RETRO REBOOT!! Mega Man X (Super Nintendo)

Whereas my modern opinions about Mega Man haven't particularly aged well, there was a period where the series was a very influential launching pad for not only making a 2D side-scrolling action platformer, but a formula for how to build a game that teaches the player progressive learning within gameplay while blending well paced action with good enemy placement. Titles like Castlevania kinda did it too, but 'Vania was a more rigid and brutal. Then Mega Man X came along, and along with Super Metroid and Link to the Past, was one of the more important and near perfect video games made from not only the 16-bit era, but of all time.

Mega Man X was the breath of fresh air the series needed, they became too easy to beat. With the exception of some experimenting (a jetpack and various Rush tools. SLIDING), the games after 3 were lacking speed and an update to Mega Man's abilities. X introduced wall hopping and armor upgrades that provided air dashing. This added replay value to every stage, as it opened up larger worlds within the levels to explore, more hazards, and more minibosses. And less "DVVVT" blocks. You know, that recurring hazard almost any Mega Man included because they did it that one time? 

Something I'll nitpick, Boomer Kuwanger's stage always got on my nerves. Going back to Elec Man's stage, I didn't care for vertically themed Mega Man stages, I've always thought that was one of the series' earlier weaknesses. At least in this one, it wasn't a severe punishment to fall, but it was a rather annoying level. Many surprises and secrets lay swern about. Like in Armored Armadillo's stage, sneaking behind the rock smashing robot that awaits you when descending the cavern to grab the E-Tank is incredibly rewarding. Another amazing treat from this period of gaming was secrets in and of themselves. Sure, you got the item or power-up, but it was the journey to figuring out how to GET them, that "Ah-HA!!!" sense of accomplishment that validated your work. I try to not pick on modern games for this, but there's many a case where I noticed I acquired a massive amount of stuff I'll never use and I don't remember how I got it. But I'll be hard pressed to forget locating the extra dr. Light chamber that gave you Street Fighter moves.

Mega Man X goes down as having one of the more memorable soundtracks in the game, it's one of those OSTs that I'm likely to play as casual music or use for a montage. It's exquisite and it's one of Capcom's best. And that's saying something, given how many Capcom productions carried such evocative arrangements. How do you stack up a Street Fighter II Champion Edition to a Super Ghouls n Ghosts? Sound effects ring clearly, hit confirms on enemies you can't damage definitely indicates that you HIT that target, but not in the right area.

Replay value is still very high for me with the first MMX. I didn't think the sequels elevated much else, until X4 (thought it really started to decline after that one). X's 2 and 3 just went for simply making the game much, much harder. The first Mega Man X did everything picture perfect for this style of action game up to this point. It improved every aspect of the original series, then proceeded to expand upon it. Each stage is full of extra areas to explore, patterned boss battles that are fun to fight, and the first battle with Sigman felt refreshing. Well, before he started to get hammered down my throat. 

Mega Man X is the high point of the franchise with me, but it seems trapped within its own mobius strip. I feel the it stuck around too long without exploring new ways to approach ideas and became a relic for the time (I felt the Legends series and style, while a bit rough, was that road to take). Each following entry got more stagnant and predictable, which I suppose is a trait that comes with success. If something worked really well once, why change it? The Zero games on the DS rekindled a little bit of the same magic and would've been a great note to end on. It's a rant that's probably for another time, but Mega Man X is a fine example of how to make a stellar sequel.

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