Reviews from

in the past


Uma experiência estressantemente divertida, o jogo possui alma e isso é marcante.
É megaman x1 é definitivamente uma pérola da franquia e merece atenção de todo bom jogador que se preze e de algum adorador de franquias da capcom.
Esse jogo da uma aula de level design proporcionando um replay insano e muito viciante.


I think this is the one good Mega Max X game tbh, and the Classic Series is better overall.

a great game. the scope of this one is bigger and than anything the classic series had done to this point and they introduced heaps of fan favorite characters including zero my beloved. new moves like the wall jump and the dash feel sick and all of the levels are great with some banger music as well. im not a big fan of sigmas palace but the rest of the game is great

They nailed it.

Make no mistake, I'm glad they continued making MegaMan X games after this (mostly just for 2 and 4), but they could have stopped here, and I'd have been completely content. The X series is the inverse of the original MegaMan series, which had a troubled start, but a lot of potential for improvement. Here, they hit it out of the park on the first try.

From the first frame of the game, MegaMan X hits you with stellar music, strong enemy design, and a revamped move set that feels loyal to classic MegaMan while adding just enough new mechanics to make X entirely its own thing. The player gains a sense of accomplishment from blasting through imposing enemies, but that is stripped away when you are easily defeated by Vile. His mech suit is a clever way to show he isn't using his full power, and being saved by Zero is reliving, but humbling. I remember playing this game for the first time and being hellbent to redeem myself after that humiliating loss. Honestly, I could devote the entire review just to the first level of the game, But I don't wish to imply the rest of the game falls short.

Every single enemy, boss, and level are distinct, fair, and look good even by today's standards. The upgrades in the game are all worth the effort to find, being well-hidden without being unreasonable. Trust me, you'll need every rewarding upgrade, varied boss weapon, and ounce of resolve to get through this game, as its infamy for high difficulty is well deserved. Be that as it may, it is a challenge I will be revisiting for a long time.

So, in short, not bad for a first attempt.

Why is x a dead button and why doesn't it work like super metroid's cancel. Surprised that stages changed based on your order. Maybe it needed a bigger hint how essential penguin stage was.


My favorite 2D platformer ever. I was so proud of myself when I beat this game, and it is a feeling I won’t ever forget. Fuck you, Bo Spider

How does a robot have better hair than me?

Odeio chefes com mais de duas fases.

Excelente en todo sentido de la palabra, Tematica, Sountrack, progresion, etc.

Una obra maestra cortesia de Capcom.

Provavelmente o jogo que mais zerei na vida - todo santo ano dou pelo menos uma rejogada. Ainda considero o melhor jogo de plataforma 2D da existência, com level design impecável, música obscenamente boa e desafio na medida. Continuo à espera de algo capaz de superá-lo.

While it is probably not the best in the series objectively, it is still my personal favorite and it is the one I most come back to, it is extremely replayable and the graphics are beyond timeless and are very appealing, the game is a great evolution of the classic formula and improves on it a ton and has its own identity, it is not very long but that is just a plus for me, I have beat this game multiple times in a day it is that fun, the music is up there as some of the best of the era, and is still gold, heavily recommended

This game saved my marriage

⛰️⛰️⛰️⛰️⛰️⛰️⛰️

when will reyn learn

3 times now ive done this and hes oblivious still

9/10 based game i cant give this anything lower than a 9 in good conscience despite how frustrating it is at times


After much bugging from friends, "Wait, you never played Mega Man X?!?" I have indeed -- played Mega Man X. And unfortunately I am here to report a solid "meh."

While the game was competent, I never once found myself having fun. I feel like I was just going from stage to stage, never truly excited for the next one.

This review contains spoilers

"It's so sad that Zero died of Sigma."
"Who's Zero?"
"SIGMA BALLS!!"

One of the best platformers I have ever played and my favorite Mega Man game by far.

It has some of the best level design the franchise has seen yet, amazing gameplay that flows incredibly well with the game, a fantastic soundtrack that really showcases what the SPC700 (SNES soundchip) is capable of, outstanding visuals, and a great story.

Even if you've never played a Mega Man game before, you should definitely pick this up!!!

imagine being named boomer kuwanger lmao

Eu já perdi as contas de quantas vezes eu zerei esse jogo no Super Nintendo.

Não é o melhor da série, mas ainda assim é um jogo bem legal.

Crisp pixel art, a radical soundtrack, tight movement, and some great variety within the level design really help this game stand out from it's contemporaries. This being my 3rd time going through the game, I went for the 100% completion route so I could get the fabled 'Hadouken' and I had a lot of fun tracking down each upgrade in order to achieve this, even if the final step of the process felt pretty tedious. A secret of this caliber existing within the game is just so playful and joyous. It feels reminiscent of an era of gaming mostly lost in time; one where the implicated effects on series continuity going forward weren't even a consideration. They had a fun idea so they put in the game, and I can't deny how hilarious it felt to use.

To address the proverbial elephant in the room, the 'dash' ability had no business being trapped in a specific level as it is just far too essential for X's movement to feel satisfying to be missable early. It should have either been in the intro stage, or included in X's base kit as it is in the future installments. One other complaint, which is less with this game in particular and more of an issue with the Mega Man series in general, is that I've never been a huge fan of how using the appropriate weapon on the boss which it counters completely neutralizes any semblance of challenge. It's iconic and fun in concept, but it leads to some pretty underwhelming boss battles in practice which results in me usually sticking exclusively to the buster in these fights. I feel like this could probably be resolved simply by further limiting your available ammunition for the boss weapons or by just having the weapon grant you a mechanical advantage ONLY instead of doing so while also dishing out a huge heap of additional damage. Of course, self imposing restrictions on usage of these weapons (as I do) is also a valid solution but it just can't help but feel like a bit of a missed opportunity.

what if they replaced megaman with swag

I should probably start by saying that I'm not a very big fan of classic Mega Man. I appreciate their philosophies in game design and level design, but they could never captivate me the way that their spiritual descendants have: Shovel Knight for example does everything that I enjoyed about Mega Man better, while getting rid of everything that I disliked about it.

Mega Man X on the other hand vindicates the classic games' design, never veering too far away, while making just a few tweaks that make the experience so unimaginably better.

I guessed the weakness order the entire time, for example - I think I only managed to get about three Mavericks with their weaknesses in the end, but between the far better telegraphed attacks and X's improved mobility, I never had a serious problem just using the default gun against any of them.
The weakness order makes a fair amount of sense when you consider the how the weapons work mechanically too, which I don't think was a real consideration for most of the classic Mega Man games I've played.

Speaking of mobility: the dash and wall jump add so much dimension to X's movement and positioning game that Mega Man wishes he had. The fact that X keeps momentum when jumping out of a dash makes it so much more of a proactive movement tool than the slide's only real purpose in reacting and dodging things.
The wall jump lets X's levels have far more verticality as well, which makes the exploration found in the game so much more natural, and makes it more likely that you can salvage yourself out of a pit, either from knockback or a clumsy dash jump.

These properties probably help in letting Mega Man X's levels feel so much more believable, that the environments genuinely could belong in a cartoony futuristic robot world. Think about the often-praised highway stage, for example, and consider that its slopes couldn't have been done in the NES Mega Man games, nor how it never has a single screen transition like in those until the Vile encounter.
In doing so, X's levels end up feeling more like places where Mega Man's feel more like constructed singleton challenges, and I much prefer the former.

I was unconvinced that finding upgrades within levels was going to be a good idea, but I think this game really does handle it well. I loved how the helmet upgrade that lets you break blocks above you also prevents you from taking damage from rocks that fall above you in certain sections - it's that kind of environmental and inventory consideration that I really love, as is the fact that you can use a fully charged ice shot to make a moving platform, and that certain parts of the game reward you for doing so.
The weapons also have a lot of practical use within the stages instead of being boss weakness fodder - which is something I really appreciate.

Finally, the subtank system is just straight-up an improvement over the classic games, where I often end up hoarding E-Tanks until the final boss because they feel too valuable. Being able to charge the tanks makes them a more viable strategic tool, and I loved how much they helped me in my run.

It's not perfect, though. If absolutely nothing else, the final boss is absolutely miserable, and without using the hadouken in the first two phases and using all my subtanks on the third, I genuinely could not have won.
Considering that I don't think the hadouken is really interesting aside from being a cute easter egg, I think the difficulty spike was uncalled for, especially considering that they take so little damage from their weaknesses.

There's a lot to love about this game, and I really enjoyed my time with the game (streaming it to my friends made for a lot of fun moments, too).
Maybe it's hard to say I love it? But I like it very, very much, though, and I think it's definitely up there as one of the best 2D platformers ever made, even if it's got a lot of competition there, like Shovel Knight and the Marios.

Mega Man X really conveys what it's trying to be: A new generation of Mega Man!
The plot of this game, while not too complex, offers more than what the Classic series offered at the time, with more dialogue, a new villain in the form of Sigma...
and Zero, one of the coolest characters in the franchise... even if he gets killed like a bitch in this one. He tried his best.

The gameplay is really fun, and the new Dash ability that X has is really fun to use! Combined this with some great level design, and more exploration than before, thanks to the incentive to get more Heart Tanks, Armor Pieces and Sub Tanks, and you got yourself a great action platformer!

The only part I didn't really like as much as the rest of the game were the Sigma stages. They were not bad, but I didn't find their level design as strong as the rest of the game. The final boss was cool, though.


Great game. Everyone knows why. I just don't like the back tracking, but later runs have routes that make you only back track once, so it's great. My main complaint is not giving the player the dash right after you meet zero in the intro stage. It makes your starting options way too limited.

A Masterpiece, the Only Thing i Don't like About it is The Dash The Rest is All Good.

This review contains spoilers

They nailed it.

I think that maybe you should start with the dash. It's not really a big deal once you know that the ice stage just gives it to you, in fact, it's perfectly fine that you don't start with the dash, the dash is awesome; if you started with the dash, you probably wouldn't have as much of an appreciation for the dash if you didn't have to find it. I take back my statement about wanting to start with the dash. This game rules.

(Played on PC via the X Legacy Collection)

X2
X3
X4
X5
X6
X7
X8
Xtreme
Xtreme 2

After only reviewing the general X Legacy Collection and the Xtreme duology on here previously, I'm finally getting into the nitty gritty of the X series: the actual 8 main console platformers starting with X1, a game which was originally supposed to just be next-gen Mega Man at the time but it ended up starting the more serious and edgy sequel to classic Mega Man. None of the robots from the classic series are around anymore, and Dr Light is now only around in the form of special capsules I'l discuss later. Now I'm not here to discuss the circumstances surrounding this game, I'm here to discuss the game itself, which is revered as not just one of the best Mega Man games, but one of the greatest sidescrollers period.

First thing to consider when discussing Mega Man X is the gameplay. Now even from my very limited experience with the classic series (I've tried to get into it many times over the years but I got walled by some thing or the other each time, but now that I've gotten through all 10 of the main MMX platformers I think I'm ready to give it another shot) I can still see just how much X expands upon it gameplay wise. In the classic series you could only really walk, jump, slide & shoot, whereas the X series introduces some revolutionary new features (at the time), those being the ability to dash and wall jump. This not only substantially improves your movement, but also gives you some very helpful new tools in approaching platforming and dodging boss attacks, and believe me, the level design absolutely takes advantage of Xs new movement options, more on that in a bit. X himself functions similarly to Mega Man at his core, as he has his standard Buster complete with the charge attack that the old Mega Man started to use from Mega Man 4, and with Xs Variable Weapon System, he can still get new weapons based on the foes he defeats throughout the game.

Anyway, with expanded gameplay and movement options naturally comes changes to the level design, and MAN does this game have some killer level design, doing a phenomenal job at both easing you into the games mechanics and making full use of the mechanics. The intro stage (a feature that first appeared in this game) starts off slow, with some smaller platforming sections and slow enemies to ease you in, as at this point you can't dash yet. Then that goes on to Chill Penguins stage, which also starts off slow, but then you come across a special capsule in the middle of your path with a hologram of Xs creator Dr Light in it. You step in it and BOOM, you now get the ability to dash, and the level design for the rest of the stage takes advantage of this to good effect, throwing at you some tighter sections of platforming and groups of enemies that you can either choose to engage or just ignore with your newfound dash. Easily some of the best level design in any game I've played when it comes to teaching you the games mechanics.

Although this new level design leads into something that this series puts more of an emphasis on than in the classic series: items. Mega Man X by default starts with significantly less health than the original Mega Man did, but X can increase his maximum health by collecting special heart-shaped items called Life Ups that are scattered in each of the 8 regular stages. E-Tanks have also been re-worked into items that you keep permanently after getting them, but to actually use them you must first fill them up by getting health regens while X is at full HP. Not exactly a fan of this as if you fuck up a boss fight you've been saving your E-Tanks for then you have to go and spend time filling them up again, but it still works regardless, especially with a change that Mega Man X4 introduces that I'll discuss when I review that game. As I mentioned in my paragraph about the level design, there are also special capsules created by Dr Light designed to improve a specific ability of X upon enter them, culminating in a badass set of armor that makes X look as if he means fucking business. There's 4 in total, with the Head upgrade giving Mega Man X the ability to break blocks above him, the Chest upgrade reducing the damage he takes by 50%, the Buster upgrade which gives him an extra level for his charge attack alongside the ability to charge up special weapons, the Leg upgrade giving him the ability to dash, and a secret capsule that allows X to perform the Hadouken from Street Fighter. This is a fucking amazing concept, and it's something I always look forward to when visiting any game in this series. Additionally, while these abilities are rather simple compared to later armors in the X series, this one did set out the standards for almost all of the later armors (Head upgrade does whatever the fuck the devs want, Chest upgrade is some sort of defense tool, Buster upgrade powers up your charge attack alongside being able to charge your special weapons and Leg upgrade improves your mobility in some way), as all but a few armors abide by this formula. Unique to this game (as well as X3 & X6) is that some stages will change in a way if you beat a certain stage beforehand. These few stage changes all work in your favor, removing certain hazards such as Spark Mandrills stage losing all of the electricity-based hazards if you beat Storm Eagle first, or Flame Mammoths stage being frozen over if you beat Chill Penguin first, allowing you to cross over what would usually be lava and getting that stages Life Up. While minor, it does encourage replayability by getting you to try out different routes and see which is optimal for you.

Why does X need these parts? Well they were for the event of a conflict... which this games plot revolves around. Mega Man X takes place about a century after the classic series, where advanced robots known as reploids now thrive among the human race. Reploids, unlike the robots from the classic series, were designed with the ability to have their own free will, allowing them to do as they please. Mega Man X, the main protagonist (duh) is the pioneer for the reploids, as he was found by a scientist known as Dr Cain many years after Dr Light sealed him away to test his systems to prevent him from going rogue. Dr Cain being so impressed by Mega Man X decided to mass produce reploids based on him. However, Cains reploids didn't go through the same system testing as Mega Man X, resulting in some them going rogue and being labelled as "mavericks". To combat this, the Maverick Hunter organisation was established, with Dr Cain helping out in its foundation. Sigma, the most advanced reploid at the time of this game was put in charge of the Maverick Hunters. However following an unfortunate encounter that I will not spoil until I get to the game where it's revealed, Sigma himself went maverick and waged a war against humanity. This is where Mega Man X comes into the fray and joins the Maverick Hunters, but he immediately gets bested by a maverick known as Vile, who gets interrupted and repelled by fellow Maverick Hunter Zero before he can finish off X. X ponders that he wasn't strong enough to defeat Vile before Zero encourages him that he can become stronger by defeating 8 of Sigmas henchmen while Zero tracks down Sigmas fortress. X defeats the 8 henchmen, finding Dr Lights armor capsules along the way and meets up with Zero, where they work together to storm Sigmas fortress. The 2 hunters encounter Vile again who still proves to be too strong for X despite his newfound power. Zero intervenes by sacrificing himself by destroying Viles special ride armor to even out the battle between him and X. X defeats Vile before running into Zero who's been reduced to a literal fucking torso by his sacrifice. If you didn't get the Buster upgrade from a Dr Light capsule before this point, then Zero gives X his own arm to equip, giving X the same abilities as Dr Lights Buster upgrade. After some words of encouragement from Zero, X powers through the fortress, besting the 8 mavericks he fought previously before encountering Sigma himself. After a long and hard fight against both Sigma and his dog Velguarder, X triumphs over him and GTFOs as the fortress begins to crumble. The story ends with X staring at the destruction of Sigmas fortress while he ponders over his decision to fight these mavericks and whether it was truly the right choice or not. The credits roll before being followed up by a post-credits scene where Sigma vows to return and get his revenge on X. It's a serviceable enough plot, immediately establishing itself as being more serious than the classic games, but not too seriously like some later games, and establishes X having a pacifist side in him despite his combat ability, as although he wishes for peace, he still chooses to fight as he knows it's the only way at times. Pretty interesting way to write a protagonist, especially in the 90s.

With the plot covered, that leads into the bosses that Sigma has under his wing. These fuckers are FUN, as despite having their ways of fucking you up, they do still have their patterns and weaknesses you can use to your advantage. This all culminates in Sting Chameleon IMO, as this guy is HARD if you choose to take him on with only your Buster. He has his patterns, but he's still very much capable of fucking you up both up-close and at range, but if you're having too much effort taking him out? Beat Boomer Kuwanger first, and watch as Sting Chameleon absolutely crumbles to your Boomerang Cutters. Some of the best designed bosses in the series in my opinion, as their attacks are fair, but if you so choose, you can lock down a few certain bosses with their weaknesses. Also shout outs to Sigma Fortress 4, the last Sigma level that's solely dedicated to the battle against Sigma himself. The devs must've known that fucker would be HARD, so they give you a spot right before the boss room to fill up your E-Tanks and gather extra lives. Very generous for a game on the SNES.

All I have left to talk about now are some minor compliments and gripes. Visually speaking, the game has held up like fine wine even to this day. The graphics still look smooth and beautiful, and the OST absolutely kicks ass (shout outs to Storm Eagles theme for being one of the best tunes from the SNES X games, that shit rocks HARD. Sigma Fortress 1 is another amazing tune that just feels both climactic and urgent at the same time, symbolizing that this is not only the end of Xs journey to stop this war, but also the most dangerous and urgent part of it. It also feels like it takes on a whole new meaning after you beat Vile and see Zeros sacrifice). The only major gripes I have are that your boss orders do feel kinda linear, as unless you're specifically challenging yourself then you're always gonna start on Chill Penguin for that leg upgrade (thank God the dash is something you get from the beginning from the next game). The armor upgrades in this game do feel somewhat simple as well, but that's just with the hindsight of the later armors from this series.

In conclusion, yeah this certainly has earned its title as one of the greatest sidescrollers of all time, and honestly a good starting point into the franchise. It's near flawless IMO, although there are a few minor tweeks that it could do with. Fortunately these are removed in the later games, so those should be fun to look at.