Video Game / Mega Man X

http://static.tvtropes.org/pmwiki/pub/images/270px-mmxpromo_5341.jpg

Mega Man X is the first entry in the Mega Man X series, released on the Super Nintendo on December 17 1993 in Japan, January 1994 in North America, and May 1994 in Europe.

Set in 21XX, Dr. Cain discovers a robot sealed away in a capsule left by the late Dr. Light that is capable of advanced AI and even free will. Dr. Cain studies the robot, known as X, and attempts to duplicate his functions. These robots later became known as Reploids.

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.

Mavericks:
  • Chill Penguin of the 13th Polar Region Unit, gives the Shotgun Ice
  • Spark Mandrill of the 17th Elite Unit, gives the Electric Spark
  • Armored Armadillo of the 8th Armored Division, gives the Rolling Shield
  • Launch Octopus of the 6th Marine Unit, gives the Homing Torpedo
  • Boomerang Kuwanger of the 17th Elite Unit, gives the Boomerang Cutter
  • Sting Chameleon of the 9th Special Forces, gives the Chameleon Sting
  • Storm Eagle of the 7th Air Cavalry Unit, gives the Storm Tornado
  • Flame Mammoth of the 4th Overland Unit, gives the Fire Wave

It was remade as Mega Man: Maverick Hunter X for the PSP.


Tropes:

  • Advancing Boss of Doom: The first Mole Borer in Armored Armadillo's stage will chase down X with its One-Hit Kill spiked roller drill, forcing X to either kill it, outrun it (it will fall into a spiked pit and die), or find a method to get behind it.
  • A.I. Breaker: 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.
  • Anti-Frustration Features:
    • The game makes two of the armor upgrades mandatory to get so that you have a fighting chance throughout the game.
      • The Dash upgrade is so crucial to balancing out the games difficulty and pacing, that the game makes it impossible to avoid getting it (except by password). Without it, the games difficulty skyrockets into hair-pulling insanity.
      • The Arm Cannon upgrade in Flame Mammoth's stage is so hard to get, that the game has Zero give you his arm cannon when he "dies" if you missed it, which serves the same purpose as that upgrade.
    • The area immediately before the Final Boss has a place which infinitely spawns weak enemies, allowing you to 'farm' them to fill your subtanks if you die against him after emptying them.
  • Antepiece: Most of the levels are designed in a way that tips you off to what you're up against.
    • 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.
    • Storm Eagle's stage is loaded with tight platforming, with very small platforms that X can barely jump across on his own. Its supposed to be a clue to the player to come back with the dash upgrade, which not only makes the platforming a sinch, but also makes the fight against Storm Eagle much easier.
    • 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 players reflexes before they fight the behemoth maverick.
    • Sting Chameleon's stage has a crumbling cave section that encourages you to get both the Dash and Helmet upgrades. Without them, the stage gets much more frustrating due to the falling rocks and enemies that come with them. This is also meant to tip you off that Sting Chameleon is not going to be an easy fight, and that he also loves to attack you with spikes that fall from his cieling.
    • Spark Mandrill's stage has electrical volts that travel across the floor and harm you note , just like an attack he uses. The Hotarian enemies that try to blindside you in the darker areas are a warm up for Mandrill's fast puncg attack as well.
    • Launch Octopus' stage has miniboss fights that use suction to either blow you away or pull you towards them, a warmup for a similar attack the boss fight uses.
  • Attack of the 50-Foot Whatever: Sigma's One-Winged Angel form.
  • Awesome, but Impractical: The Hadouken. It can kill anything in a single shot, including bosses. Unfortunately, it can only be used if X has full health, it can only be fired while on the ground, and it's somewhat difficult to land it, particularly against fast-moving targets.
  • Bad Boss: It is heavily implied that Flame Mammoth spends most of his time in his unit mocking those inferior to him in terms of strength. As an added bit of laser-guided karma, he's also the only one of the former Maverick Hunters that defected to Sigma's side to not have any of his unit go with him, although given the setting where he is fought, he probably didn't need them anyways.
  • Background Boss: Rangda Bangda and Sigma's One-Winged Angel form.
  • Big Damn Heroes: Zero, who saves X just before he gets destroyed by Vile in the opening level.
  • Blackout Basement: Spark Mandrill's stage, especially if entered after beating Storm Eagle.
  • Blow You Away:
    • Storm Eagle has two ways of doing this; the first is using the gust of his wings to push you away from him, and the second is using his Storm Tornado attack. Neither of them directly damage you, but the latter can easily push you off of his airship and send you falling to your death if you don't have the dash upgrade.
    • The Anglerge minibosses in Launch Octopus' stage can do this and also pull you towards them to try and make you fall into the spikes nearby.
  • Boring, but Practical: As usual for the Mega Man series, the Mega Buster and its charge shots will never let you down throughout the regular levels.
  • Boss Rush: This game is the only one to intersperse boss fights throughout Sigma's Fortress, much like the first Mega Man game.
    • Retroactively doubles as a Mythology Gag, since every game after it does the teleporter-style boss rush.
  • Bribing Your Way to Victory: In the iPhone version of the game, Heart Tanks, Sub-Tanks, Armor Pieces, and even the Mavericks' weapons can be purchased. Many people have not approved of this change.
  • But Thou Must!: There's no way to avoid encountering Dr. Light's capsule in Chill Penguin's level or to refuse Zero's Arm Part. The latter is due to difficulty restrictions; the Final Boss is immune to Level 2 charge shots, so if a player without the Buster upgrade were to run out of special weapon energy, they'd have no way to damage the boss. The former is probably because the game is much more difficult without the Dash upgrade, and some self-imposed challenges include using passwords to skip Chill Penguin's stage without getting the part.
  • Call-Back: The game makes several nods to previous games in the series;
    • The intro theme to each level is the same music that plays when you select a stage from the first Mega Man game.
    • The classic Metall enemies make sporadic appearances throughout the game as minor mooks.
    • The Degraver enemies in Flame Mammoth's stage are stand ins for the Pickelman enemies from the first Mega Man game.
    • The Hoganmer enemies are similar in appearance to the Sniper Joes from the old games, and even carry a shield with them.
    • The RT-55J miniboss in Sting Chameleon's stage is very similar in appearance to Auto from the Mega Man Classic series.
    • In Armored Armadillo's stage, a Bubble Bat enemy from Mega Man 2 makes a brief cameo appearance alongside the newer bat enemies.
    • In Sigma's Palace, the boss fight rematches are sprinkled throughout the stages instead of being fought in one room, just like the first Mega Man.
    • Boomer Kuwanger's weapon, the Boomerang Cutter, is a souped up Rolling Cutter, the weapon of Cut Man from the first Mega Man. Kuwanger himself is a mix of Cut Man and Quick Man from Mega Man 2.
    • The repeated underwater bosses in increasingly cramped environments from Dive Man's stage in 4 is repeated in Launch Octopus's stage.
  • Charged Attack: By default, X can charge his Buster up to 2 levels above the uncharged attack, however once he obtains the Arm Parts, he can not only charge his Buster up to 3 levels, he can now charge all of his weapons.
  • Cheat Code: The password "3673-2177-2487" normally takes you to the Sigma Stages with all of the standard collectables, but holding L, R, X, and Down as you confirm the password will give you the Hadouken as well.
  • Contractual Boss Immunity: Surprisingly averted with the Hadouken. The bosses go down in one hit to it just like everything else. The only exceptions to it are Vile's Ride Armor and Sigma's final form on the SNES version.
  • Disc One Nuke: It's tricky, but far from impossible to beat Storm Eagle first (without the ability to dash against his wind) so long as you know where and when to start running. The reward, Storm Tornado, rips through stages like nothing.
    • If you have the guts to take on Sting Chameleon and Storm Eagle second and third (after Chill Penguin) and get the Buster upgrade from Flame Mammoth's stage soon after, you're rewarded with the ability to constantly turn yourself invincible for the rest of the game, and all for relatively little ammo consumption to boot!
  • Early Game Hell: 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 weakneases. 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.
  • Easy Level Trick: There's a section of Sigma's first fortress that's full of springs. The springs launch you toward the ceiling when you step on them, making the section rather difficult, but if you just use the dash feature you bounce from spring to spring avoiding enemies and zooming past the lasers, landing at the end without a scratch. You can also use the supercharged C. Sting weapon to become temporarily immune to damage and quickly pass through.
  • Guide Dang It: Unlocking the Hadouken requires you to collect a specific energy capsule, and then commit suicide, 5 times in a row, before the upgrade will appear.
    • Well, that's the short way around it. You could collect the capsule and finish Armored Armadillo's stage 5 times; most fan guides recommend suicide to save time and avoid speed running the stage again.
    • Actually, no. You don't have to collect the capsule. All you have to do is load a specific pixel on screen, which you can do without even going up to the ledge.
  • Hair-Raising Hare: The Ray Bit enemies in Chill Penguin's stage. They have blasters built into their ears and will try to hop into X.
  • Heroic Sacrifice: Zero. It doesn't quite stick.
  • Hollywood Chameleons: Sting Chameleon.
  • Hopeless Boss Fight: Twice with Vile. It is absolutely impossible to kill him in his first appearance, even by cheating. In the second fight, even if you're fully upgraded, it is still impossible to penetrate his Ride Armors shield—fortunately, Zero turns the tides by delivering a blast strong enough to destroy his Ride Armor, allowing X to finally defeat Vile.
  • Improvised Platform: Charging up Shotgun Ice will allow X to fire out a sled that he can ride on.
  • Infinity +1 Sword: The Hadouken.
  • Instructive Level Design: The game's level design is such that it teaches you different techniques by throwing you into situations that require them. By the end of the first level, the player will have had to use all of X's platforming abilities at least once. The only exception is charging the X-buster, but Zero does that during his Big Damn Heroes moment to encourage you to try to follow his example.
  • Invincibility Power-Up: The charged Chameleon Sting lets X pass through enemies.
  • Lethal Lava Land: Flame Mammoth's stage is this; at least before you defeat Chill Penguin.
  • Lighter and Softer: Mega Man X1 definitely has its serious moments, but compared to most of it's successors (besides its sequel), it's one of the more upbeat games in the series. Take for instance, the Mega Man Classic-esque and cheerful Password Theme with cute Metools on the screen, the overall upbeat soundtrack, the Mavericks are much more cartoony, having humorous animations and reactions to their weaknesses, the storyline and plot is much simpler, with Sigma being essentially a bald reploid version of Dr. Wily.
  • Lone Wolf Boss: The RT-55J mini boss you fight in Sting Chameleon's stage. It's an old Dr. Light robot guarding one of his Armor Capsules, and it has no ties to Sigma or the other Mavericks.
  • Minecart Madness: Armored Armadillo's stage. The minecarts themselves travel very fast, mow down nearby Mooks in an instant, and are in fact required to cross the large chasm connecting the end of the mine to the entrance of the Boss Room.
  • Mini-Boss: A number of the stages have these, Launch Octopus' notably has four:
    • Thunder Slimer, the Blob Monster in Spark Mandrill's stage which attacks with electricity from the ceiling, bouncing around on the ground, and spawning blobs that temporarily get X stuck in them.
    • Anglerge, an angler fish from Launch Octopus' stage that attacks by vacuuming X into spiked pits and fires destructible eel projectiles. The second one also has the ability to blow him into spiked pits.
    • Utuboros, a Segmented Serpent enemy from Launch Octopus stage that is fought before the boss, and another in a secret area.
    • RT-55J, a large green robot fought in a secret area of Sting Chameleon's stage. It attacks with Rocket Punch claws.
    • Vile himself also acts as one during the first Sigma Fortress stage.
  • Multipurpose Tongue: Sting Chameleon is all about this trope. He uses his tongue as his primary attack, and can hang from the ceiling to rain damaging spikes down from the ceiling.
  • Nintendo Hard: The game isn't as tough as the classic Mega Man games, but it can still offer a serious challenge, especially if you try to get through the game without getting (or in the case of the unskippable Dash upgrade, using) any of the Armor Upgrades.
  • Obligatory Swearing: The Mega Man X Collection version of the game is inexplicably changed so that X's only line of dialogue in the game starts off with him saying, "Damn!"
  • One-Hit Kill: X gets one in the Hadouken.
  • Railroading: Except by cheating with passwords, the game cannot be completed without acquiring the Dash Upgrade, since its capsule blocks your path in Chill Penguin's stage, and it is impossible to bypass it. Considering that playing the game without the upgrade makes it unreasonably more difficult and slower paced, the dev team had a very good reason for doing this. On top of that, you need the upgrade to even access the other Dr. Light capsules—the dash is needed to get the Armor in Sting Chameleons stage and the Helmet in Storm Eagles stage, and both the leg and helmet are needed to get the Arm Cannon upgrade in Flame Mammoth's stage.
  • Removable Shell: Armored Armadillo; he'll lose his shielding if he's hit with the Electric Spark.
  • Rescue Reversal: In the first Sigma Fortress stage, Zero (who infiltrated earlier) had been captured by Vile. X has to fight Vile to go pass him, but he can't hurt Vile while he's in his Ride Armor, and after a short while Vile grabs X with his Ride Armor's arm. Zero, seeing X in danger, breaks free of his restrains and then destroys Vile's mech in a Desperation Attack, giving X a fighting chance.
  • Self-Imposed Challenge: 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)
  • Sequence Break: It turns out there are a few quirks in the physics engine that allows for speedrunning shenanigans, to wit:
    • The heart tank in Sting Chameleon's stage can be reached even before it's flooded by using Shotgun Ice's sled, or extremely precise dash-jumping.
    • Ditto the heart tank in Boomer Kuwanger's stage.
    • The cutscene confrontation between Zero and Vile in Sigma's fortress can be skipped, as well as part of the sequence afterwards.
    • The Shotgun Ice sled can also be used to skip the re-fight with Armored Armadillo by taking advantage of screen scroll.
  • Sequel Hook: After the end credits; Sigma shows up on a screen and taunts X, saying that his spirit still lives on, which turned out to be a hint about Sigma's true nature as The Virus.
  • Schmuck Bait: When you first see the level select screen, the first level highlighted is Launch Octopus' stage. Players familiar with the first game will assume that this means its a good level to start on, when its actually one of the hardest levels in the game without upgrades, and features a boss that will mop the floor with you if you dont have the dash upgrade or the weapons he's weak to. The level next to Launch Octopus' stage, Chill Penguin, is the one you're better off starting on.
  • Smashing Survival: Used to escape the Gulpfer fish if you get Swallowed Whole.
  • Traumatic Superpower Awakening: After Zero sacrifices himself, X suddenly breaks free of his electric bonds and fully restores his energy before the showdown with Vile. Even Vile has no idea how this is possible. This hidden power isn't mentioned again, and was removed in Maverick Hunter X.
  • Turns Red: This was limited to two of the Sigma fortress bosses simply moving faster.
  • Utility Weapon: The Boomerang Cutter allows you to grab items far away from you, including items tucked away out of reach or behind a wall.
  • Video Game Flamethrowers Suck: Zig-Zagged. 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.
  • Video Game Remake: Mega Man: Maverick Hunter X, which serves as a Continuity Reboot.
  • Video Game Settings:
  • Walk, Don't Swim: X can't swim, but he's still incredibly nimble underwater, and has incredible jumping height.
  • Warm-Up Boss: Chill Penguin has a very predictable attack pattern and is rather easy to dodge.
    • Flame Mammoth is also a rather easy starter boss due to his simplistic AI and predictable attacks, although his large size and nasty collision damage can keep you on your toes.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaManX1