Completing some stages will subtly affect the landscape of others. For example, clearing Storm Eagle's aircraft carrier stage will cause electrical outages in Spark Mandrill's power plant stage. In certain stages, X can hop inside Ride Armors to fight enemies. Ride Armors are bipedal tanks capable of powerful punches. X's abilities are similar to those in previous "Mega Man" games, such as running, jumping, and a chargeable arm cannon named the "X-Buster". However, "Mega Man X" introduces a number of elements not present in the original "Mega Man" titles. One prominent feature is the ability to scale, slide down, or jump off nearly any wall. Armor part capsules can be found in several stages which display a holographic message from Dr. Light when approached. Each capsule upgrades one of X's body parts—his legs, armor, helmet, or X-Buster—granting the player improved firepower and defense, as well as new abilities, like a dash upgrade. The player can also collect hidden "Heart Tanks" that extend X's maximum life energy and "Sub-Tanks" that can store extra energy for later use. When certain conditions are met, a secret capsule can be unlocked which gives X the ability to perform the "Hadouken", an attack used by characters from Capcom's "Street Fighter" series. "Mega Man X" was developed by a team at Capcom which had worked on the long-running "Mega Man" series for the NES. Lead artist Keiji Inafune (credited as a planner as Inemuryar) recounted that the development of "Mega Man X" required a lot of brainstorming for its storyline and content where the team's goal was to branch out from original "Mega Man" games while still maintaining their fundamentals. In the original "Mega Man" series, Inafune typically designed the protagonist while his protégé Hayato Kaji handled the supporting characters. However, their roles were reversed for "Mega Man X". Kaji (credited as Rippa H.K) illustrated the protagonist X, but had a difficult time with the initial design. He was presented with much more freedom than he was accustomed with the SNES's larger palette of colors when compared to the NES. Inafune and Kaji worked simultaneously on the various designs for X with different pieces of armor attached. The idea for the armor parts came about because the game was planned during a time when role-playing video games were becoming extremely popular.