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* SugarWiki/AwesomeMusic: Simply put, one of the best soundtracks on the UsefulNotes/{{SNES}}, and ''that's'' saying something. From the [[https://www.youtube.com/watch?v=5jIPUdmOR9A opening Highway stage]], to [[https://www.youtube.com/watch?v=kwe9n4Den7M&index=2&list=RD5jIPUdmOR9A Spark Mandrill's power plant stage]], to [[https://www.youtube.com/watch?v=ETkGroUOEsk&list=RD5jIPUdmOR9A&index=5 Storm Eagle's airport stage]], to [[https://www.youtube.com/watch?v=9mLajpEt_ZE Flame Mammoth's trash disposal plant stage]]- hell, even the [[https://www.youtube.com/watch?v=zQJ5cz1mYmE stage select theme]] rocked your socks off!

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* SugarWiki/AwesomeMusic: Simply put, one of the best soundtracks on the UsefulNotes/{{SNES}}, Platform/{{SNES}}, and ''that's'' saying something. From the [[https://www.youtube.com/watch?v=5jIPUdmOR9A opening Highway stage]], to [[https://www.youtube.com/watch?v=kwe9n4Den7M&index=2&list=RD5jIPUdmOR9A Spark Mandrill's power plant stage]], to [[https://www.youtube.com/watch?v=ETkGroUOEsk&list=RD5jIPUdmOR9A&index=5 Storm Eagle's airport stage]], to [[https://www.youtube.com/watch?v=9mLajpEt_ZE Flame Mammoth's trash disposal plant stage]]- hell, even the [[https://www.youtube.com/watch?v=zQJ5cz1mYmE stage select theme]] rocked your socks off!



* PolishedPort: The MS-DOS could be considered an example of PortingDisaster... Until you take into account how it was developed, and suddenly it looks ''much more impressive''. It has inferior music and sound quality compared to the original [=SNES=] version despite being packaged in a CD-ROM instead of being limited by an [=SNES=] cartridge, muted colors, and complete lacked ride armors. The game also came with a UsefulNotes/SegaGenesis-like 6-button gamepad (as did ''VideoGame/StreetFighterII''[='=]s DOS port). The reason that the port ''isn't'' in the below trope, however, is because the game's entire code was recreated ''entirely from scratch'' with the audiovisual elements provided by Capcom to the original developer of the port (Rozner Labs, headed by Stephen Rozner, who made both VideoGame/MegaManDOS games) but not the source code, which explains pretty much most the discrepancies, and despite some minor differences otherwise, it's a really faithful and playable port. Rozner himself explained on [[https://youtu.be/gwt5yWJqCzU The Gaming Historian's video on the Mega Man DOS games]] that DOS publishers at the time were more interested in getting games out as quickly as possible even if they were terrible (which probably explains why Ride Armors were cut), so the fact that the MS-DOS port of this game was ''actually fairly playable'' and reasonably comparable to the original was a ''pretty impressive achievement.''

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* PolishedPort: The MS-DOS could be considered an example of PortingDisaster... Until you take into account how it was developed, and suddenly it looks ''much more impressive''. It has inferior music and sound quality compared to the original [=SNES=] version despite being packaged in a CD-ROM instead of being limited by an [=SNES=] cartridge, muted colors, and complete lacked ride armors. The game also came with a UsefulNotes/SegaGenesis-like Platform/SegaGenesis-like 6-button gamepad (as did ''VideoGame/StreetFighterII''[='=]s DOS port). The reason that the port ''isn't'' in the below trope, however, is because the game's entire code was recreated ''entirely from scratch'' with the audiovisual elements provided by Capcom to the original developer of the port (Rozner Labs, headed by Stephen Rozner, who made both VideoGame/MegaManDOS games) but not the source code, which explains pretty much most the discrepancies, and despite some minor differences otherwise, it's a really faithful and playable port. Rozner himself explained on [[https://youtu.be/gwt5yWJqCzU The Gaming Historian's video on the Mega Man DOS games]] that DOS publishers at the time were more interested in getting games out as quickly as possible even if they were terrible (which probably explains why Ride Armors were cut), so the fact that the MS-DOS port of this game was ''actually fairly playable'' and reasonably comparable to the original was a ''pretty impressive achievement.''
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** D-Rex, the third Sigma Fortress boss. He's composed of two halves that move independently of each other and at different speeds, with the upper half also able to move diagonally up and down as it goes back and forth. The bottom half can knock you off the walls if it hits them at its faster speed, which stuns for a second and can allow the upper half to slam into you or drop onto you (which it will also do any time you're standing on the bottom half and the top half moves over it). On top of all that it can also create and fire a ''massive'' energy sphere that takes up most of the space in the room, and has to be dashed under to avoid.

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** D-Rex, the third Sigma Fortress boss. He's composed of two halves that move independently of each other and at different speeds, with the upper half also able to move diagonally up and down as it goes back and forth. The bottom half can knock you off the walls if it hits them at its faster speed, which stuns for a second and can allow the upper half to slam into you or drop onto you (which it will also do any time you're standing on the bottom half and the top half moves over it). On top of all that it can also create and fire a ''massive'' very large energy sphere that aims at your current location and moves very quickly, so you have to bait it to. Oh, and the more damage it takes up most of the space in faster both sections move, to the room, point where when it's near defeat the sections are practically rocketing around and has to be dashed under to avoid.across the room.
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** D-Rex, the third Sigma Fortress boss. He's composed of two halves that move independently of each other and at different speeds, with the upper half also able to move diagonally up and down as it goes back and forth. The bottom half can knock you off the walls if it hits them at its faster speed, which stuns for a second and can allow the upper half to slam into you or drop onto you (which it will also do any time you're standing on the bottom half and the top half moves over it). On top of all that it can also create and fire a ''massive'' energy sphere that takes up most of the space in the room, and has to be dashed under to avoid.
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* PortingDisaster: While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "no emulators" policy, it does ''not'' excuse how sloppily it was done. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time.

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* PortingDisaster: While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "no emulators" policy, it does ''not'' excuse how sloppily it was done. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time. For whatever reason, Capcom chose this as the version to port over to Android, despite the Google Play Store's more lax policies... and made it cost $5 USD ''more'' than the [=iOS=] version.

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* ComplacentGamingSyndrome: Most players have a tendency to go for Chill Penguin first. Not only is he considered the easiest boss, his stage also contains the unavoidable and extremely useful Dash upgrade. If they don't go in weakness order afterwards, common bosses to fight are Storm Eagle, Flame Mammoth, and Sting Chameleon, since their stages contain the other upgrades and have easy bosses, strong weapons, or both.

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* ComplacentGamingSyndrome: ComplacentGamingSyndrome:
**
Most players have a tendency to go for Chill Penguin first. Not only is he considered the easiest boss, his stage also contains the unavoidable and extremely useful Dash upgrade. If they don't go in weakness order afterwards, common bosses to fight are Storm Eagle, Flame Mammoth, and Sting Chameleon, since their stages contain the other upgrades and have easy bosses, strong weapons, or both.both.
** ''Mega Man X'' has one of the best special weapon loadouts in the ''series,'' in that they're all powerful abilities that keep up with the X series' faster pace. Despite them all being fantastic weapons, Storm Tornado tends to be the favored weapon that sees the most use due to its great range, pseudo-barrier quality in how X can hide in the hurtbox, and its obscene amounts of damage to the many stationary, bulky enemies that populate the various stages.
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* FirstInstallmentWins: ''Mega Man X'' is widely-considered as the best of the entire series for its useful special weapons, unintrusive story, cool designs for the Mavericks, and interesting gimmicks like Ride Armor, different types of power-ups, and stage hazards changing when you complete other levels. While most subsequent games have been polarizing to some degree or another, most everyone agrees this one is excellent. The closest game to come to wrestling the title as best in the series away from ''[=X1=]'' is ''VideoGame/MegaManX4'', and even most people who like that game usually agree it comes just short of beating ''[=X1=]''.

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* FirstInstallmentWins: ''Mega Man X'' is widely-considered as the best of the entire series for its useful special weapons, unintrusive story, cool designs for the Mavericks, and interesting gimmicks like Ride Armor, different types of power-ups, and stage hazards changing when you complete other levels. While most subsequent games have been polarizing to some degree or another, most everyone agrees this one is excellent. The closest game to come to wrestling the title as best most iconic in the series away from ''[=X1=]'' is ''VideoGame/MegaManX4'', and even most people who like that game usually agree it comes just short of beating ''[=X1=]''.
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* CommonKnowledge: The RT-55J boss guarding the Armor Parts capsule is often assumed by fans to be an old Dr. Light creation, citing its resemblance to Auto as evidence. However, supplementary materials claim it is a sumo wrestler robot with no connection to Dr. Light that went Maverick -- and Auto as a character didn't even exist when the game was first released.


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** Sting Chameleon himself can be irritating and time-consuming to fight without his weakness, in no small part due to his frequent habit of turning invisible (and invulnerable), staying in high corners, and causing thorns to rain down to make reaching him difficult. His attacks aren't even that dangerous, save for his tongue lash.

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* PlayerPunch: Zero, when he kamikazes Vile and it doesn't even kill him. It seems that X himself channels the Player Punch by breaking out of paralysis, gaining full life and weapon energy from no where. The conversation after killing Vile, and potentially the gift of the Z-Buster, is also a Tear Jerker.



* PlayerPunch: Zero, when he kamikazes Vile and it doesn't even kill him. It seems that X himself channels the Player Punch by breaking out of paralysis, gaining full life and weapon energy from no where. The conversation after killing Vile, and potentially the gift of the Z-Buster, is also a Tear Jerker.

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* PortingDisaster: While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "No Emulators" policy, it does ''not'' excuse how sloppily done it was. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time.

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* PlayerPunch: Zero, when he kamikazes Vile and it doesn't even kill him. It seems that X himself channels the Player Punch by breaking out of paralysis, gaining full life and weapon energy from no where. The conversation after killing Vile, and potentially the gift of the Z-Buster, is also a Tear Jerker.
* PortingDisaster: While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "No Emulators" "no emulators" policy, it does ''not'' excuse how sloppily done it was.was done. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time.
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** Armored Armadillo is pretty manageable with his weakness, but is the most irritating Maverick to fight without it. His body armor (which can only be destroyed by his weakness) blocks attacks unless he exposes himself, and if hit at the wrong time, he'll take a few seconds to charge up and release an energy burst, only becoming vulnerable for a split second. His attacks aren't too hard to dodge, but he stalls the fight out for so long that it's easy to get hit a lot and die before he goes down.

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** Armored Armadillo is pretty manageable with his weakness, but is the most irritating Maverick to fight without it. His body armor (which can only be destroyed by his weakness) blocks attacks unless he exposes himself, and if hit at the wrong time, he'll take a few seconds to he not only takes 1 bar of damage from charge up and release an energy burst, only becoming vulnerable shots, but he actively punishes using them by absorbing them for a split second.hard-hitting spreadshot attack. His attacks aren't too hard to dodge, but he stalls the fight out for so long that it's easy to get hit a lot and die before he goes down.
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* DifficultySpike: While not an easy game by any means, Sigma's fortress mandates that you have mastered your plaftorming skills right from the very start with a series of tricky jumps. And it only gets worse from there with a few strictly vertical sections that test your ability to jump and shoot simultaneously without falling.

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* PortingDisaster:
** The MS-DOS port. It has inferior music and sound quality compared to the original [=SNES=] version despite being packaged in a CD-ROM instead of being limited by an [=SNES=] cartridge, muted colors, and an inexplicable lack of ride armors. The game also came with a UsefulNotes/SegaGenesis-like 6-button gamepad (as did ''VideoGame/StreetFighterII''[='=]s DOS port).
** While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "No Emulators" policy, it does ''not'' excuse how sloppily done it was. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time.

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* PortingDisaster:
**
PolishedPort: The MS-DOS port. could be considered an example of PortingDisaster... Until you take into account how it was developed, and suddenly it looks ''much more impressive''. It has inferior music and sound quality compared to the original [=SNES=] version despite being packaged in a CD-ROM instead of being limited by an [=SNES=] cartridge, muted colors, and an inexplicable lack of complete lacked ride armors. The game also came with a UsefulNotes/SegaGenesis-like 6-button gamepad (as did ''VideoGame/StreetFighterII''[='=]s DOS port).
**
port). The reason that the port ''isn't'' in the below trope, however, is because the game's entire code was recreated ''entirely from scratch'' with the audiovisual elements provided by Capcom to the original developer of the port (Rozner Labs, headed by Stephen Rozner, who made both VideoGame/MegaManDOS games) but not the source code, which explains pretty much most the discrepancies, and despite some minor differences otherwise, it's a really faithful and playable port. Rozner himself explained on [[https://youtu.be/gwt5yWJqCzU The Gaming Historian's video on the Mega Man DOS games]] that DOS publishers at the time were more interested in getting games out as quickly as possible even if they were terrible (which probably explains why Ride Armors were cut), so the fact that the MS-DOS port of this game was ''actually fairly playable'' and reasonably comparable to the original was a ''pretty impressive achievement.''
* PortingDisaster:
While its understandable that Creator/{{Capcom}} would rebuild the [=iOS=] port from the ground up due to the App Store's "No Emulators" policy, it does ''not'' excuse how sloppily done it was. It has lousily "enhanced" graphics by way of a graphic filter, no extra colors or added details, animations were cut and some lost frames of animation, all of which making it horrid compared to the original [=SNES=] version. No more smooth scrolling levels, some of the music went missing, and gone is the stage alteration feature where defeating certain bosses will affect another boss' stage, something that made the original ''Mega Man X'' stand out from other action side-scrollers for its time.

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* ThatOneBoss:
** Spark Mandrill without the Shotgun Ice is a LightningBruiser due to the SchrodingerFu unpredictability of his attacks and how easy it is to get cornered. Without the dash boots, you have to rely on his AIRoulette to pick bad moves that give you a chance to escape and counter attack. Of course, ''with'' Shotgun Ice, [[CycleOfHurting you can easily stun-lock him]] (he even freezes in mid-air in total defiance of the laws of physics if you hit him while he's jumping), trivialising the encounter to the point where he's basically a ZeroEffortBoss.
** Armored Armadillo without the Electric Spark. He spends much of the battle bouncing off the walls and trying to hit you, during which time he's invincible unless you use the Electric Spark to remove his armor.
** Sting Chameleon is a tough boss due to his merciless, hard-hitting and hard-to-dodge attack patterns combined with his ability to turn invisible, which makes him immune to damage. Fight him without his weakness, no dash upgrade, and only using the Buster, and the fight becomes an absolute nightmare.
** You won't realize Launch Octopus is a LightningBruiser who relies on MacrossMissileMassacre...unless you fight him without dashing. He can stop firing and start his whirlpool to LifeDrain attack very quickly, and the only warning you get is how fast his jump is. If you want to [[NoDamageRun pull a Perfect on him]]? You'll tear your hair out trying to handle his projectiles. Even his weakness, the Rolling Shield, is not that effective against him; somewhat counterintuitively, the best weapon to use against him is the Boomerang Cutter (which you get by defeating Boomer Kuwanger, who's weak to Launch Octopus' Homing Torpedoes), which cuts off his tentacles and prevents him from using most of his attacks.
** Bospider, the first Sigma fortress boss. Until you realize that it will always take a branching path and will never move up until it reaches the bottom of the screen, it becomes a nasty LightningBruiser. Its weakness, the Shotgun Ice, reloads so slowly you only get one real shot at it per dive.
* ThatOneLevel: While it isn't too bad by [[VideoGame/MegaManClassic classic]] standards, Launch Octopus' stage is noticeably more difficult than any of the other Maverick stages. For one, it's a giant [[BossBonanza miniboss gauntlet]] ending with one of the most difficult bosses in the early game (probably the most difficult if one uses proper weaknesses on everything). On top of that, in two of the minibosses you have to avoid [[SpikesOfDoom instant-kill spikes]] (a submarine that will try to pull or push you into a spike pit, and an optional sea dragon that you have to ride on without being able to see the spikes). This is one of the few stages in X1 to actually use spikes (most stages are content to only use bottomless pits), and that fancy new wall-jump won't save you from those.

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* ThatOneBoss:
** Spark Mandrill without the Shotgun Ice is a LightningBruiser due to the SchrodingerFu unpredictability of his attacks and how easy it is to get cornered. Without the dash boots, you have to rely on his AIRoulette to pick bad moves that give you a chance to escape and counter attack. Of course, ''with'' Shotgun Ice, [[CycleOfHurting you can easily stun-lock him]] (he even freezes in mid-air in total defiance of the laws of physics if you hit him while he's jumping), trivialising the encounter to the point where he's basically a ZeroEffortBoss.
** Armored Armadillo without the Electric Spark. He spends much of the battle bouncing off the walls and trying to hit you, during which time he's invincible unless you use the Electric Spark to remove his armor.
** Sting Chameleon is a tough boss due to his merciless, hard-hitting and hard-to-dodge attack patterns combined with his ability to turn invisible, which makes him immune to damage. Fight him without his weakness, no dash upgrade, and only using the Buster, and the fight becomes an absolute nightmare.
** You won't realize Launch Octopus is a LightningBruiser who relies on MacrossMissileMassacre...unless you fight him without dashing. He can stop firing and start his whirlpool to LifeDrain attack very quickly, and the only warning you get is how fast his jump is. If you want to [[NoDamageRun pull a Perfect on him]]? You'll tear your hair out trying to handle his projectiles. Even his weakness, the Rolling Shield, is not that effective against him; somewhat counterintuitively, the best weapon to use against him is the Boomerang Cutter (which you get by defeating Boomer Kuwanger, who's weak to Launch Octopus' Homing Torpedoes), which cuts off his tentacles and prevents him from using most of his attacks.
** Bospider, the first Sigma fortress boss. Until you realize that it will always take a branching path and will never move up until it reaches the bottom of the screen, it becomes a nasty LightningBruiser. Its weakness, the Shotgun Ice, reloads so slowly you only get one real shot at it per dive.
ThatOneBoss: [[ThatOneBoss/MegaMan Here.]]
* ThatOneLevel: While it isn't too bad by [[VideoGame/MegaManClassic classic]] standards, Launch Octopus' stage is noticeably more difficult than any of the other Maverick stages. For one, it's a giant [[BossBonanza miniboss gauntlet]] ending with one of the most difficult bosses in the early game (probably the most difficult if one uses proper weaknesses on everything). On top of that, in two of the minibosses you have to avoid [[SpikesOfDoom instant-kill spikes]] (a submarine that will try to pull or push you into a spike pit, and an optional sea dragon that you have to ride on without being able to see the spikes). This is one of the few stages in X1 to actually use spikes (most stages are content to only use bottomless pits), and that fancy new wall-jump won't save you from those.[[ThatOneLevel/MegaMan Also here.]]
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Moved to main memes page


* MemeticMutation: Spark Mandrill Syndrome [[labelnote:Explanation]]Spark Mandrill is frozen solid whenever he is hit by Shotgun Ice. If the player keeps shooting him during his thawing animation, the boss will be repeatedly stunned and the battle can be won with minimal effort. As a result, the gaming community adopted "Spark Mandrill Syndrome" as a generic term to describe bosses that [[CycleOfHurting can be locked into a pattern]] that turns them into a ZeroEffortBoss[[/labelnote]].
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Not a scene.


** The first level is frequently cited as an example of [[InstructiveLevelDesign how to design a good first level]].
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Up To Eleven is a defunct trope


** Zero's death was already a huge TearJerker, but the manga version takes it UpToEleven because it actually shows X's reaction to it. The scene was even recreated as [[http://www.rockman-corner.com/2017/04/that-super-sad-x-zero-statue-arrives-in.html a collectable statue]].

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** Zero's death was already a huge TearJerker, but the manga version takes it UpToEleven up to eleven because it actually shows X's reaction to it. The scene was even recreated as [[http://www.rockman-corner.com/2017/04/that-super-sad-x-zero-statue-arrives-in.html a collectable statue]].
Tabs MOD

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* FanNickname: The game is often known as ''X1'' to differentiate itself from the series as a whole.
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* CompleteMonster: In the [[Manga/MegaManX Manga adaptation]], [[BoomerangComeback Boomer Kuwanger]] is one of the [[Characters/MegaManXMaverickBosses original Maverick Hunters who followed Sigma's example and betrayed humanity]]. Participating in the genocidal war solely because he was bored with his life as a hero and wanted the [[PsychoForHire chance to kill innocent people]], Kuwanger is left in charge of a WeaponOfMassDestruction and tests it on a populated city before trying to annihilate the entire country. Revived in ''[[VideoGame/MegaManX3 X3]]'' by his brother Gravity Beetle, Kuwanger teams up with him in bombarding another city, taking advantage of Dr. Doppler's rebellion to keep killing more and more people.

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* CompleteMonster: In the [[Manga/MegaManX Manga manga adaptation]], [[BoomerangComeback Boomer Kuwanger]] is one of the [[Characters/MegaManXMaverickBosses original Maverick Hunters who followed Sigma's example and betrayed humanity]]. Participating in the genocidal war solely because he was bored with his life as a hero and wanted the [[PsychoForHire chance to kill innocent people]], Kuwanger is left in charge of a WeaponOfMassDestruction and tests it on a populated city before trying to annihilate the entire country. Revived in ''[[VideoGame/MegaManX3 X3]]'' by his brother Gravity Beetle, Kuwanger teams up with him in bombarding another city, taking advantage of Dr. Doppler's rebellion to keep killing more and more people.
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Ops I somehow grabbed the wrong one this was approved though.


* CompleteMonster: In the [[Manga/MegaManX Manga adaptation]], The Reploid [[WardensAreEvil Silver Horn]] sticks out as a sadist on a perpetual power trip lacking in [[WellIntentionedExtremist any of]] his Rebellion army compatriots' [[AntiVillain redeeming qualities]]. Warden of the Tianna POW camp, Silver Horn viciously kills many dissenting Reploids himself during the Rebellion's takeover of Giga City, personally torturing the famed hero Steel Massimo into a limbless, barely-living heap and keeping his mangled body underneath the camp. Forcing the Navigator Reploid Nana into acting as a sysop for the camp under the threat of executing all of the [=POWs=], Silver Horn's response when he's finally confronted is to [[WouldYouLikeToHearHowTheyDied gleefully reminisce on his torture and eventual murder of Steel Massimo]] to his successor and revealing his ideals that [[TheSocialDarwinist the weak only exist to serve the strong]].

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* CompleteMonster: In the [[Manga/MegaManX Manga adaptation]], The Reploid [[WardensAreEvil Silver Horn]] sticks out as a sadist on a perpetual power trip lacking in [[WellIntentionedExtremist any of]] his Rebellion army compatriots' [[AntiVillain redeeming qualities]]. Warden [[BoomerangComeback Boomer Kuwanger]] is one of the Tianna POW camp, Silver Horn viciously kills many dissenting Reploids himself during [[Characters/MegaManXMaverickBosses original Maverick Hunters who followed Sigma's example and betrayed humanity]]. Participating in the Rebellion's takeover of Giga City, personally torturing the famed genocidal war solely because he was bored with his life as a hero Steel Massimo into a limbless, barely-living heap and keeping wanted the [[PsychoForHire chance to kill innocent people]], Kuwanger is left in charge of a WeaponOfMassDestruction and tests it on a populated city before trying to annihilate the entire country. Revived in ''[[VideoGame/MegaManX3 X3]]'' by his mangled body underneath the camp. Forcing the Navigator Reploid Nana into acting as a sysop for the camp under the threat brother Gravity Beetle, Kuwanger teams up with him in bombarding another city, taking advantage of executing all of the [=POWs=], Silver Horn's response when he's finally confronted is Dr. Doppler's rebellion to [[WouldYouLikeToHearHowTheyDied gleefully reminisce on his torture keep killing more and eventual murder of Steel Massimo]] to his successor and revealing his ideals that [[TheSocialDarwinist the weak only exist to serve the strong]].more people.
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Approved by the CM thread

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* CompleteMonster: In the [[Manga/MegaManX Manga adaptation]], The Reploid [[WardensAreEvil Silver Horn]] sticks out as a sadist on a perpetual power trip lacking in [[WellIntentionedExtremist any of]] his Rebellion army compatriots' [[AntiVillain redeeming qualities]]. Warden of the Tianna POW camp, Silver Horn viciously kills many dissenting Reploids himself during the Rebellion's takeover of Giga City, personally torturing the famed hero Steel Massimo into a limbless, barely-living heap and keeping his mangled body underneath the camp. Forcing the Navigator Reploid Nana into acting as a sysop for the camp under the threat of executing all of the [=POWs=], Silver Horn's response when he's finally confronted is to [[WouldYouLikeToHearHowTheyDied gleefully reminisce on his torture and eventual murder of Steel Massimo]] to his successor and revealing his ideals that [[TheSocialDarwinist the weak only exist to serve the strong]].
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* SequelDifficultyDrop: The game is easier than any of the ''VideoGame/MegaManClassic'' series, thanks to the wide array of powerful abilities you have compared to prior games. Dashing, wall jumping, alternate firing modes for all boss weapons (one of which literally turns you invincible), refillable energy tanks, health bar extensions, the armor upgrade that halves all damage, and so on. Also, farming for health and energy is much easier than in prior games, because X can move so much faster (via dashing) than OG Mega Man, the SNES can put more enemies onscreen at a time than in the NES games, and you can re-enter (and exit) levels whenever you want.
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* CheeseStrategy: Spark Mandrill's infamous weakness to Shotgun Ice can render him completely immobile.

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