1993 · Platform / Action · SNES
Mega Man X was a harder, faster reimagining of the Mega Man formula on the SNES. The new protagonist X could dash and wall-jump from the start — movements the original Mega Man couldn't perform. Defeating bosses gave their abilities, but the game's real depth was in finding hidden armour upgrades that expanded X's capabilities beyond the base game.
Mega Man X was directed by Keiji Inafune as an intentional reset of the franchise for the 16-bit era. The game's movement system — the wall jump specifically — was designed to give players freedom to navigate the stages in ways the level design hadn't fully anticipated, rewarding creative play. The hidden capsules containing Dr. Light's armour upgrades required exploration beyond the designed path. The darker tone — X searches for Mavericks who have turned against humans — distinguished the series from the more cartoonish original Mega Man.
Mega Man X was produced by Keiji Inafune and directed by Yoshinori Takenaka at Capcom. Inafune wanted to create a harder, more action-oriented version of Mega Man that would appeal to the older audience the SNES attracted. The game launched in Japan in December 1993.