Megaman X Mavericks Final #2 - Intro Stage (Mavericks 1 Begins)

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Megaman X Mavericks Final is a rpg fangame by maddrex77 set in the Megaman X universe. Included are remastered versions of the first three games and a brand new fourth chapter depicting events that happened after the third game.

If you wish to download the game, head to the link below and pick it up (and to check out the original versions of Mavericks 1-3 if you so desire):

http://megaman-x-mavericks.webnode.com/

Current version: 1.00

Welp, Gate's shenanigans left the duo in limbo and the only way to make any headway is to relive the past. Enter into the first game of the trilogy, Mavericks 1: Resurrection.

Right away, you can see the quality is much higher compared to the original with the title screen. You can opt to start a new game or back out to select a different game in the trilogy. No need to back down now so let's see how this journey started shall we?

The game begins with some opening words stating that Sigma's been gone for 30 years. Zero shows concern because his power seems to rise after every battle with him, even giving X some worry because he fears he'll need to destroy his good friend one day.

Soon after, a strange signal emanates from some mines in the mountain. Zero goes to investigate with Alia serving as his navigator, but Zero's signal was lost the moment he entered the mines.

The solution? Have X & Alia work together to find out what happened to him. Suddenly a maverick reading is detected and X has to go out to find what's going on so cue some stage selecting...not!

Yeah, Mavericks 1 now gets an intro stage like the other two games had. Considering the game's been remastered, it's rather appropriate to have the song playing for this stage be a remaster of its own, that of the intro stage theme from Megaman: Maverick Hunter X.

Gate's shenanigans have left X in a very perilous position. For one, his stats are far lower compared to what the first video showed. Two, the jump command via Shift doesn't work.

Finally, and this is by far the most important...this intro stage is an exercise in how well you can manage resources. Enemies don't do much damage, maybe 4-5 points tops, but the problem is that X needs at least 3 hits to drop anything, maybe 4 if a miss or bad damage rolls happen. Considering enemies can appear in groups of 3 at times, this can mean a lot of damage being taken before a fight ends.

At the very least X can use X Missile MkI. While it will one hit kill its target, the 4 WE cost to do so is a bit of an issue when X's max WE right now is a big fat 10.

In terms of items, there's a couple Energy Tanks (full hp refill for one target), Weapon Energy Tanks (Like E.Tanks, but for WE in this case), and Special Tanks (full hp & WE for a target). The catch? Those Special Tanks are at the end of the stage so you have to make those other supplies count. It can be VERY easy to run out of resources and die in a battle if you don't ration them well enough.

At the very least, killing everything in your path will provide X with a level shortly before the last two enemy groups in the stage. Big because the WE boost is enough to let him use three missiles before running out.

Heading east from the Special Tanks leads to a save point and Alia's shop where you can purchase a wide variety of items. Of course, being poor's also a thing so I buy an Energy Tank for the upcoming boss and save (then notice there's a small edit because I bungled using an item I didn't want to so I had to reset).

Said boss? Vile. Really no surprise at this point. Sigma can come back whenever really. No reason to believe Vile can't pull the same.

Granted, Vile also seems to imply that he had a hand with Zero's disappearance. That's all he says before the fight begins.

Vile doesn't do anything extremely nasty. Either an electric ball for 4 damage, mowing down X in his mech for 5 damage, or rushing up to X before smacking him with his fist for 6 damage. The problem is, as always, damage. If you have any reserves left to fire off X Missile MkIs, do so, then resort to normal attacks until X's health falls to 6 or lower, then pop a Special Tank, use more missiles, then back on the normal attack plan. If you snagged an Energy Tank from the store, he should fall before you'd have to resort to using that other Special Tank.

After the battle, Vile escapes and X returns to base. Doesn't take long before the mavericks that X saw earlier begin to make their moves. Time for X to go do what he does best...dismantle mavericks, steal their weapons!

The stage select screen has been changed from the original game, now more in line with the later games. Bosses get a rating from 1 to 5 on the general difficulty of their respective stages.

As for the options on bottom, the one that matters now is the one marked lab where you can return to the intro stage, access the shop, or save your game.

Next time, Sting Chameleon gets paid a visit.







Tags:
Megaman X
Fangame
Mavericks



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