History VideoGame / MegaMan1

17th Jul '16 12:52:55 PM morenohijazo
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* BeakAttack: Somewhat subverted. Cut Man's level features several metallic beaks on the wall called Blasters (but also sometimes known as "Beaks" in some translations) but they actually just open and shoot FrickinLaserBeams.



* {{Bowdlerise}}: Due to Nintendo's policies discouraging any religious references, Western sources at the time (such as ''Magazine/NintendoPower'') refer to the Yellow Devil as the "Rock Monster".


Added DiffLines:

* {{Bowdlerise}}: Due to Nintendo's policies discouraging any religious references, Western sources at the time (such as ''Magazine/NintendoPower'') refer to the Yellow Devil as the "Rock Monster".
12th Jul '16 6:58:45 PM gewunomox
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[[caption-width-right:350:The game that started it all.[[note]] From left to right; [[CartoonBomb Bomb Man]], [[BattleBoomerang Cut Man]], [[SuperStrength Guts Man]], [[AnIcePerson Ice Man]], [[ShockAndAwe Elec Man]] and [[PlayingWithFire Fire Man.]][[/note]]]]

''Mega Man'' (''Rockman'' in Japan) is a 1987 NintendoEntertainmentSystem video game by Creator/{{Capcom}}, and is the first game in the eponymous [[VideoGame/MegaManClassic series]] of the same name, as well as its many, many spinoffs.

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.

At the time, Mega Man was a revolutionary title in the [[UsefulNotes/NintendoEntertainmentSystem NES]] library; first, you could choose to tackle any stage you wished in any order you desired, second, to add a layer of strategy, the game allowed you to not only [[VictorGainsLosersPowers keep the weapon of whatever boss you killed]], but also allow you to use the weapon in question against [[TacticalRockPaperScissors another boss that was particularly weak to it.]] The game's cartoony graphics and catchy music, not to mention its [[NintendoHard grueling difficulty]], established many hallmarks that we've grown to love about the series.

to:

[[caption-width-right:350:The [[caption-width-right:350: The game that started it all.all. [[note]] From left to right; [[CartoonBomb Bomb Man]], [[BattleBoomerang Cut Man]], [[SuperStrength Guts Man]], [[AnIcePerson Ice Man]], [[ShockAndAwe Elec Man]] and [[PlayingWithFire Fire Man.]][[/note]]]]

]] [[/note]]]]

''Mega Man'' (''Rockman'' in Japan) is a 1987 NintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem video game by Creator/{{Capcom}}, and is the first game in the eponymous [[VideoGame/MegaManClassic series]] of the same name, as well as its many, many spinoffs.

spinoffs.

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.

At the time, Mega Man was a revolutionary title in the [[UsefulNotes/NintendoEntertainmentSystem NES]] library; first, you could choose to tackle any stage you wished in any order you desired, second, to add a layer of strategy, the game allowed you to not only [[VictorGainsLosersPowers keep the weapon of whatever boss you killed]], but also allow you to use the weapon in question against [[TacticalRockPaperScissors another boss that was particularly weak to it.]] The game's cartoony graphics and catchy music, not to mention its [[NintendoHard grueling difficulty]], established many hallmarks that we've grown to love about the series.
series.



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, 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!

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, [[BadExportForYou but without the save feature and extra Wily Tower game]]). 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, 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''.

to:

It is worth noting that while in its planning stages, Capcom planned on basing the original game on ''Anime/AstroBoy'' ''Manga/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, enemies, and sprites. The game also gave them a lot of headaches as far as memory limitations went--the went -- the entire cart was only 1 Megabit (1000 kilobits, or 128 kilo''bytes'') in size!

The game would later receive a [[UpdatedRerelease 16-bit upgrade]] in the [[NoExportForYou Europe and Japan exclusive]] ''Mega Man: The Wily Wars''/''Rockman 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, [[BadExportForYou but without the save feature and extra Wily Tower game]]). 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, 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''.



* DLN-003: Cut Man, weak to Super Arm, gives you [[BattleBoomerang Rolling]] [[AbsurdlySharpBlade Cutter]]
* DLN-004: Guts Man, weak to Hyper Bomb, gives you [[SuperStrength Super]] [[RocksFallEveryoneDies Arm]]
* DLN-005: Ice Man, weak to Thunder Beam, gives you [[FreezeRay Ice Slasher]]
* DLN-006: Bomb Man, weak to Fire Storm, gives you [[HavingABlast Hyper]] [[CartoonBomb Bomb]]
* DLN-007: Fire Man, weak to Ice Slasher, gives you [[PlayingWithFire Fire]] [[KillItWithFire Storm]]
* DLN-008: Elec Man, weak to Rolling Cutter, gives you [[ShockAndAwe Thunder]] [[LightningGun Beam]]

This game would later receive a companion title for the GameBoy, called ''VideoGame/MegaManDrWilysRevenge''.

to:

* DLN-003: Cut Man, weak to Super Arm, gives you [[BattleBoomerang Rolling]] [[AbsurdlySharpBlade Cutter]]
Cutter]].
* DLN-004: Guts Man, weak to Hyper Bomb, gives you [[SuperStrength Super]] [[RocksFallEveryoneDies Arm]]
Arm]].
* DLN-005: Ice Man, weak to Thunder Beam, gives you [[FreezeRay Ice Slasher]]
Slasher]].
* DLN-006: Bomb Man, weak to Fire Storm, gives you [[HavingABlast Hyper]] [[CartoonBomb Bomb]]
Bomb]].
* DLN-007: Fire Man, weak to Ice Slasher, gives you [[PlayingWithFire Fire]] [[KillItWithFire Storm]]
Storm]].
* DLN-008: Elec Man, weak to Rolling Cutter, gives you [[ShockAndAwe Thunder]] [[LightningGun Beam]]

Beam]].

This game would later receive a companion title for the GameBoy, UsefulNotes/GameBoy, called ''VideoGame/MegaManDrWilysRevenge''.
''VideoGame/MegaManDrWilysRevenge''.



!!Tropes:

to:

!!Tropes:

!! Tropes:



* {{Antepiece}}: Because you can enter each level in any order, the developers carefully planned each one around a specific gimmick as a warmup for the Robot Master encounters, while also doubling as red flags for whats up ahead as far as the games difficulty goes.

to:

* {{Antepiece}}: Because you can enter each level in any order, the developers carefully planned each one around a specific gimmick as a warmup for the Robot Master encounters, while also doubling as red flags for whats what's up ahead as far as the games difficulty goes.



** Ice Man's use of 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.

to:

** Ice Man's use of 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 it's required to beat the game later anyway.



** 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.
** 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.

to:

** 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 A.I. by jumping and shooting him in a very carefully timed pattern, freezing him in place while also allowing you to dodge his 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.A.I.



* 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.

to:

* 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.A.I.



** Only six Robot Masters are present, all with small, sparse stages - the {{Boss Corridor}}s of which are longer and contain enemies.

to:

** Only six Robot Masters are present, all with small, sparse stages - -- the {{Boss Corridor}}s of which are longer and contain enemies.



** 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 a la ''Franchise/{{Castlevania}}''. Mega Man doesn't even teleport out afterwards.

to:

** 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 I.C. chip) to finish the stage proper a la ''Franchise/{{Castlevania}}''. Mega Man doesn't even teleport out afterwards.



** Half of the weapons are thrown rather than being shot out of the Mega Buster

to:

** Half of the weapons are thrown rather than being shot out of the Mega BusterBuster.



** Collectible powerups reappear when you leave the screen and return (thank goodness!)

to:

** Collectible powerups reappear when you leave the screen and return (thank goodness!)goodness!).



** Mega Man's physics are off - his movement is slightly slippery, he does not jump higher underwater and in situations where the ground beneath him disappears (such as the platforms in Guts Man's stage), he instantly falls at maximum velocity without any kind of acceleration.

to:

** Mega Man's physics are off - -- his movement is slightly slippery, he does not jump higher underwater and in situations where the ground beneath him disappears (such as the platforms in Guts Man's stage), he instantly falls at maximum velocity without any kind of acceleration.



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

to:

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



* 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.

to:

* HeartDrive: That red orb that appears after defeating a Robot Master is this, an apparant apparent early version of what supplementary materials would call an I.C. chip.



** 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.
** MercyInvincibility does not protect you when you fall onto spikes.

to:

** No password or save function--the 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.
** MercyInvincibility does not protect you when you fall onto spikes.



* NoPlotNoProblem: Because the game had very little memory to work with, the plot is entirely in the manual--the game just drops you off at the title screen so you can get straight to whomping Wily's robots upon pressing start. The ending is the only indication that there even was a story in the first place.

to:

* NoPlotNoProblem: Because the game had very little memory to work with, the plot is entirely in the manual--the manual -- the game just drops you off at the title screen so you can get straight to whomping Wily's robots upon pressing start. The ending is the only indication that there even was a story in the first place.



* SpikesOfDoom: 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 course Bomb Man himself.

to:

* SpikesOfDoom: Setting the standard for the series, spikes that insta-kll insta-kill 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 explosive fragments, Killer Bombs that cause a harmful explosion after being shot, and of course Bomb Man himself.
22nd Jun '16 7:38:50 AM Prinzenick
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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, 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''.

to:

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.).Player, [[BadExportForYou but without the save feature and extra Wily Tower game]]). 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, 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''.
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!

to:

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.

to:

* 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''.

to:

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!

to:

* 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!

to:

* 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.

to:

* 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.

to:

* 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.

to:

** 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.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MegaMan1