![]() ![]() ![]() When you defeat one of the animal-themed Maverick bosses, one of their weapons is added to your arsenal, and you can shift to that weapon any time and use it so long as you have the ammo. This is the only case where such an issue exists, but the stage order you pick can lead to some interesting interactions with both the stage designs themselves and the Mavericks you face at the end of them. The dash power-up, one of the most pivotal pieces of X’s moveset, is only unlocked once you go to Chill Penguin’s stage, and some areas and fights are a lot more difficult or potentially even unbeatable until you get the dash. After the opening stage, the game presents you with eight levels that you can challenge in any order, but that idea is a bit disingenuous. For some reason I personally have a self-imposed challenge of trying to beat Mega Man games with just the default Mega Buster as my only weapon, and I did actually manage to complete Mega Man X in my first run with it despite how difficult that sometimes ended up being, but the upgrades are certainly a lot of fun and shouldn’t be ignored unless you are specifically going for some sort of challenge run. Mega Man X is an action platformer where you start off with just a chargeable arm cannon but can unlock new weapons and upgrades throughout the course of the game. Admittedly, other reviewers have overplayed how well the first level of Mega Man X works at teaching the player how the game works (there are certain players who will never intuit a wall jump even if they’re trapped in a pit for hours), but it does serve as pretty good preparation for the game that lies ahead. Thankfully, Mega Man X doesn’t need much in the way of explanation to teach the player its controls and their capabilities. The game itself has a few scenes to sort of suggest at its greater plot, but for the most part, Mega Man X drops the ball on telling its slightly more serious story, to the point Sigma, the main antagonist, can seem to have come out of nowhere without any outside knowledge. X, along with fellow Maverick Hunter Zero, now must take down eight such Mavericks, their leader Sigma and his right hand man Vile, and a lot of generic robot enemies that also somehow fit into things presumably. Mega Man X the character was created as a test of integrating free will into robots, but when someone else uncovered and duplicated his programming with little caution, some of these other robots known as Reploids misused their free will and would end up becoming rogue criminals deemed Mavericks. Mega Man X takes place far off in the future. Along came Mega Man X, a rejuvenation of the series and a split off into its own franchise that, while having many ingredients from the original Mega Man titles, managed to feel like something new, separate, and a lot more action-focused. When the Super Nintendo came along though and Capcom was finally willing to put its NES development to bed, they wanted to do something new with a series whose parts had been pretty set in stone up until then. I can’t think of any other series that managed to cram six mainline titles in its franchise onto one piece of hardware unless we are going to cheat and include the PC. The Mega Man series was absolutely massive back on the NES.
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