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Having free will, some of the Reploids went rogue and are branded Mavericks. To counter the threat, a law enforcement group known as the Maverick Hunters, led by Sigma, were formed. Then Sigma himself goes Maverick, taking many of the Maverick Hunters with him to lead an anti-human rebellion. X, feeling responsible for the chaos and desperate to stop it, heads out with the Maverick Hunters, now led by ace warrior Zero, to confront the Sigma and his Maverick rebellion.

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Having free will, some of the Reploids went rogue and are branded Mavericks. To counter the threat, a law enforcement group known as the Maverick Hunters, led by Sigma, were formed. Then Sigma himself goes Maverick, taking many of the Maverick Hunters with him to lead an anti-human rebellion. X, feeling responsible for the chaos and desperate to stop it, heads out with the Maverick Hunters, now led by ace warrior Zero, to confront the Sigma and his Maverick rebellion.
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Having free will, some of the Reploids went rogue and are branded Mavericks. To counter the threat, the Maverick Hunters, led by Sigma, were formed. Then Sigma himself goes Maverick, taking the Hunters with him. X, not wanting the fighting to continue, heads out with the Maverick Hunters, now led by Zero, to confront the Mavericks.

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Having free will, some of the Reploids went rogue and are branded Mavericks. To counter the threat, a law enforcement group known as the Maverick Hunters, led by Sigma, were formed. Then Sigma himself goes Maverick, taking many of the Maverick Hunters with him. him to lead an anti-human rebellion. X, not wanting feeling responsible for the fighting chaos and desperate to continue, stop it, heads out with the Maverick Hunters, now led by ace warrior Zero, to confront the Mavericks.
Sigma and his Maverick rebellion.
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* GhostLegLottery: The Bospider, the first boss in Sigma's fortress, is based on this.
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* SaveGameLimits: Though downplayed if running on an emulator, unlike some other titles released at the same time (which made use of a save slot) the game, as with previous Mega Man titles, uses a password which records various elements of the state of your game (e.g. which bosses you've defeated and so which weapons you'll have), allowing you to return back to your game by entering the password. There are naturally limits to the amount of information this password can store. Of note, when you get to the four Sigma stages at the end of the game (being the four final levels where you face off against multiple bosses per level), even if you've completed some of them, the password you're given will still return you back to the start of the FIRST Sigma stage. This meant there was no choice but to complete all four stages in a row (and complete the game) without turning off the game.

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** In Chill Penguin's stage, the area immediately after you recieve the dash upgrade is designed to encourage you to use it, allowing you to rush over most of the enemies in your path.


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* NewWeaponTargetRange: In Chill Penguin's stage, the area immediately after you receive the dash upgrade is designed to encourage you to use it, allowing you to rush over most of the enemies in your path.
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*** In addition, the falling ship crashes into the Power Plant, causing serious damage. So when you visit Spark Mandrill's stage, the floor no longer has electric shocks, the stage in general is hit with periodic blackouts, and the miniboss there no longer has power to use its lightning gun.
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grammar/spelling


* BossBonanza: The Sigma stages have multiple bosses to fight per stage. The first stage has a battle with Vile, followed by the return of Boomer Kuwanger, and then Bos(s)pider to end it. The next stage pits you against Chill Penguin and Storm Eagle for the second time before bringing on Rangda Bangda. The third stage features rematches against Armored Armadillo, Sting Chameleon, Spark Mandrill, Launch Octopus, and Flame Mammoth, culminating with D-Rex. The final stage is a BossOnlyLevel where you have to destroy Velguader before the climatic battle against Sigma can commence.

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* BossBonanza: The Sigma stages have multiple bosses to fight per stage. The first stage has a battle with Vile, followed by the return of Boomer Kuwanger, and then Bos(s)pider to end it. The next stage pits you against Chill Penguin and Storm Eagle for the second time before bringing on Rangda Bangda. The third stage features rematches against Armored Armadillo, Sting Chameleon, Spark Mandrill, Launch Octopus, and Flame Mammoth, culminating with D-Rex. The final stage is a BossOnlyLevel where you have to destroy Velguader Velguarder before the climatic battle against Sigma can commence.



* DubNameChange: This is the first Mega Man game to change he names of the bosses for the American version, a tradition that will go on the next games, being Boomer Kuwanger the only exception. So, they are, from Japanese to American:

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* DubNameChange: This is the first Mega Man game to change he names of the bosses for the American version, a tradition that will go on the next games, being Boomer Kuwanger being the only exception. So, they are, from Japanese to American:



* EarlyGameHell: The game starts off quite hard if you don't get the upgrades right away and fight bosses out of a specific order and without their weaknesses. Half of the bosses (Armored Armadillo, Sting Chameleon, Spark Mandrill, and Launch Octopus) are very hard to fight with your X-Buster alone, and a lot of the platforming in stages like Flame Mammoth's and Storm Eagle's stages tend to be tight and demanding of precision or have frustrating obstacles to overcome (the lava in Mammoth's stage can kill you in two hits, and you're being hounded by columns of fire and Degraver enemies at the same time, and Sting Chameleon's stage has a very tedious collapsing cave segment). On top of that, even the easier boss fights like Storm Eagle and Boomer Kuwanger have fast and hard hitting attacks that you have very little time to dodge. The game gets considerably easier once you get the dash upgrade in Chill Penguin's stage, and even easier once you get the other upgrades and the bosses' weapons.

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* EarlyGameHell: The game starts off quite hard if you don't get the upgrades right away and fight bosses out of a specific order and without their weaknesses. Half of the bosses (Armored Armadillo, Sting Chameleon, Spark Mandrill, and Launch Octopus) are very hard to fight with your X-Buster alone, and a lot of the platforming in stages like Flame Mammoth's and Storm Eagle's stages tend to be tight and demanding of precision or have frustrating obstacles to overcome (the lava in Mammoth's stage can kill you in two hits, and you're being hounded by columns of fire and Degraver enemies at the same time, and while Sting Chameleon's stage has a very tedious collapsing cave segment). On top of that, even the easier boss fights bosses like Storm Eagle and Boomer Kuwanger have fast and hard hitting attacks that you have very little time to dodge. The game gets considerably easier once you get the dash upgrade in Chill Penguin's stage, and even easier once you get the other upgrades and the bosses' weapons.
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reaching/too generic


** Flame Mammoth's stage, besides the typical lava obstacles, has large piles of junk that can fall on you if you try and rush through, testing the player's reflexes before they fight the behemoth Maverick.
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** The Dash is given to you through a capsule rather than being an ability that X already has. (This would get a clever retcon in X2, as X deciding in-between games that the Dash particularly was incredibly vital, so he "interalized" its function into himself.)

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** The Dash is given to you through a capsule rather than being an ability that X already has. (This would get a clever retcon in X2, as X deciding in-between games that the Dash particularly was incredibly vital, so he "interalized" "internalized" its function into himself.)



** The boss refights are done ala ''VideoGame/MegaMan1'', being interspersed throughout the Sigma Fortress stages in a fixed order instead of having their own dedicated level where the player can choose who they fight.

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** The boss refights are done ala a la ''VideoGame/MegaMan1'', being interspersed throughout the Sigma Fortress stages in a fixed order instead of having their own dedicated level where the player can choose who they fight.
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* DevelopersForesight: Because Dr. Light has a longer dialogue sequence that treats the leg parts as the first time he and X have spoken, it is impossible to obtain any of the other armor upgrades without the leg parts, ensuring that this really will be the first time X talks to Light.
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Misread that trope. Frictionless Ice is meant to be slippery areas...


* FrictionlessIce: The icy areas in Chill Penguin's stage.
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* FrictionlessIce: The icy areas in Chill Penguin's stage.
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* PlayerNudge:
** To ensure the player learns about the otherwise unexplained wall-jumping mechanic, which is a neccesary move to play the game, the opening stage forces the player to learn it by sticking them in a seemingly inescapable pit after destroying the first Bee Blader. A player looking for a way out will likely jump up against the wall, which causes X to cling to it and slowly slide down, hinting that repeatedly jumping up against it will allow the player to traverse it.
** To also teach them about the Dash mechanic, which the game is heavily built around using, the game outright forces you to collect it in Chill Penguin's stage and then gives you some ample oppurtunities to use it to dodge several enemies in the path up ahead.
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* HeroicSecondWind: [[spoiler:X's health bar refills after Zero destroys Vile's Ride Armor.]]
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This is YMMV now.


* SelfImposedChallenge: Several have been thought up, and multiple ones can be combined for even more challenge:
** Low% (not taking any upgrades except the Boots, which cannot be skipped except via password, and Zero's cannon)
** Dashless
** No damage
** Buster only
** Reverse boss order (defeating the bosses in the opposite order of their weakness)
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Misuse.


* AttackOfTheFiftyFootWhatever: Sigma's OneWingedAngel form.
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* CharacterSelectForcing: It's rare for players to not start with Chill Penguin; not just because he's easy to beat, but also because it's where the Dash upgrade is located. Not only does it significantly boost the gameplay's otherwise slow pace, but many levels and bosses are specifically designed around using the extra speed and momentum given by the dash, to the point where attempting them without it is an exercise in frustration.
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image quality upgrade


[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/270px-mmxpromo_5341.jpg]]

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[[quoteright:270:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/270px-mmxpromo_5341.jpg]]
org/pmwiki/pub/images/megaman_x1_small.png]]
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* KaizoTrap: If you get blown off the edge of the map just as you beat Storm Eagle, you fall to your death with no chance to grab onto the edge, as defeating the boss locks your ability to move.

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* KaizoTrap: If you get blown off the edge of the map just as you beat Storm Eagle, Eagle in the refight, you fall to your death with no chance to grab onto the edge, as defeating the boss locks your ability to move.
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* RealityEnsues:
** On occasion, the game reminds the player how heavy the enemies are when certain ones crash to the ground, causing collateral damage.
** Storm Eagle's boss fight is two-fold: starting with the upper armor of the Death Rogumer getting blown off, his ship falls when he's defeated because his explosion ruined the already damaged ship. If you backtrack, his stage is slightly shorter because the ship's gone.
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Minor contribution.

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* DubNameChange: This is the first Mega Man game to change he names of the bosses for the American version, a tradition that will go on the next games, being Boomer Kuwanger the only exception. So, they are, from Japanese to American:
** Icy Penguigo -> Chill Penguin.
** Spark Mandriller -> Spark Mandrill.
** Armor Armarge -> Armored Armadillo.
** Launcher Octopuld -> Launch Octopus.
** Sting Chameleao -> Sting Chameleon.
** Storm Eagleed -> Storm Eagle.
** Burnin' Noumander -> Flame Mammoth.
** Vava -> Vile.
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** The Dash is given to you through a capsule rather than being an ability that X already has.

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** The Dash is given to you through a capsule rather than being an ability that X already has. (This would get a clever retcon in X2, as X deciding in-between games that the Dash particularly was incredibly vital, so he "interalized" its function into himself.)
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* VideoGameFlamethrowersSuck: ZigZagged. The Fire Wave is a short-range flamethrower that does unremarkable damage and chews up ammo rather quickly. Not a very useful weapon overall, and the boss that's weak to it, Chill Penguin, can easily be beaten by the Buster just as well. It is, however, ''excellent'' against mooks and even makes short work of the Mole Borers.

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* VideoGameFlamethrowersSuck: ZigZagged. The Fire Wave is a short-range flamethrower that does unremarkable damage and chews up ammo rather quickly. Not a very useful weapon overall, and the boss that's weak to it, Chill Penguin, can easily be beaten by the Buster just as well.well (to say nothing of the fact that trying to beat Flame Mammoth before Chill Penguin is nothing short of a SelfImposedChallenge). It is, however, ''excellent'' against mooks and even makes short work of the Mole Borers.
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* KaizoTrap: If you get blown off the edge of the map just as you beat Storm Eagle, you fall to your death with no chance to grab onto the edge, as defeating the boss locks your ability to move.
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** Boomer Kuwanger can also be stuck in a loop by an extremely risky dance of death--he'll try to teleport in to bull rush X and slam him into the ceiling, but if you dart out of range while he attempts this, you get a bunch of free shots on him. This is such an effective strategy that most high-level speedrunners choose to tackle his stage second and buster duel him to death.

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** Boomer Kuwanger can also be stuck in a loop by an extremely risky dance of death--he'll death at the center of the boss arena--he'll try to teleport in to bull rush X and slam him into the ceiling, but if you dart out of range while he attempts this, you get a bunch of free shots on him. This is such an effective strategy that most high-level speedrunners choose to tackle his stage second and buster duel him to death.

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* EarlyGameHell: The game starts off quite hard if you dont get the upgrades right away and fight bosses out of a specific order and without their weaknesses. Half of the bosses (Armored Armadillo, Sting Chameleon, Spark Mandrill, and Launch Octopus) are very hard to fight with your X-Buster alone, and a lot of the platforming in stages like Flame Mammoth's and Storm Eagle's stages tend to be tight and demanding of precision or have frustrating obstacles to overcome (the lava in Mammoth's stage can kill you in two hits, and you're being hounded by columns of fire and Degraver enemies at the same time, and Sting Chameleon's stage has a very tedious collapsing cave segment). On top of that, even the easier boss fights like Storm Eagle and Boomer Kuwanger have fast and hard hitting attacks that you have very little time to dodge. The game gets considerably easier once you get the dash upgrade in Chill Penguin's stage, and even easier once you get the other upgrades and the bosses' weapons.

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* EarlyGameHell: The game starts off quite hard if you dont don't get the upgrades right away and fight bosses out of a specific order and without their weaknesses. Half of the bosses (Armored Armadillo, Sting Chameleon, Spark Mandrill, and Launch Octopus) are very hard to fight with your X-Buster alone, and a lot of the platforming in stages like Flame Mammoth's and Storm Eagle's stages tend to be tight and demanding of precision or have frustrating obstacles to overcome (the lava in Mammoth's stage can kill you in two hits, and you're being hounded by columns of fire and Degraver enemies at the same time, and Sting Chameleon's stage has a very tedious collapsing cave segment). On top of that, even the easier boss fights like Storm Eagle and Boomer Kuwanger have fast and hard hitting attacks that you have very little time to dodge. The game gets considerably easier once you get the dash upgrade in Chill Penguin's stage, and even easier once you get the other upgrades and the bosses' weapons.



* [[spoiler:HeroicSacrifice: Zero. It doesn't quite stick.]]
* HollywoodChameleons: Sting Chameleon.

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* [[spoiler:HeroicSacrifice: Zero.HeroicSacrifice: [[spoiler:Zero. It doesn't quite stick.]]
* HollywoodChameleons: Sting Chameleon.Chameleon, who can turn invisible.



* WarmUpBoss: Chill Penguin has a very predictable attack pattern and is rather easy to dodge.

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* WarmUpBoss: WarmUpBoss
**
Chill Penguin has a very predictable attack pattern and is rather easy to dodge.
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* MinusWorld: At the beginning of Flame Mammoth's stage, it's possible to climb up the vents and walk on top of the ceiling. Going right onwards from there leads the player into a glitched version of the second area, with an improper background palette and the lower half of the chamber becoming a BottomlessPit due to the scroll boundaries not being set properly. Additionally, the Sub-Tank, if not collected yet, has a glitched sprite.
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Minor contribution.

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* LaserBlade: Sigma's WeaponOfChoice is a Star Wars-esque lightsabre.

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Better organization of the AI Breaker trope, along with a new example I discovered.


* AIBreaker: Lots of bosses in this game can have their behavior broken by their weaknesses. Chill Penguin goes up in flames, Spark Mandrill is literally frozen in place, and Sting Chameleon will bounce back and forth between two corners of the ceiling easily reached by X's boomerangs. Boomer Kuwanger can also be stuck in a loop by an extremely risky dance of death--he'll try to teleport in to bull rush X and slam him into the ceiling, but if you dart out of range while he attempts this, you get a bunch of free shots on him. This is such an effective strategy that most high-level speedrunners choose to tackle his stage second and buster duel him to death.

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* AIBreaker: AIBreaker:
**
Lots of bosses in this game can have their behavior broken by their weaknesses. Chill Penguin goes up in flames, Spark Mandrill is literally frozen in place, and Sting Chameleon will bounce back and forth between two corners of the ceiling easily reached by X's boomerangs.
**
Boomer Kuwanger can also be stuck in a loop by an extremely risky dance of death--he'll try to teleport in to bull rush X and slam him into the ceiling, but if you dart out of range while he attempts this, you get a bunch of free shots on him. This is such an effective strategy that most high-level speedrunners choose to tackle his stage second and buster duel him to death.death.
** If the conveyor belt is moving away from the wall, you can lock Flame Mammoth into jumping after you by sticking to the top corner and use his landings to get free shots. [[https://www.youtube.com/watch?v=a7sM5LlbEVY Demonstrated here]].

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