Mega Man 1: Difference between revisions

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* [[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.
* [[Eternal Engine]]: Elec Man's stage.
* [[Excuse Plot]]:
** Mad scientist Dr. Wily is taking over the world with a batch of stolen robots, go stop him!
** ''The Wily Wars'' port plot is centered on Dr. Wily stealing a time machine and trying to take down Mega Man in the past, prompting Dr. Light to send Mega Man back in time to fight him while reliving his first adventure. Of course, that plot point is exclusive to the manual... the in-game plot is as bare bones as ever.
* [[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.