room, half of them are fought in seperate levels.

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* {{Bowdlerise}}: Due to Nintendo's policies discouraging any religious references, Western sources at the original manual for the game refers time (such as ''Magazine/NintendoPower'') refer to the Yellow Devil as the Rock Monster.
"Rock Monster".
* BossArenaIdiocy: Cut Man is weak to having Super Arm blocks thrown at him. There are blocks in his arena. Oops. Subverted when refought in Wily's factory.
factory, making him the one Robot Master in the series whose weakness can't be used against him in a rematch.
** The same goes for CWU-01P in the 3rd third stage of Wily's factory.
factory, but notably if you use too many blocks too early, you'll find yourself hard-pressed to avoid damage from the large and progressively faster robots (Boss Arena Brilliance?).
* BossRush: Played quite differently than the later games. games (aside from ''VideoGame/MegaManX1'' and ''VideoGame/MegaManAndBass'', both of which brought it back). Instead of all the bosses Robot Masters being fought in a contained room, half of them are they're fought in seperate separately across levels.



* ContemptibleCover[=/=]CoversAlwaysLie: [[http://upload.wikimedia.org/wikipedia/en/d/dd/Mega_Man_1_box_artwork.jpg The North American box art]]. It even got a throwback in ''VideoGame/MegaMan9''.

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* ContemptibleCover[=/=]CoversAlwaysLie: ContemptibleCover: [[http://upload.wikimedia.org/wikipedia/en/d/dd/Mega_Man_1_box_artwork.jpg The North American box art]]. It even got a throwback in ''VideoGame/MegaMan9''.''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10'', whose Western "box art" deliberately invoke this.
* CoversAlwaysLie: The infamous American box art would have you believe that you play as a 50-something man in a bright blue and yellow suit while holding a gun, and it all happens in a city with palm trees, large metal buildings and bright gold arses littered everywhere. Suffice to say, none of that may be true in the actual game.



* DittoFighter: The Copy Robot copies Mega Man and uses whatever weapon he uses. It also acts like one to Elec Man, since it reuses his AI.



* EarlyInstallmentWeirdness: Plenty of it. Let's see: There's a [[ScoringPoints point system]], only six Robot Masters, small, sparse stages, the {{Boss Corridor}}s are longer and contain enemies, weapon and energy items look different than they do in later games, no [[EmergencyEnergyTank E-Tanks]], no [[PasswordSave password function]], MercyInvincibility won't protect you from the SpikesOfDoom, after defeating each boss, you have to grab an orb (which the [[http://kobun20.interordi.com/2012/12/12/the-rock-manual/ Japanese manual]] implies to be the robot's "central core", or as later supplementary material would use, IC chip) to finish the stage proper, Mega Man doesn't even teleport out afterwards, there's no "Weapon Get" screen, Wily's lair is a robot factory instead of a [[SupervillainLair castle with a skull motif]], it doesn't have a map screen, the Robot Master rematches are sprinkled throughout its stages instead of being collected in a teleporter room, and the Wily Machine is the FinalBoss rather than being a penultimate boss in the other games. Also, half of the weapons were thrown rather than being shot out of the Mega Buster, there are no Rush items, Collectible powerups reappear when you leave the screen and return (thank goodness!), Mega Man's movement is slightly slippery and he does not jump higher underwater. Phew!
** Also, Dr. Light's name was Dr. Wright.

to:

* EarlyInstallmentWeirdness: Plenty of it. Let's see: There's a [[ScoringPoints point system]], only six Robot Masters, small, sparse stages, the {{Boss Corridor}}s are longer and contain enemies, weapon and energy items look different than they do in later games, no [[EmergencyEnergyTank E-Tanks]], no [[PasswordSave password function]], MercyInvincibility won't protect you from the SpikesOfDoom, after defeating each boss, you have to grab an orb (which the [[http://kobun20.interordi.com/2012/12/12/the-rock-manual/ Japanese manual]] implies to be the robot's "central core", or as later supplementary material would use, IC chip) to finish the stage proper, Mega Man doesn't even teleport out afterwards, there's no "Weapon Get" screen, Wily's lair is a robot factory instead of a [[SupervillainLair castle with a skull motif]], it doesn't have a map screen, the Robot Master rematches are sprinkled throughout its stages instead of being collected in a teleporter room, and the Wily Machine is the FinalBoss rather than being a penultimate boss in the other games. Also, half of the weapons were thrown rather than being shot out of the Mega Buster, there are no Rush items, Collectible collectible powerups reappear when you leave the screen and return (thank goodness!), Dr. Light's name was initially translated as [[SpellMyNameWithAnS Dr. Wright]] in the manual, Mega Man's movement is slightly slippery and he does not jump higher underwater. Phew!
** Also, Dr. Light's name was Dr. Wright.
Phew!



* {{Expy}}: As noted earlier, Mega Man was heavily patterned after [[Manga/AstroBoy Astro Boy]], since the game was original planned to be an Astro Boy game.

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* {{Expy}}: As noted earlier, Mega Man was heavily patterned after [[Manga/AstroBoy Astro Boy]], since the game was original originally planned to be an Astro Boy game.''Astro Boy'' game. This is especially notable in the ending, where Rock is almost a dead ringer for him.



* GameBreakingBug: The final battle has a real show-stopper; if you get hit by the final boss ''just'' as you defeat him, the screen will glitch and the game will never proceed to the ending, forcing you to reset the game.
** Some fans believe there was another one (since disproved), a similar show-stopping bug where if you didn't get the Magnet Beam from Elec Man's stage the first visit through and return later, it would disappear, making the final Wily stages impossible to beat - it turns out however, that immediately replaying the level with Elec Man's weapon allows you to claim the Magnet Beam.
*** In fact, the Magnet Beam, like every other collectable, appears if you enter the stage with it in your possession.
* INeedNoLadders: The ladder climbing animation was slightly bugged, resulting in a glitch where Mega Man simply ''falls up'' very quickly under certain conditions, and is one of the ways to save time in speed runs.

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* GameBreakingBug: The final battle has a real show-stopper; if you get hit by the final boss ''just'' as ''at the same moment'' when you defeat him, him (so both of you take damage on the same frame), the screen will glitch and the game will never proceed to the ending, forcing you to reset the game.
** Some fans believe there was another one (since disproved), a similar show-stopping bug where if you didn't get the Magnet Beam from Elec Man's stage the first visit through and return later, it would disappear, making the final Wily stages impossible to beat - it turns out however, that immediately replaying the level with Elec Man's weapon allows you to claim the Magnet Beam.
*** In fact, the Magnet Beam, like every other collectable, appears if you enter the stage with it in your possession.
* INeedNoLadders: The ladder climbing animation was is slightly bugged, resulting in a glitch where Mega Man simply ''falls up'' very quickly under certain conditions, and is one of the ways to save time in speed runs.



* LethalLavaLand: Fire Man's stage.

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* LethalLavaLand: Fire Man's stage.stage, though the actual lava isn't much to write home about (essentially being a fancy background over a large bottomless pit).



** Very cheap placement of powerful enemies such as the Big Eye, particularly in Wily Stage 1.
** Boss weapons are a lot less useful than in the later games outside being used against. (except for Guts Man's)
** Some of the bosses have much more erratic patterns, not to mention much more damaging, "take you down in one or two hits" attacks-- Elec Man and Ice Man are the most infamous for this, as they can both kill you in three hits. Their attacks are often difficult, or, in the case of Fire Man or Ice Man, almost impossible to dodge.

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** Very cheap placement of powerful enemies such as the Big Eye, Eyes, particularly in Wily Stage 1.
** Boss weapons are a lot less useful than in the later games outside being used against. (except for Guts Man's)
against bosses.
** Some of the bosses have much more erratic patterns, not to mention much more damaging, "take you down in one or two hits" attacks-- attacks -- Elec Man and Ice Man are the most infamous for this, as they can both kill you in three hits. Their attacks are often difficult, or, in the case of Fire Man or Ice Man, almost impossible to dodge.



* NoSidepathsNoExplorationNoFreedom: All of the stages.
* PlayingWithFire: [[CaptainObvious Fire]] [[RunningGag Man.]]
* PowerUpLetdown: The Super Arm is by far the least useful of all the weapons you get. It can only be used in specific situations where you can grab a giant block and throw it. Other than the battle with Cut Man and CWU-01P and getting to the Magnet Beam, it's basically useless.

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* NoSidepathsNoExplorationNoFreedom: All of the stages.
stages are very straightforward, with no alternate paths or hidden secrets (aside from the Magnet Beam, but it's not hidden and [[AbilityRequiredToProceed it's mandatory]]) to look for.
* PaletteSwap:
** Because of the NES' limitations, certain enemies have color differences between levels, though none of them act any different or are passed off as another enemy.
** An odd example is the Copy Robot - while it's not a recolor of anything, its battle A.I. (aside from what weapon it uses) directly reuses that of Elec Man's thanks to the cartridge's memory limitations.
* PlayingWithFire: [[CaptainObvious Fire]] [[RunningGag Man.]]
Man]].
* PowerUpLetdown: The Super Arm is by far the least useful of all the weapons you get. It can only be used in specific situations where you can grab a giant block and throw it. Other than the battle battles with Cut Man (but only the first time) and CWU-01P and getting to the Magnet Beam, it's basically useless.



* ScreenShake: Happens everytime Guts Man jumps. Mega Man has to time his jump or it will briefly knock him off his feet.
* SharedLifeMeter: The game has CWU-01P, a series of robots encased in bubbles.
* ShoutOut: The invincible bombs in Bomb Man's stage are called [[VideoGame/SuperMarioBros2 Bombombs.]]
** The Killer Bullet enemies are obviously patterned after [[VideoGame/SuperMarioBros1 Bullet Bills.]]
** The Yellow Devils appearance is heavily based on the giant robot Astro Boy fights on the moon in the early "Hot Dog Corps" story arc of the manga. The design similarities would become even more blatant in [[VideoGame/MegaMan3 its later reappearance.]]
* SlippySlideyIceWorld: Ice Man's stage.
* SpikesOfDoom: Wily's factory is full of these.
* SuperNotDrowningSkills: Justified by that Mega Man is a robot.
* SuperStrength: Gutsman has this as his ability, being able to summon and throw huge boulders at you. Defeating him gives you the Super Arm, which allows you to lift up certain blocks and throw them.
* WalkDontSwim: Mega Man can't swim, but whereas in the sequels he can jump ludicrously high in water, in this game it slows him down and weakens his jump. The Wily Wars port, curiously, ignored that and kept the water physics the same as the sequels.

to:

* ScreenShake: Happens everytime Guts Man jumps. Mega Man has to time his jump or it will briefly knock him off his feet.
feet, leaving him open for attack.
* SharedLifeMeter: The game has CWU-01P, a series of robots encased in bubbles.
bubbles. Each one has its own hit points, but destroying one will always knock off four bars from the shown boss meter.
* ShoutOut: The invincible bombs in Bomb Man's stage are called [[VideoGame/SuperMarioBros2 Bombombs.]]
ShoutOut:
** The Killer Bullet Bomb enemies are seem obviously patterned after [[VideoGame/SuperMarioBros1 Bullet Bills.]]
Bills]].
** The Yellow Devils Devil's appearance is heavily based on the giant robot Astro Boy fights on the moon in the early "Hot Dog Corps" story arc of the manga. The design similarities would become even more blatant in [[VideoGame/MegaMan3 its later reappearance.]]
* SlippySlideyIceWorld: Ice Man's stage.
stage. Notably, it has palm trees in the background, implying it's an odd arctic version of JungleJapes.
* SpikesOfDoom: Wily's factory is full Setting the standard for the series, spikes that insta-kll you are everywhere, and unlike later games, MercyInvincibility ''won't'' save your blue ass if you fall into them.
* StuffBlowingUp: Naturally, all over the place in Bomb Man's stage, with Bombombombs that self-destruct and drop explosve fragments, Killer Bombs that cause a harmful explosion after being shot, and
of these.
course Bomb Man himself.
* SuperNotDrowningSkills: Justified by that Water won't kill Mega Man is Man, though to be fair he ''is'' a robot.
* SuperStrength: Gutsman Guts Man has this as his ability, being able to summon and throw huge boulders at you. Defeating him gives you the Super Arm, which allows you to lift up certain blocks and throw them.
them (but you can't summon blocks yourself).
* WalkDontSwim: Mega Man can't swim, but whereas in the sequels he can jump ludicrously high in water, in this game it slows him down and weakens his jump. The Wily Wars ''Wily Wars'' port, curiously, ignored that and kept the water physics the same as the sequels.
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