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Sequelitis - Mega Man Classic vs. Mega Man X

Egoraptor
Commentary
YouTube
3 HN users recommended this commentary3 months2012–2020 score 3
Years with an HN recommendation, 2007–2026

HN commenters use it as the standard example of invisible onboarding and good game design, praising it as funny and insightful.

Egoraptor's Sequelitis compares Mega Man Classic and Mega Man X, analyzing how the games teach players through level design without explicit tutorials. It mixes comedy with design analysis.

“it does make some very very good points about video game design” (HN, 2020)

3 recommendations · 1 citations · Commentary

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@nateberkopec May 2012 Recommends
on HN thread Two Universes
Game designers have known this for years. For a (hilarious) examination of how Mega Man X employed the same philosophy, check out Egoraptor's video on it: [this video]
Hilarious look at Mega Man X's design philosophy.
@Pewpewarrows Jan 2013 Recommends
on HN thread If you see a good UI walkthrough - you probably didn't notice it
Obligatory link to the Sequelitis Mega Man UX video: [this video] The article hit the nail on the head: the best walkthrough is the one that it nearly invisible to the end-user, yet still accomplishes its goal of progressively introducing a UI to them in a long-lasting way.
Mega Man UX video on invisible onboarding.
@gambiting Feb 2020 Recommends
on HN thread OK Doomer
Read more
So I just don't see that. To me the original doom is always more clunky than fast and fun, and the game has the annoying habit of releasing enemies from behind you. But yes, I think Mega Man X has aged fantastically, as in - the developers spent a really large amount of time on good level design and on teaching the player how the game works, so you could pick it up for the very first time in 2020 and get into it immediately. And no, I haven't played this when it came out first either. I think this highlights exactly what I'm talking about, look at the little things they are doing design wise, it's truly brilliant: [this video] (Sorry, I know the video is meant to be a "funny" one, but it does make some very very good points about video game design)
Funny but makes very good points about game design.

Citations, criticism and jokes

@mpyne May 2013 Cites it
on HN thread The Scientific 7-Minute Workout
The way I see it you should treat it like any other UX problem: The user is going to be at home anyways, so if you can get a "conversion" (even a short 7-minute one) that can easily bridge them into the next step. Just like video games start you off in tutorial levels and help you develop the skills you need (e.g. Mega Man X [1]). For example I tried out the 7-minute exercise simply because I could, it was easy. If I can't even be bothered to spend 7 minutes on exercise there's no way I'm going to the gym, so it's not as if the short exercises are interfering with work at the gym. [1] [this video]
Example of games easing players in via tutorial levels.

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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