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''Mega Man X'' is the first entry in the ''VideoGame/MegaManX'' series, released on the SuperNintendo 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 [[AnIcePerson Shotgun Ice]]
* Spark Mandrill of the 17th Elite Unit, gives the [[ShockAndAwe Electric Spark]]
* Armored Armadillo of the 8th Armored Division, gives the [[ThrowingYourShieldAlwaysWorks Rolling Shield]]
* Launch Octopus of the 6th Marine Unit, gives the [[HomingProjectile Homing Torpedo]]
* Boomerang Kuwanger of the 17th Elite Unit, gives the [[BattleBoomerang Boomerang Cutter]]
* Sting Chameleon of the 9th Special Forces, gives the [[SpreadShot Chameleon Sting]]
* Storm Eagle of the 7th Air Cavalry Unit, gives the [[TornadoMove Storm Tornado]]
* Flame Mammoth of the 4th Overland Unit, gives the [[PlayingWithFire Fire Wave]]

It was [[VideoGameRemake remade]] as ''VideoGame/MegaManMaverickHunterX'' for the PSP.

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!!Tropes:
* AdvancingBossOfDoom: The first Mole Borer in Armored Armadillo's stage will chase down X with its OneHitKill 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.
* 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.
* AntiFrustrationFeatures:
** 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 game's difficulty and pacing, that the game makes it impossible to avoid getting it (except by password). Without it, the game's 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 [[DisneyDeath when he "dies"]] if you missed it, which serves the same purpose as that upgrade.
** The area immediately before the FinalBoss 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. It's supposed to be a clue to the player to come back with the dash upgrade, which not only makes the platforming a cinch, 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 player's 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 ceiling.
** Spark Mandrill's stage has electrical volts that travel across the floor and harm you[[note]]beating Storm Eagle's stage makes this easier, since his ship crashes into the level and cuts off the power[[/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 punch 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.
* AttackOfTheFiftyFootWhatever: Sigma's OneWingedAngel form.
* AwesomeButImpractical: 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.
* BadBoss: 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.
* BackgroundBoss: Rangda Bangda and Sigma's OneWingedAngel form.
* BigDamnHeroes: Zero, who saves X just before he gets destroyed by Vile in the opening level.
* BlackoutBasement: Spark Mandrill's stage, especially if entered after beating Storm Eagle.
* BlowYouAway:
** 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.
* BoringButPractical: As usual for the ''Mega Man'' series, the Mega Buster and its charge shots will never let you down throughout the regular levels.
* BossRush: This game is the only one to intersperse boss fights throughout Sigma's Fortress, much like the first ''[[VideoGame/MegaMan1 Mega Man]]'' game.
** Retroactively doubles as a MythologyGag, since every game after it does the teleporter-style boss rush.
* BribingYourWayToVictory: 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.
* ButThouMust: There's no way to avoid encountering Dr. Light's capsule in Chill Penguin's level or to refuse [[spoiler:Zero's Arm Part]]. The latter is due to difficulty restrictions; the FinalBoss 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.
* CallBack: 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 [[VideoGame/MegaMan1 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 ''VideoGame/MegaMan2''.
** The repeated underwater bosses in increasingly cramped environments from Dive Man's stage in ''4'' is repeated in Launch Octopus's stage.
* ChargedAttack: 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.
* CheatCode: The {{password|Save}} "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.
* ContractualBossImmunity: 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.
* DiscOneNuke: 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!
* 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.
* EarlyInstallmentWeirdness: The Dash is given to you through a capsule rather than being an ability that X already has. Additionally, Zero doesn't have the Z-Saber, as it was introduced in ''X2''.
* EasyLevelTrick: 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.
* GuideDangIt: 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.
* HairRaisingHare: The [[PunnyName Ray Bit]] enemies in Chill Penguin's stage. They have blasters built into their ears and will try to hop into X.
* [[spoiler:HeroicSacrifice: Zero. It doesn't quite stick.]]
* HollywoodChameleons: Sting Chameleon.
* HopelessBossFight: 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 Armor's shield -- fortunately, Zero turns the tides by delivering a blast strong enough to destroy his Ride Armor, allowing X to finally defeat Vile.
* ImprovisedPlatform: Charging up Shotgun Ice will allow X to fire out a sled that he can ride on.
* InfinityPlusOneSword: The Hadouken.
* InstructiveLevelDesign: 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 BigDamnHeroes moment to encourage you to try to follow his example.
** TeachingThroughAccident: How wall jumping is learned.
* InvincibilityPowerUp: The charged Chameleon Sting lets X pass through enemies.
* LethalLavaLand: Flame Mammoth's stage is this; at least before you defeat Chill Penguin.
* LighterAndSofter: ''Mega Man X1'' definitely has its serious moments, but compared to most of its successors (besides [[VideoGame/MegaManX2 its sequel]]), it's one of the more upbeat games in the series. Take, for instance, the Mega Man Classic-esque and cheerful [[https://www.youtube.com/watch?v=9rqK5uWs9gk 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.
* LoneWolfBoss: 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.
* MinecartMadness: 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 BossRoom.
* MiniBoss: A number of the stages have these, Launch Octopus' notably has ''four'':
** Thunder Slimer, the BlobMonster 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 SegmentedSerpent 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 RocketPunch claws.
** Vile himself also acts as one during the first Sigma Fortress stage.
* MultipurposeTongue: 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.
* NintendoHard: 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.
* ObligatorySwearing: The ''[[CompilationRerelease 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!"
* OneHitKill: 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 Chameleon's stage and the Helmet in Storm Eagle's stage, and both the leg and helmet are needed to get the Arm Cannon upgrade in Flame Mammoth's stage.
* RemovableShell: Armored Armadillo; he'll lose his shielding if he's hit with the Electric Spark.
* RescueReversal: In the first Sigma Fortress stage, Zero (who infiltrated earlier) has been captured by Vile. X has to fight Vile to get past him, but he can't hurt Vile while he's in his [[MiniMecha 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 restraints and then destroys Vile's mech in a DesperationAttack, giving X a fighting chance.
* 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)
* SequenceBreak: 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.
* SequelHook: 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 TheVirus.
* SchmuckBait: When you first see the level select screen, the first level highlighted is Launch Octopus' stage. Players familiar with the [[VideoGame/MegaMan1 first game]] will assume that this means it's a good level to start on, when [[EarlyGameHell it's actually one of the hardest levels in the game without upgrades]], and features a boss that will mop the floor with you if you don't 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.
* SmashingSurvival: Used to escape the Gulpfer fish if you get SwallowedWhole.
* TraumaticSuperpowerAwakening: After Zero [[spoiler: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''.
* TurnsRed: This was limited to two of the Sigma fortress bosses simply moving faster.
* UtilityWeapon: The Boomerang Cutter allows you to grab items far away from you, including items tucked away out of reach or behind a wall.
* 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.
* VideoGameRemake: ''VideoGame/MegaManMaverickHunterX'', which serves as a ContinuityReboot.
** OrphanedSeries: Was to be a whole series of reboots, but got sacked.
* VideoGameSettings:
** BlackoutBasement: Spark Mandrill's stage.
** JungleJapes: Sting Chameleon's stage.
** LevelsTakeFlight: Storm Eagle's stage.
** SlippySlideyIceWorld: Chill Penguin's stage.
** SteelMill: Flame Mammoth's stage.
** TheTower: Boomer Kuwanger's stage.
** UndergroundLevel: Armored Armadillo's stage.
** UnderwaterBase: Launch Octopus' stage.
* WalkDontSwim: X can't swim, but he's still incredibly nimble underwater, and has incredible jumping height.
* WarmUpBoss: 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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