Mega Man 1: Difference between revisions

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All in all, the game was a modest hit in sales and reviews, but it wasn't quite the mega-hit killer game Capcom needed. [[Mega Man 2|Then came the sequel...]]
 
The game would later receive a [[Updated Rerelease|16-bit upgrade]] in the [[No Export for You|Europe and Japan exclusive]] ''Mega Man: The Wily Wars'' / ''Rockman Megaworld'' cartridge for the [[Sega Genesis]] <ref> Aside from a brief US release as a downloadable Sega Channel exclusive.</ref>. It would later be ported to the [[PS 1]] as ''Rockman: Complete Works'', and then to the [[PlayStation 2]], [[Game Cube]] and [[Xbox]] as part of ''Anniversary Collection''. It has also seen a release on [[Virtual Console]]. This game also received a [[Video Game Remake|remake]] for the [[PSP]], called ''[[Mega Man Powered Up]]''.
 
This game would later receive a companion title for the [[Game Boy]], called ''Mega Man: Dr. Wily's Revenge''.
 
{{tropelist}}
=== Tropes: ===
* [[All There in the Manual]]: The game's story, as per the standards at the time. However, the US version is notoriously inaccurate ("robot-like humanoids"?).
* [[American Kirby Is Hardcore]]: One of the most infamous examples, due to the artist being given only a couple of ''hours'' to come up with something. Believing the anime-style artwork wouldn't get much attention, the North American version instead got a middle-aged looking man in a blue and yellow jumpsuit holding a pistol, against a rather bizarre background. The European box art got a similar badass-looking overhaul, but in a way that's [http://www.blogcdn.com/www.nintendowiifanboy.com/media/2008/09/boxart-mm1-eu.jpg a lot more faithful] to the game.
* [[Anticlimax Boss]]: Dr. Wily's machine.
* [[An Ice Person]]: [[Captain Obvious|Ice Man.]]
* [[Ascended Glitch]]: The "Pause Trick" is so well known that in the ''Anniversary Collection'' port, the glitch was deliberately left intact!
* [[Awesome but Impractical]]: The Hyper Bomb. It's extremely powerful, but there's such a long delay between the time you throw it and when it actually goes off, that it's very easy for the enemy to move out of range before that happens. Also, you can only throw one bomb at a time, so you're left wide open if you miss.
* [[Blob Monster]]: The Yellow Devil.
* [[Boss Rush]]: Played quite differently than the later games. Instead of all the bosses being fought in a contained room, more than half of them are fought in separate levels.
* [[Cartoon Bomb]]: [[Captain Obvious|Bomb Man]] throws these.
* [[The Computer Is a Cheating Bastard]]: Guts Man can summon as many Super Arm blocks as he needs to take you down. You, on the other hand, are not so lucky: if there isn't a conveniently placed block for you to grab, it's basically useless.
* [[Early Installment Weirdness]]: Plenty of it. Let's see--there's a point system, only six robot masters, small, sparse stages, the corridors before bosses are longer and contain enemies, weapon and energy items that look different from the later ones, no e-tanks, no password function, mercy invincibility won't protect you from spikes, Wily's lair isn't called Skull Castle, and no rush items. Also, the Wily Fortress doesn't have a map screen, the Robot Master rematches are sprinkled throughout the fortress stages instead of being collected in a teleporter room; Fire Man's weakness was the ice weapon (later games usually had the ice boss weak to the fire weapon instead of the other way around); three of the weapons were thrown rather than being shot out of your gun. Also, Mega Man's standard weapon is called the Plasma Buster, rather than the Mega Buster.
* [[Cyclopean Creature]]: The Yellow Devil is the first of ''many'' large, one-eyed blob monsters in the ''Mega Man'' series.
* [[Dishing Out Dirt]]: Guts Man, whose fighting style revolves around hurling massive boulders around. Defeat him, and you'll copy this ability.
* [[Early Installment Weirdness]]: Plenty of it. Let's see--there's a point system, only six robot masters, small, and sparse stages, the corridors before bosses are longer and contain enemies, weapon and energy items that look different from the later ones, no e-tanks, no password function, mercy invincibility won't protect you from spikes, Wily's lair isn't called Skull Castle, and no rushRush items. Also, the Wily Fortress doesn't have a map screen, the Robot Master rematches are sprinkled throughout the fortress stages instead of being collected in a teleporter room; Fire Man's weakness was the ice weapon (later games usually had the ice boss weak to the fire weapon instead of the other way around); three of the weapons were thrown rather than being shot out of your gun. Also, Mega Man's standard weapon is called the Plasma Buster, rather than the Mega Buster.
* [[Eternal Engine]]: Elec Man's stage.
* [[Excuse Plot]]: Dr. Light's assistant Dr. Wily has turned evil, and is using six of Light's most powerful robots to take over the world! [[Bad Dudes|Are you a bad enough dude to stop him?]]
* [[Excuse Plot]]
* [[Fire, Ice, Lightning]]: This dynamic is present with Fire Man, Ice Man, and Elec Man. Reverse the order, and you have a solid weakness loop going down the line.
* [[Game Breaking Bug]]: If you beat Elec Man's stage without collecting the Magnet Beam -- which, by the way is impossible to do unless you've already defeated Guts Man -- and then come back later, it will not appear, making it impossible to complete the game, and thus forcing the player to restart the game.
* [[It's All Upstairs From Here]]: Elec Man's stage, and part of Cut Man and Bomb Man's stages.
* [[Kaizo Trap]]: Just about any boss in the game can cause this. Unlike other games in the series, the boss's projectiles do not disappear when they're defeated, and can still hit you. This is especially problematic due to the fact that Mega Man is frozen briefly when the boss explodes. It is entirely possible as a result to die after beating the boss, which of course results in having to fight them all over again.
* [[Lethal Lava Land]]: Fire Man's stage.
* [[Logical Weakness]]: The weaknesses of the Robot Masters.
** Elec Man: The Rolling Cutter, a pair of powerful shears, can easily cut any wires or important components needed to power him up. Plus, there's a bit of wordplay with ''cutting the power''.
** Cut Man: Good luck cutting up a massive boulder with scissors.
** Guts Man: Dynamite and other explosives will blow even the biggest boulders to smithereens.
** Bomb Man: Fire can trigger explosives far earlier than intended, and with disastrous results.
** Fire Man: Not immediately obvious, but ice is frozen water, and when its fired directly at an open flame, it melts and can douse it before evaporating.
** Ice Man: Again, ice is frozen water, and electricity is a major hazard around water.
* [[Luck-Based Mission]]: A very minor example given that the boss in question is really easy, but beating CWU-01P without taking damage all boils down to hoping it doesn't spawn in inconvenient spots when its on its last legs. Because when it's near death, it moves so fast that it's legitimately impossible to dodge if it spawns with you right in its immediate path.
* [[Nintendo Hard]]: One of the hardest of the original games, for the following reasons:
** No password or save function--the game must be completed in one sitting (Exceptexcept on Virtual Console, which lets you quit with the home button and come back right where you left off, and ''Anniversary Collection'' gives an auto-save). The game is generous enough to at least give you infinite continues.
** [[Mercy Invincibility]] does not protect you when you fall onto spikes.
** Tricky platforming segments, most notably in Guts Man and Ice Man's stages.
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** The aforementioned kaizo traps that can sometimes occur just when you have defeated a boss.
** The infamous Yellow Devil boss fight, which many people have not been able to defeat without exploiting the "Pause Trick" glitch.
** You can't slide or use charged shots.
** Oh, and no E-tanks.
* [[No Plot, No Problem]]: Just press start and get straight to playing!
* [[No Sidepaths, No Exploration, No Freedom]]: All of the stages.
* [[Palette Swap]]: In some levels, you'll fight differently colored versions of enemies. They're the exact same enemy with no differences aside from the color swap, they just look different due to graphical limitations with the NES.
* [[Playing with Fire]]: [[Captain Obvious|Fire]] [[Running Gag|Man.]]
* [[Precision-Guided Boomerang]]: The Rolling Cutter.
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* [[Spikes of Doom]]: Wily's Fortress is full of these.
* [[Super Not-Drowning Skills]]: Justified by that Mega Man is a robot.
* [[Violation of Common Sense]]: Fire Man becomes a lot easier if you get on his ass and stay close, because he'll only use his Fire Storm if you're far away from him. He's pretty much the ''only'' enemy this applies to since every other enemy acts erratically, unpredictably, and has attacks that you can't possibly hope to dodge if you're too close to them. So if you don't want to tear your hair out while fighting him, you'll have to defy the logic this game is built around momentarily.
* [[Unwinnable By Mistake]]: If you don't collect the Magnet Beam before beating Elec Man's stage, you won't be able to get it back, and therefore making it literally impossible to complete Wily Fortress Stage 1.
* [[Walk, Don't Swim]]: Mega Man can't swim, but whereas in the sequels he can jump ludicrously high in water, in this game it slows him down and weakens his jump. ''The Wily Wars'' port, curiously, ignored that and kept the water physics the same as the sequels.
* [[Warmup Boss]]: Cut Man is universally considered to be the best Robot Master to start with. Not only is his stage easy, but he moves slow and the Rolling Cutters he throws are easily dodged.
 
{{reflist}}
[[Category:Platform Game]]
[[Category:Nintendo Entertainment System]]
[[Category:Xbox]]
[[Category:Mega Man 1]]
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[[Category:Mega Man (video game)]]
[[Category:Video Games of the 1980s]]