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Video Game / Mega Man X7

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The seventh entry in the Mega Man X series, Mega Man X7 was the series' first appearance on the sixth console generation (PlayStation 2 and PC) and its first and only attempt at true 3D gameplay, which achieved middling results at best. This game is also infamous for introducing Axl, a third protagonist in the series who developed a bit of a reputation as a scrappy, at least until the next game came along.

The game begins with X quitting the Maverick Hunters, as he tries to find a truly peaceful solution to the Maverick problem. This power vacuum allows a rival organization, Red Alert, to keep up with the Hunters. The game begins with one of their members named Axl fleeing the organization during a Maverick outbreak. He bumps into Zero, who escorts him to Maverick Hunter headquarters.

Red is not happy about this, and releases all of Red Alert's most dangerous Mavericks and challenges the Hunters to a contest. Whoever captures or destroys the most Mavericks gets to keep Axl. Axl feels quite guilty about being the cause of all this strife, and tags along with Zero to help him out. As it turns out, Sigma, using the alias "The Professor" corrupted Red Alert in his efforts to get Axl and his unique DNA Copy ability.


The Mavericks of Mega Man X7 are:


Tropes featured in Mega Man X7includes:

  • 10-Minute Retirement: At the beginning of the game, only Zero and Axl are playable. X has given up Maverick Hunting and gone full pacifist. After you rescue 64 reploids or beat all eight Mavericks, X changes his mind.
  • Actual Pacifist: X decides to find a non-violent solution, at first. Then he realizes Violence Really Is the Answer.
  • Advancing Boss of Doom: The first Red Alert stage has a bulldozer mechaniloid chase you across a Death Course, finally becoming vulnerable near the end of the stage.
  • Aerith and Bob: The names of the rescuable Reploids in this game are so normal that it's jarring. In a series where the focus is on characters named X, Zero, and Sigma, these Reploids have names like Tony, Bruce, and Tim.
  • Anime Theme Song: "CODE CRUSH" by Rina Aculi in the Japanese version.
  • Anti-Frustration Features:
    • Rescued reploids stay saved, even if you fail to complete a level.
    • This is the only game in the series that includes a checkpoint between Sigma's 1st and 2nd forms.
  • Artifact Title: With X quitting the Maverick Hunters as the game starts, you wonder why the game is named after him. Then he comes back.
  • Attack Reflector: Zero's Gokumonken can deflect many projectiles back to the attacker. Including the Final Boss.
  • Bash Brothers: This is the first console Mega Man X game where you get to choose two Hunters to enter a stage with (Xtreme 2 did this in its hardest difficulty). You can switch between them on the fly, too.
  • Big Fun: Tornado Tonion seemed to be this, due to his obsession with dancing and always trying to impress Axl and Zero with it before giving up and fighting them.
  • Big "NO!": Sigma yells this when Axl shoots him out of a window to his death.
  • Camera Screw: 3D games are infamous for this, and this game doesn't help. It gets stuck behind walls, generates blind jumps for what should be basic platforming, and makes it difficult to get your bearings. Snipe Anteator's stage does this on purpose, as you can flip the camera to travel along the ceiling.
  • Counter-Attack: Zero stands his ground while using the Gokumonken and will not move. If any enemy walks close to him, he responds with a slow oversized overhand chop.
  • Covers Always Lie: At least the US cover does. Zero and Axl are prominent on the Japanese cover with X as a barely visible background character. On the US cover, the X artwork is front and center with Zero and Axl barely visible behind him.
  • Defector from Decadence: The tutorial is all about Axl escaping from Red Alert headquarters, as he wants nothing to do with them anymore.
  • Earn Your Fun: The games entire design is built around this idea. In order to make the characters move, attack or damage even reasonably, the player is forced to grind through the levels and rescue every last reploid possible to get upgrades (while praying that none of them get killed). This also applies to unlocking X, which requires either rescuing a certain number of reploids or beating all 8 of the bosses.
  • Fauxshadowing: For some reason, Zero's ending foreshadows the original script for Mega Man Zero 1, where X was the Big Bad instead of a copy, even though the latter game was released the PREVIOUS year. Though considering that Copy X, being a copy of X, would look identical to the original X (even taking the Zero series' Art Shift into account), the ending still works as foreshadowing for Copy X. X's dialogue with Snipe Anteator implies the same thing, as Snipe Anteator asks if he intends to build a utopia over the graves of rebels, which is exactly what Copy X tries in the first Zero game.
  • Guide Dang It!: Go into the options menu and turn Auto-fire ON. Now, Axl's pistols are auto-fire instead of manual. You're welcome.
  • Incredibly Lame Pun: Tornado Tonion is a fat Onion-based Reploid who must weigh at least a TON. His Japanese name uses Debonian (debu = fat) instead.
  • Interface Spoiler: The fact that you need to select the characters in your two-person team (complete with an overly-detailed tutorial from Alia) despite there being only 2 characters available is a dead giveaway that X will come out of retirement at some point in the game.
  • Kangaroo Pouch Ride: Vanishing Gungaroo pilots a Ride Armor modeled after a mother kangaroo, with the cockpit located in its "pouch".
  • Last Lousy Point: The reploid in Flame Hyenard's stage, Leon, is among the most difficult reploids to rescue. This is entirely due to his positioning, under a bomb that will kill him very quickly near some ring lasers that you have to pass by. If they hit you, you'll get knocked down far too long to save the reploid. The only ways to rescue him reliably are to use Axl's roll move (which grants temporary invincibility) to cut through the ring lasers, exploit Triple Invincible (a chip effect that triples the time your Mercy Invincibility is active,) or to know that reploids despawn when offscreen, but the time bombs in the stage will still permanently explode, meaning you can trigger the time bombs and then immediately run away to despawn Leon before they explode. A lesser specific example is Edie in Soldier Stonekong's stage, who is essentially wedged in a spike pit. It's not impossible to get him without dying, but it's a hassle. In general, any reploid who dies easily or is in an obscure/obtuse place. At least Leon doesn't have any sort of part, so it's no huge loss if he gets blown up.
  • Lazy Backup: X7 has a team mechanic, where you choose two Hunters and can switch between them without leaving the stage. However, as soon as one of them is defeated, you lose a life and have to start over. Where did the other Hunter go?
    • Possibly done this way because said Hunter actually dies when this happens. Luckily gets fixed in X8, where losing all the HP on one of your two characters just makes them retreat for a while and get repairs.
  • Loads and Loads of Loading: And goodness gracious, does this game love to bombard you with loading screens! While it's not as bad as Sonic the Hedgehog (2006), it comes pretty close as it loads for just about every section of a level, and these loading time aren't short either.
  • Mercy Invincibility: Averted in the case of lava — if you touch hazardous terrain, even while invincible, you lose a life. We haven't seen this behavior since Mega Man. The invincibility frames still work on the Spikes of Doom, though.
  • New Game+: After beating the game, you can keep all of the upgrade chips you get from the Reploids you rescue and power-ups into a new round. X is also playable from the start, and all the armor parts previously collected.
  • Nostalgia Level: Zero's part of the intro stage is the same highway X traveled through in Mega Man X1.
  • Permanently Missable Content: The rescuable Reploids can die by anything, and they can't be brought back, so if one of them had a chip you needed, it's gone for good. This is similar to how the Nightmare viruses could infect rescuable Reploids in X6x
  • Power Copying: No duh, considering the series, but Axl uses it in a different way with the ability to change into various mooks and using their unique abilities to fight through the stage and find hidden Heart Tanks/E-Tanks/Armor Capsules.
  • Polygon Ceiling: This game is a good example on how NOT to do a Video Game 3D Leap. Gameplay is very slow, there is not enough feedback (your characters will not flinch when hit), and Zero's attacks are very hard to aim in 3D.
  • Underrated and Overleveled: Played with. X has never risen above a B rank hunter, but with his absence from the Maverick Hunters causes such a power vacuum a rival organization has caught up to them. At the same time, the B rank had less to do with him being unskilled, and more to do with his hesitation in some situations and his wanting to resolve the Maverick problem without fighting.
  • Video Game 3 D Leap: This is the first 3D Mega Man X game. At least it has this credit.
  • Viewers Are Goldfish: Alia returns and explains to the player how upgrade chips work every time for each individual chip.
    • Almost everything is tutorialized to an absurd degree, to the point where the stage select gets a tutorial.


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