Video Game / Mega Man X

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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 highly advanced AI and even free will. Dr. Cain studied the robot, known as "X", and attempted to duplicate his functions, these robots later became known as "Reploids".

However, under free will, some of the Reploids went rogue, and thus were branded as "Mavericks". To counter the threat, the Maverick Hunters were formed, with Sigma as the leader. However, soon afterwards, Sigma himself goes Maverick, taking the Hunters with him. X, not wanting to the fighting to continue, heads out to confront the Mavericks, joining Zero, the new leader of the Maverick Hunters.

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

Was later remade as Mega Man: Maverick Hunter X for the PSP.


Tropes:

  • Anti-Frustration Features: 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 completely skyrockets into hair-pulling insanity.
  • 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.
  • Boring but Practical: As usual for the Mega Man series, the Mega Buster and its charge shots will never let your 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.
    • 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.
  • Charged Attack: By default, X can charge his Buster up to 3 levels, however once he obtains the Arm Parts, he can not only charge his Buster up to 4 levels, he can now charge all of his weapons.
  • Cheat Code: The password "3673-2177-2487" nomally 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!
  • Guide Dang It: Unlocking the Hadouken requires you to, among other things, complete one otherwise-unremarkable stage seven times in a row.
  • Heroic Sacrifice: Zero.
  • Hollywood Chameleons: Sting Chameleon.
  • Hopeless Boss Fight: Twice with 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 it's serious moments, but compared to most of it's successors (besides it's 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.
  • 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 ofthe Armor Upgrades.
  • One-Hit Kill: X gets one in the Hadouken.
  • Removable Shell: Armored Armadillo; he'll lose his shielding if he's hit with the Spark Shot.
  • 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, and 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 Cameleon'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.
  • 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: 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.
  • Video Game Remake: Mega Man: Maverick Hunter X, which serves as a Continuity Reboot.
  • 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.

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