A mega mess that still remains enjoyable
I love Mega Man X. It's one of my favorite games ever made. It has a perfect amount of high-octane action, superb level design, fantastic synth rock music, and gorgeous graphics. Pretty much any time a new port or version of Mega Man X comes out, I come running. With the PSP remake, Maverick Hunter X, I bought the system for it. That's how dedicated I am to the sequel to the Classic Mega Man series.
I remember back in 2011 when word was given that Mega Man X would be coming to iOS capable devices, I was green with envy. The thought of having an iPhone was but a pipe dream. It was on a platform that I couldn't play the game on, and that killed me. Now, it's five years later, I have an iPhone, and I downloaded the iOS version of Mega Man X. It says something about my love for the SNES original that despite the iOS version being a completely bastardized take on Mega Man X that I still found much joy with it.
A familiar sight for Mega Man X fans, but something here is quite different! |
And trying to dash from one wall to another? Forget about it. It takes a lot of concentration and finger dexterity to successfully make the jump on one's first try. The jump button itself is rather small and easy to miss. Thus, dashing right into a hazardous situation can happen when you least expect it.
If you choose to, you can have Mega Man X's X-Buster charge automatically, giving you bigger, more powerful shots to shoot at foes in order to take them down with less bullets. The only problem with having this option on is that when you equip a subweapon, given to you by each of the eight Mavericks in the game, it unleashes the super version of that weapon if you've already charged your X-Buster up. Thankfully, the X-Buster doesn't keep charging up after this super shot.
The Chameleon Sting would not be the right weapon for this occasion, X. |
For instance, the game's Easy mode pretty much cancels out the lackluster controls by implementing less damage for Mega Man X when he gets hit by enemies, less enemy health, and helpful platforms that cover up most bottomless pits and spike traps in the game. Call it wussy mode if you like, but with the problems with the controls and how imprecise they can be, messing you up when you least expect it, it's nice to have a mode that complements the lackluster controls in providing an enjoyable action platformer. There aren't any difficulty mode achievements to worry about anyway, but if you want a greater challenge, then Normal and Hard difficulties are there for you if you have a better mastering of the virtual controls.
Speaking of achievements, there are a good variety here that are of a worthy challenge to any Mega Man X player. Outside of beating stages or using a Maverick's weakness against them, you can unlock achievements by collecting upgrades, beating the game without using Subtanks, without collecting any items, beating the game in less than an hour, and defeating bosses without taking damage. There's a wide range of challenges here, and these will keep you coming back for more if you are entertained by Mega Man X enough.
Another point of contention with Mega Man X's iOS outing is that levels are split up between screens instead of being one long, continuous level. No doubt iOS devices are capable of running a somewhat simple 2D game without needing to split up entire levels into multiple segments. This game isn't resource-intensive. Further, once you enter a new screen, you are unable to go back. Miss an item you wanted? You better start the level over again. Also, you might want to change the orientation of the screen from the default setting, so you can see more of the levels around Mega Man X.
Speaking of the levels, the innovation from the original Mega Man X is gone in the iOS version. The innovation I'm talking about is that in through beating some levels, other levels would be altered. For instance, beating Chill Penguin first and then going to Flame Mammoth's stage would have you see what was once flowing lava coursing throughout the factory frozen over. That stage's Heart Tank was put at a precarious location that you could only get without taking damage when the level's lava was frozen. Now, the Heart Tank is up for grabs in an extremely simple location that makes you wonder why the designers just didn't put it in a different place.
The visuals are pretty appealing to me, but they definitely don't beat the Super Nintendo original. |
Don't be dumb with your money. Just earn these things (besides the arranged BGMs) for yourself. |
Rock(man) 'em, sock 'em robots. |
With so many things wrong with Mega Man X's iOS outing, it says a lot about my love for the base game that I still can find myself enjoying this admittedly bastardized version of the game. The touch controls don't offer anywhere near the same amount of precision, the lack of level changes is disappointing, and the need for stages to be split up between screens is baffling at best. However, the fun is still there, buried underneath those inaccurate controls, imperfections, and a laughable excuse for downloadable content.
[SPC Says: C]