Can You Beat Mega Man X6 on XTREME With NO UPGRADES?

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Aaaah, Mega Man X6. I reviewed you nearly five  years ago -- that’s scary to think about -- and   every time I’ve revisited you since I realize  nothing’s changed. Supposedly, you were meant   to be a very hard game and all the degenerates  that criticize you just aren’t skilled enough to   comprehend your true genius. Well, I’d say I’m a  fairly competent Mega Man X player, enjoying and   completing challenge runs where I finish the  various instalments with heavy restrictions,   and all the same I can only come to one  conclusion: X6, you still suck balls. I   suppose you’re good for one thing though: you’re  exploitable for clicks on YouTube, and I could   use some of those right about now, so I’ll take  this opportunity to defeat you once and for all   in spectacular fashion. That’s right, we're  tackling the game on its highest difficulty,   Xtreme, with the ultimate goal to use absolutely  no upgrades whatsoever: I define ‘’no upgrades’’   as no Weapons or Techniques acquired from bosses,  no health upgrades from Heart Tanks or Injured   Reploids, no Sub Tanks, no Parts, and no Armor  -- not even the Falcon Armor for X. We're only   allowed what is available to both characters  by default, which includes the Z-Saber for X,   and the Z-Buster for Zero. Is it possible to beat  Mega Man X6 under these conditions? All footage   throughout the video is recorded from a genuine  PSone, by the way, with an official Rock Man X6   copy -- much cheaper and the international version  might as well be in Japanese, anyway -- so save   states are out of the question, and you’ll have to  take my word that I don’t own any cheat devices or   discs. To start with, then: the intro stage.  There’s not much to comment on with this one,   because it’s very tame and short. X is forced  into his Falcon Armor here, but as long as you   don’t use its air dash and keep your health bar  above 50% -- since the Falcon Armor reduces damage   by half -- I’d say we’re playing within the  rules. I beat D-1000 with my health well above   the threshold, and so that’s level 0 we can cross  off the list. Makin’ progress, baby. Right after,   I wanna go and unlock Zero, so we have him as soon  as we can. Out of all the alternate pathways in   the eight main stages, personally I find Laser  Institute’s the most simple to reach and clear,   so that’s where we’re headed next. Off the bat, I  had a slight bit of trouble, because this Injured   Reploid above the spikes has a Life-Up part that  extends your health bar, and jumping over him is   a little tricky. I failed it the first time, but  after reloading my save I did just fine. Up ahead   is a lot of redirecting lasers to open doors,  which is no issue even on Xtreme, to be honest,   with pretty manageable enemies. It’s all buttery  smooth sailing until we reach Zero Nightmare.   When I initially tried to battle him upclose  with the Z-Saber I kept getting spanked,   but once I started mixing that with charged Buster  shots from a distance to get in more safe damage,   as well as when I learned to stay to the far left  or right of the room when he summons those meteors   from the ground, it was a pretty easy win.  Now to make a secondary save file, where we'll be doing the Zero side of things. In terms of the eight main stages, I don't have a preference for order, really, so why not go left to right, top to bottom. This leads us to the Amazon Area, where the first Injured Reploid has a Life-Up, but he’s simple to ignore. Beyond that, there isn’t anything noteworthy about this level; you can easily jump over or damage boost through most   enemies, since there are plenty of checkpoints,  and I encountered no hiccups to speak of.   To this day I stand by it, Commander Yammark  is smokin’ hot with her flirty eyes, but her   encounter itself isn’t so hot; blindly shoot or  hack away and you’re Gucci, really. Piss easy,   is what that is, and so Amazon Area is finished as  both X and Zero. Inami Temple, though, presents a   significant increase in difficulty. For starters,  the fact I visited Laser Institute earlier means   I have to deal with those X and Zero soul bodies  that periodically show up to harass you, and the   gimmick of acid rain pouring down means you  have to be quite fast and take little damage   from enemies. The Monbando bastards are a pain in  this regard, because you have to wait for them to   let down their guard, and if you attack too soon  they will keep it up even longer. Fortunately, in   this cave section, you can go back once you’re at  the end of it and restore your health on this pad,   giving you more leeway to clear what comes  after the cave and reach the next checkpoint.   Now we’re in for some shit, however. After  the platforming segment above the water with   the rockets, you have to deal with pits, enemies  rising from out of said pits with little warning,   bullets being shot by said enemies, the  inconvenient soul bodies I’ve talked about,   and even some dreaded Nightmare Viruses. Mind  you, there’s the acid rain during all of this,   and when you take damage in this game, you get  staggered for a bit, making the whole situation   ripe for classic knockback into pits. The final  kick in the teeth is that you have to blow up this   thing to gain access to the next checkpoint,  and since it’s walled off by enemies, it’s not   really viable to damage boost through. There’s  no secret sauce to surviving this whole stretch;   ya simply gotta pay the bills with the skills.  The last chunk is less problematic, thankfully,   because there’s always this healing pad at the  top you can resort to to regain health, and once   I’d reminded myself of where the tiny cores are,  it was a swift endeavour to wipe ‘em all and gain   access to the boss. As for Rainy Turtloid himself,  he is a joke as Zero specifically: just destroy   the shards on his back, and then blast away with  the Z-Buster. You should have enough health to   brute force this one. By contrast, we’ll actually  have to fight Rainy Turtloid as X, since there is   no way to deal that much damage that fast. So,  when he rolls back and forth across the room,   you do not have enough time to properly wall jump  over him continuously, and he also spams bubbles   that fly off in random directions, making it even  more unfeasible to avoid damage consistently.   The trick is to slash the shards on his back  until they are one hit removed from breaking,   sit out his following attack phase, and then  instantly break the shards in his rest phase after   that to dish out maximum damage. I repeated this  cycle three times and that did the job for me.   Not too bad, I died a handful of times in the  middle of the stage as both X and Zero, but Inami   Temple is behind us. Next up is Laser Institute  again, which is a repeat from before, only now you   head to the right here at this reflection section  rather than down. Very brief and easy level.   Shield Sheldon is waiting on the other side  and I’ve never had much trouble with this guy:   do a wall jump over these two shells, get in a few  hits, move to the opposite end out of harm’s way,   dodge his predictable attack -- rinse repeat.  Later, when he summons the laser shields around   him, manoeuvre around him as best as you can, and  sneak charged shots as X or Saber slashes as Zero   between the openings until he is dead. And with  that, we’ve got stage three of the main eight   doneso. Nice. We’re keeping up the momentum with  North Pole Area, which is another brisky level.   On the slope climb at the start, don’t even waste  time and effort going into the little hiding spots   to avoid the avalanche; repeatedly dash jumping up  is a perfectly safe method and far more efficient   to boot. The rest of the stage is played as normal  with few enemies or dangerous hazards to mention.   As X, I got trapped and died twice where the ice  cubes fall down in a random pattern, but that was   out of my control, and I made it out alive on  the third attempt. Getting trapped like that is   no concern for Zero, thanks to his double jump. Of  course, Blizzard Wolfang himself is also pathetic,   standing still half the time, and his attacks  are slow and laughably predictable. A boss as   free as Mission Street, and a pretty free stage  overall for our adventure. Sadly, that was the   calm before the storm, because the delivery guy  is knocking at my door with my donuts order.   That said, before I answer, I make sure  to visit Recycle Lab first and run out of   lives there to immediately leave again, since  the little Nightmare Buggers from Amazon Area   would show up in Magma Area otherwise, and  I do not want those interfering during my   donut fights in any capacity. Yeah, that’s how the  confusing and unexplained Nightmare system works,   don’t you know? Going into Recycle Lab replaces  the Nightmare Buggers with these moving silver   brick things, which hinder you slightly but only  show up in this vertical platforming portion; it’s   perfectly manageable and much preferable. Now,  this portion is actually somewhat challenging,   with Nightmare Viruses roaming around and flames  coming out of the floors and ceilings that can   kill you in, like, two touches. The visibility  is kinda lousy, since the screen doesn’t always   scroll fast enough and can get you blindsided, but  overall the section is at least not overwhelming;   patience is key, and combined with some  precision, you’ll manage to get through.   So, the actual donuts themselves; the first and  second encounters are fine and pretty forgiving,   since the layouts of the rooms are unobtrusive  and allow you to attack all four of the cores   relatively stress free. Donut number three is  where the situation gets more dicey. You see,   the battle takes place on this slope, which  makes hitting the bottom left core in particular   quite awkward. The safest approach is  to wait on the far left of the room,   get in a few hits as the donut approaches and then  jump over, and then on the far right of the room   you have a tight window where you can land some  hits after jumping over, as well. The problem   is that there are also Nightmare Viruses around  here, and they respawn once you’ve off screened   and then on screen their spawn points again. I  suppose there’s no better opportunity than now to   mention that Nightmare Viruses are certified cunts  and the worst enemies in the game by a landslide,   because they have a tendency to shoot projectiles,  love swarming toward you, and on Xtreme they can   even teleport around and often on top of you if  you aren’t moving far out of their vaccinity. They   can also phase and shoot through walls, which is  totally fair because the player cannot do either.   Combine the above and you have a demanding  little endurance test on your hands here,   but mostly as X; reason being that X is sluggish  with the Z-Saber and can only perform one slash   in a single combo, whereas Zero is a much more  proficient swordsman and can whip out three super   fast slashes in one combo. Additionally, there is  also the classic Saber Dash Cancelling exploit,   where, by rapidly mashing the attack and dash  buttons in succession, you can chain slashes   together without the recovery frames from a  finished combo slowing you down. As such, Zero   can eat through basically anything that doesn’t  have invincibility frames after getting hit,   and the cores on the donuts are one of those  things. This difference is felt immensely with   the infamous fourth donut fight. Let’s cover  half the screen in instant kill lava, while   forcing the player to hop between a ridiculously  scattered and obstructed assortment of platforms,   while also shoving in Nightmare Viruses at  various intervals, in a climbing segment,   as the cherry on top. The issue is simple: not  only do you need to get right up to the cores to   hit them, putting you at risk at nearly all  times to receive a projectile in your face,   the bottom two cores are usually ass up in lava,  leaving you with very sparse opportunities to even   touch them. Essentially, you have to get lucky  that the donut rises in high enough for the bottom   cores to become damageable a few times over, and  then you make these near pixel perfect dash jumps   to return to safety. As X, then, this encounter  is dreadful; somehow, I was able to eke out a   victory in only about half an hour, but the truth  is that a lot of that victory hinged on the donut   positioning itself favorably -- it could’ve taken  way longer. Playing as Zero, however, a truckload   of damage can be inflicted so quickly that I ate  up this donut on my very first try -- it is a   world of difference. Still, that’s not to say this  isn’t an abominable mini boss, and even after you   destroy it, you have to be incredibly careful not  to get killed by any of the Nightmare Viruses that   are still present further up the climb, or you’ll  have to restart the whole ordeal from scratch.   Thankfully, I did make it to the fifth donut,  even on my X playthrough, and this is probably   the easiest of the group. Seriously, what is  with this whiplash? A difficulty curve, you say?   We ain’t never heard of that! Compared to the hell  leading up to Blaze Heatnix, he is also an insane   push over and not even worth discussing. In total,  Magma Area took me close to an hour to finish as   X and only 15 minutes as Zero, but I’m relieved  the donuts are no more and that we can move on. To   another rubbish stage, of course: Weapon Center.  I guess the good news is that the actual level   part is not that hard; sure, it loves raining  down showers of diarrhea, but it’s practically   a straight line and embarrassingly short. I had  some deaths here, but once I came to grips with   the groove of the mini bosses again, and plainly  decided to keep moving forward, only stopping or   holding back a smidge to dodge specific hazards  or enemies, this was surprisingly a walk in   the park as both characters -- well, relatively  speaking. Infinity Mijinion, on the other hand,   is not a walk in the park. His gimmick is that  he creates multiple fake copies of himself,   and whenever he does his clones will release  liquid balls that home in on you. This is already   tricky on Normal, but on Xtreme the number of  these is through the roof, and so the problem is   the overwhelming amount of vomit that can occupy  the screen. It’s worth nothing, however, that the   fight ideally plays out differently between X and  Zero. The bubbles and the clones are quite sturdy   and take way too much punishment from X, so as  him it’s not even worth attempting to control   the madness; instead, it’s all about mastery of  movement, quick reflexes and optimizing every   inch of space available to you in order to dodge  everything that’s going on, and find those small   opportunities to hit the real Infinity Mijinion.  That said, there is undoubtedly an element of   randomness involved; getting cornered or whatever  is often inevitable, and your chances of success   are highly influenced by how stuff happens to line  up. This is the hardest Maverick of the main eight   by a long shot, and took me close to 50 minutes  to beat as X. For the Zero playthrough, I learned   from my mistake and actually did Weapon Center  as the third stage in the chain, considering the   bosses will level up with more health the later  you encounter them. I recommend taking advantage   of that, but like I said, as Zero, the battle is  a bit of a different beast, and you should shift   your focus altogether to staying on the ground  as much as you can. The Z-Buster deals a ton of   damage and is actually capable of destroying the  liquid balls and the clones pretty efficiently;   this allows Zero to prevent too much crap  from spawning in with proper execution   and a pinch of luck. It is still the hardest  Maverick out of the main eight, absolutely,   but the fundamental difference in approach, as  well as Infinity Mijinion being level 1 now,   lowered my time investment to merely 15 minutes.  Not gonna lie, that was a bit of a struggle;   it's doable with some perseverance and good  play, but damn this boss sucks. Well hey,   after that, you can breathe easier with the  next stage, at least, Recycle Lab. Granted,   rumor has it this place is so frustrating it  drove a man to toss and break his controller,   and it is certainly a punishing level, but  since the main threat is an instant kill,   finishing this one is pretty standard fare. The  only notable aspect specific to our challenge is   to skip over this Injured Reploid, since he holds  a Life-Up -- I accidentally touched him as Zero,   so that was a wonderful stage reset -- and  at the very tail end of the level you gotta   make sure not to drop down here; if that does  happen, it’s best to let yourself get crushed   as to not grab the Heart Tank. The jump across  is moderately tight and nerve wracking as X,   but mercifully I nailed it on my first try, and as  Zero you can simply do an air dash from one side   to the other -- much more forgiving. Afterwards  Fisher Price Toy.jpeg can be put back in the   trash pile, and the true boss, Metal Shark Player,  sits among legends such as Commander Yammark and   Blizzard Wolfang in terms of epic encounters,  so you know what that means: another level   conquered by the master gamer RZ, and we’ve  arrived at the last stage of the main eight.   Central Museum is a bitch! It’s a toss up between  this and Magma Area for the worst level so far,   but I think I’mma have to go with Central Museum.  Why? Well, for starters, this place is chock full   of, filled to the brim, littered and absolutely  infested with Nightmare Viruses on Xtreme. It is   totally excessive, and makes almost every room  a nightmare to navigate. A lot of the time,   the layouts are so cramped as well with tight  corridors and ladders and what have you,   and that mixes horrendously with Nightmare Viruses  moving and shooting through walls. Genuinely,   to make it through many of these sub-areas, it’s  a lot of trial and error, experimenting with which   Nightmare Viruses to actually kill, and which ones  to potentially run past and hope they don’t hunt   you down. There’s not much of a shortcut or cheese  method to any of it either -- you simply gotta do   it -- and at the end of each sub-area, you also  need to blow up this part of a Totem Pole to be   transported back to the museum’s main hall.  These things are always tucked behind a group   of Nightmare Viruses, making it all too likely  you’ll run out of whatever little health you’ll   have remaining, and on top of that you need to  successfully destroy the full Totem Pole in the   museum’s main hall to activate a new checkpoint --  die, and you’ll need to redo the entire sub-area   you just came out of. The first three of these  shouldn’t give you grief, but the fourth Totem   Pole sits in front of a bed of spikes, making  it tricky to hit the bottom faces and easy to   get owned. To further rub salt into the wound,  the four sub-areas these Totem Gates send you to   are randomly chosen between a pool of eight,  and they vary in difficulty. A few of them are a   breeze in relative terms, while others are absurd  and one in particular was impossible for me; if   you’re unlucky enough to get this vertical climb  sub-area at any point, you might as well restart   the stage from the beginning, because the number  of Nightmare Viruses here is staggering, and the   layout is so not conducive to picking them off.  No matter how much I attempted; no matter what   I tried, I could not get past it. And yeah, once  the sub-area you get has been decided, it will not   change after dying. It is the worst fucking thing  in the world to make it to the fourth Totem Gate,   only to be greeted by this sub-area -- so much  progress lost at the whim of the game. There’s   also one specific sub-area that X cannot overcome  without upgrades, which I luckily didn’t get as   him and only as Zero, but still… What the hell?  Moreover, if you accidentally were to hop into the   alternate pathway entrance here that you cannot  leave, if you rescue this Injured Reploid -- which   I accidentally did as X and didn’t realize until  I finished the entire goddamn level -- or if you   happen to collect this Heart Tank -- which  happened on my Zero playthrough-- that is an   instant stage reset. Make no mistake, this is  a gauntlet; a marathon, where you best do your   prayers for decent RNG, and even with decent RNG  this has to be the most agonizing level to beat,   if we don’t count bosses. No hyperbole, I hated  Central Museum, though akin to Magma Area, the   Maverick fight is a hundred times less painful.  Really, Ground Scaravich is an ant to squash;   I mean, I’ll gladly take it, but how can the  difficulty drop so dramatically within seconds?   Best not to question it, I suppose, and briefly  relish in the fact we’ve got all eight main stages   cleared with neither X nor Zero requiring any  upgrades. I say briefly, because I am not looking   forward to the fortress stages and their bosses,  but we’re in balls deep now and I refuse to back   out; after all, this is where things get juicy  and shit hits the fan. As we head into Secret Lab   1 with X, we immediately run into a roadblock that  cannot be circumvented without breaking the rules:   a section with spikes that are too tall to clear  without using any Weapons. By extension, it is   with a heavy heart I have to report that it is  impossible to beat Mega Man X6 on Xtreme, or any   difficulty for that matter, with no upgrades as X.  It would be lame to abandon him, though, don’t you   think, so let’s move the goal post and discover  what is the least amount of upgrades necessary.   Shooting out an Ice Burst and using that as  a platform gives you the height to hop over   the first set of spikes, but then the following  sets are too tall even for that. That’s not good,   but after ten seconds of research on YouTube --  shoutouts to the MVP ‘’ScreamyngYoshi’’ -- it   turns out there is a strategy to get to the top.  What you have to do is shoot out the Ice Burst as   normal, then jump off as it’s about to disappear,  land another Ice Burst on top of the spikes while   you’re in the air, and also cling onto said Ice  Burst by spamming the wall jump. From there, when   the Ice Burst disappears, open the pause menu,  pull out the Ground Dash and activate it as you’re   holding left, open the pause menu again, pull out  the Magma Blade and fire it while holding left,   and keep repeating these two steps back and forth  until you’re past the spikes. Believe me, this is   deceptively finicky, requiring spot on timing  and mashing to maintain the necessary height;   it took me at least a dozen attempts before I  managed to succeed once, and you need to pull   it off twice in a row. It was then that I also  realized you physically do not have enough Ice   Burst ammunition, and enemies do not drop health  or ammo refills on Xtreme. Opting for the least   evil option in terms of this challenge here, I  gathered four Energy-Ups which is straightforward,   and gives you the exact ammo cap needed. Diving  back into the strat, I got better and better at   it with practice, and soon enough I did manage  to scale the set piece without the Jumper Part.   Dang, that was a mouthful, so I’m glad this  section is a piece of cake as Zero; his double   jump grants him enough height for all the spikes,  thus he is still operating fully within the rules.   All that effort as X was for not, however, as  Nightmare Mother at the end of the stage is,   without a single doubt in my mind, the worst boss  in the entire X series. Between each attack phase,   the two blobs of tumors -- I dunno what else to  call them -- rotate around the room at top speed   and which direction they go in is a 50/50 every  time. Now, with our current configuration as X,   if the blobs move counter clockwise,  it is barely possible to jump over with   insane reflexes and precise positioning --  I cannot even put into words how strict this   is -- but if they decide to move clockwise,  you are absolutely guaranteed to take damage.   The fight may theoretically be doable with  pitch perfect RNG and pitch perfect performance,   but considering the design of the rest of it,  which, don’t worry, we’re tearing to shreds soon,   if it’s at all humanly possible in real time,  I think your odds here are lower than winning   the lottery. Welp, I suppose we’re getting the  Jumper Part anyway, then, that you normally need   to clear the spiked walls from before. This is  located in North Pole Area’s alternate pathway,   which is opened with the Nightmare effect from  Blaze Heatnix, an effect that’s still active with   our stage order. To enter that pathway you need  to do a little damage boost from an enemy to cross   the spikes before the ladder, and once you’re  in you make your way down to the bottom here.   The Injured Reploid is chilling on the other side  of this large bed of spikes, which may seem out of   the question initially, but fear not. By moving up  via this rope and triggering more burning meteors   to drop, when one falls in the right location,  you can quickly head back down, take damage   from the meteor, and then abuse the resulting  invincibility frames to dash jump across the   spikes. When executed correctly, you can, in fact,  reach the Reploid and receive his Jumper Part.   After equipping that, back to Nightmare  Mother we go and thankfully jumping over   the blobs regardless of direction is now  viable. That said, there is no telegraph   that informs where they’re gonna go, and by  the time your brain registers their movement,   you’re too late already if they decide to move  clockwise specifically. There is, however,   more breathing room for counter clockwise, and  this provides a slight bit of hope. By preparing   a dash jump toward the wall on the left the very  instant the blobs are going to move, you build in   a hair more leniency to jump over a clockwise spin  around the room, as well as to shift back to the   right if you see the top left blob moving down and  they're moving counter clockwise. I must stress   again, though, that this is crazy difficult, and I  never got this part down super well -- I regularly   failed it. Practically, it’s a 50/50 dice roll and  you just kinda cross your fingers you’re aiming   for the right direction. You would assume we’re  boned as Zero without the Jumper Part since X was,   but Zero’s double jump comes to the rescue again,  and can be used to squeeze yourself between the   two blobs with correct positioning and mid-air  control. Once more, this is by no means easy to   pull off, but more realistic for sure, and I  mostly mastered it by the end. Unfortunately,   we’ve only scratched the surface of what makes  Nightmare Mother such a dumpster fire. As the   blobs are moving around, they can shoot out  projectiles in completely random directions   at complete random, so even if your reflexes and  movement are flawless, sometimes you will suddenly   get hit by one of the projectiles, or you try  to course correct because they’re in the way,   but in doing so you may lose precious time  and spacing to avoid the blobs themselves.   That’s wonderful, isn’t it? And fucking hell, I  haven’t even talked about her active attack phases   that occur inbetween all this yet. There’s a bunch  of different formations the blobs can take on with   different ambushes they unleash -- what you get is  always decided at random, because that’s a fetish   of the designers, apparently -- and generally  the only setup you really want is where the two   are stacked above each other. The rest of ‘em  are usually unfavorable for one of two reasons:   either there isn’t as much opportunity to get  in hits -- and any single phase longer this boss   goes on can make the difference between life  or death -- or avoiding damage is a crapshoot,   if not straight up impossible. The epitome  of the latter issue are the godforsaken   electricity bolts, where it’s utterly random when  and where they will shoot down toward the ground,   with no visual cue at all to indicate they are  winding up. Sometimes I would be struck by the   lightning multiple times in one phase, other  times I wouldn’t get hit once. It’s such asinine   bullshit, and to make matters worse this attack  will typically drive you into a corner to stay as   safe as possible, but there is no cool down period  once this stuff is over; the blobs will instantly   transition into their rotation phase, so if you’re  on the wrong side then suck it up because that’s   another free hit you’re taking. I kid you not, I  could publish a book about why Nightmare Mother   is such an insufferably terrible boss, especially  under these conditions, but it boils down to this:   there are so many situations where you never ever  stand a chance of avoiding damage. As a result,   beating Nightmare Mother came down to  a combination of stellar execution and   phenomenal luck, and that combination is exactly  what makes her so torturous and draining. Still,   I was determined and had a W within reach on  many separate occasions as X, so I knew it was   possible, and after five hours of slamming my  head into the same brick wall over and over,   I somehow clutched one out. Dear Lord, I was  on the edge of dying there, but I finally made   Nightmare Mother mine, and while it took another  three hours to do as Zero -- the eyeballs have   invincibility periods after being hit, so Zero’s  Saber skills are no more helpful in this case   than X’s -- I did pull through and this is a  massive weight lifted off my shoulders. Christ.   In conclusion for Secret Lab 1, the Ice Burst  Weapon and I’m fairly confident the Jumper Part   is the minimum required to complete the entire  stage as X, whereas Zero can get by without any   upgrades. On to Secret Lab 2, and before I enter I  unequip the Jumper Part as X to see how far we can   make it here without -- just a heads up. The main  area in Secret Lab 2 we should focus our attention   on is here. If you're proficient at bullet hell  games, then uh, you've got a leg up because this   part is all about overseeing every tiny threat on  screen and dodging and attacking appropriately:   Nightmare Viruses, these rolling turret things  along the floors and walls, the Totem Poles   returning from Central Museum, and even the  rocket platforms from Inami Temple. My advice?   Use the rockets as a dynamic wall jumping surface  to wreck the Totem Poles, be extremely patient,   and most importantly: git gud. It is also very  helpful to inch forward slowly, step by step,   to put enemies within reach of buster shots  while simultaneously not triggering them to   come after you -- invaluable for taking out  the Nightmare Viruses. And whatever you do,   once you've reached this devilishly cramped spike  bit at the end, do not rush your decision to go   for it; wait for the rocket pattern to line up  in an ideal fashion, as to minimize the risk of   dying. The next checkpoint is only at High Max and  you do not want to redo all of that bullet hell.   Seemingly as per tradition by now, the entire  section is miles easier with Zero, since his   double jump allows him to cling onto rockets up  above him, skipping over, like, half the enemies,   and his Saber skills can be put to great use on  the Totem Poles. Plus, his air dash makes the   spikes bit less nerve wracking, so that's another  benefit. Behind Central Museum, I found this to   be the toughest piece of level design to overcome,  but on the bright side, with the knowledge and the   sauce, High Max is duck soup by comparison.  All you have to do is the following: attack   his shields when you can, dash away from under  the shields when they are about to drop down,   and jump over High Max as he zooms across the  room. As X, that last step is admittedly not   the most forgiving to perform over and over,  but it's within reason, and as Zero you can   simply use the air dash, which is very reliable.  How long High Max sticks around in this phase,   I'm not too certain -- it seems random -- but just  keep it up until the next phase. Unfortunately,   X cannot damage High Max at all with his Buster,  so we're gonna have to use a Weapon to do so. I’m   gonna use the Magma Blade for reasons that will  become clear later, but since there is a delay on   swinging it, you wanna be very careful not to hit  this ball; doing so will unleash this craziness,   and you’re basically screwed. Regardless, it is  possible to beat High Max this way. On the flip   side, Zero is an absolute mad lad and can hit High  Max with his Saber -- no Techniques needed -- so   once it's dessbo time, get into a rhythm, focus,  and put that punk to bed. As far as I’m concerned,   this is the easiest out of all the fortress bosses  -- no contest. Hold off on celebrating, though,   because in one of X6's cruel twists Secret  Lab 2 is not over yet. That’s just wonderful,   and it’s peculiar that X and Zero get their own  dedicated sections here. Nothing about Zero's is   different than usual, since it's another crusher  segment where the only active danger are instant   kills. Moving over to X's section, then, just  jump over and pass through the Monbandos in your   path -- there's a health restore pad up ahead --  and soon enough there it is: a long stretch of   abyss that infamously cannot be crossed without  either the Blade Armor or specific Parts. Well,   that is, at least not in a manner that's intuitive  or seemingly even intended by the developers.   After getting X to slide down to the very bottom  of this platform and then dash jumping off, open   the pause menu, equip the Magma Blade, and keep  spamming that weapon to slow down your descent;   with proper execution, you can make it over to  the other side. Who knew, right? And this is   also the reason we were using the Magma Blade  on High Max. The rest of X's section is pretty   straightforward and relaxing, even, by this point.  This just leaves us with RNGate to take care of.   This is a horrible boss fight if you attempt  to play its game honorably with the awkward   and unproductive clutter of platforms, and  balls that can easily explode right onto   you in trying to hit Gate. Y’know, fuck that,  cheese him with this tactic instead: hop back   and forth between the left and right platforms  at the bottom whenever Gate flies toward you,   let him shoot a ball, and then slide down the wall  next to you; ideally, strike the ball two times   with the Z-Saber, and land your third hit when  you’re low enough to be out of range of the splash   zone. This is a little precise, so if you mess  up, you can always jump back up and take a hit   if necessary. Remember, the goal is to lose less  health, comparatively, than Gate. Sometimes you   may have to improvise another angle of approach  regardless if you get a ball in an undesired spot,   but carry out the strategy above whenever you  can and you may be pleasantly surprised...   as X, anyway. For whatever reason, the number of  hits the game registers on these balls when Zero   slashes them is wildly inconsistent. In fact,  occasionally they can be denied altogether.   I don’t doubt there is some kind of  logic behind this -- it would be a   criminal offense if they purposefully programmed  in randomness -- but whatever the variables are,   they’re so nebulous and unclear that for all  intents and purposes it is random. End result:   since I don’t think there is a way to  predict how many slashes a ball will take,   they can explode from a single swing, and other  times they may take more hits than anticipated,   allowing their various effects to take hold  and Gate to catch up to you. It’s so bizarre   and pissed me off badly. They should’ve called  this Mega Man Party X6; that would’ve been a more   informative and accurate title. Whatever, with  RNGate defeated, that’s a wrap for Secret Lab 2:   X needs the assistance of at least the Magma  Blade Weapon, whereas Zero is still in the   race for the challenge as a whole. Let me tell  ya, never had I been happier to hear this:  It feels like I truly earned it. Man, I can't believe it: we've made it to the home stretch; the last stage. The franchise tradition of a boss rush takes place here, and honestly I think we can   safely skip over it, considering it’s the eight  Mavericks again; if you could beat them before,   you can beat the majority of them a second time  with little issue, even though they have more   health now. As you'd expect, the one exception is  Infinity Mijinion; this guy just blows, and the   health buff only makes him worse. Nevertheless,  the approaches are no different, so to make a long   story short: do what you did before, except do it  better. Or get luckier. Either of the two works.   Right before Sigma, there is a bit of regular  stage with a boatload of Nightmare Viruses and   other enemies that I frankly think are not even  worth trying to eliminate all cleanly and neatly;   it seems like a grueling task, one you can  forego by damage boosting through the tanky bois   early on, and then killing, dashing and jumping  around foes carefully in order to reach the boss   door before kicking the bucket. I’m too lazy to  describe how I did it; watch the footage, which is   principally identical for Zero as well. Alright,  this is it: the final showdown, and the last   obstacle in our way to finishing the challenge.  Because X6 is such a polished and balanced video   game, Sigma himself is… actually a hell of a lot  less difficult than Nightmare Mother or even Gate,   and possibly the least difficult final boss in  the X series. Despite that, it's still garbage,   because it's another boss where getting solid  luck is half the battle. In the first phase,   Sigma may straight up never attack you and  hand you a free win, or he may attack you   and combine multiple stunts that together turn  avoiding damage into a pipe dream. The attacks   individually are rather inconsequential, however,  so how much health you'll lose here before the   second phase is partially up in the air. Your  experience with the second phase will also be   heavily dictated by how generous the game is  feeling. Sigma himself barely attacks you;   he just summons a bunch of slime monsters that can  shoot projectiles, and is not vulnerable in these   moments. He only becomes vulnerable when he opens  his mouth to cast this laser spell or "Hipendru"   or whatever the hell he shouts. Not to sound like  a broken record, but when he decides to do so   is random; it could be near instantly and quickly  in a row, or it could take minutes to happen once.   In light of that, there’s not much I've got in  the way of tips, because both phases are quite   simple in nature, so do your best to dodge what  you can and sooner or later you'll beat Sigma.   He's practically in the bag if your ass could  make it this far, and fully doable without any   upgrades needed for either character. This means  I can officially confirm that, yes, it is possible   to beat Mega Man X6 on Xtreme with no upgrades  as Zero. It's a shame Secret Lab 1 and 2 are not   possible as X -- we were so close to a complete  home run -- but alas, it is what it is, and we   still pushed the game to its bare minimum limit  of what is necessary. I'll take both playthroughs   as an achievement for myself at least, and I  think it's forever cemented my belief that X6   is poorly made regardless of how good I've become  at it. Doing challenge runs, without any crutches   and bandages to rely on, tends to reveal the true  quality of a game's core design underneath it all,   and it's a disaster in X6. The difficulty  balancing is unspeakably sporadic, and the hardest   bosses are only as hard as they are because you  cannot avoid their attacks when the internal slot   machine doesn't cooperate. A few stages were  fun and more fair, notably Inami Temple and   the bullet hell in Secret Lab 2, but holistically  the journey felt more time consuming, and like I   was being cheated a lot, rather than rewarding.  Self explanatory, the game wasn't intended to be   played like this, but for the most part I loved doing these same challenges for the previous X instalments. If you ask me, I think that sums up everything. Thanks for stopping by, fellas! I hope you enjoyed this trip down X6 memory lane  in some sense, and watching me suffer, I guess.   If you would like to support the channel, consider  backing me on Patreon. I have a single, universal   Tier of $1 Per Video -- not Per Month -- and every  little bit really helps me out to produce videos   more regularly. That's all I've got for today, so  thank you for making it to the end and peace out.
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Channel: Retropolis Zone
Views: 95,246
Rating: undefined out of 5
Keywords: Mega, Man, X6, Capcom, PS1, PlayStation, PSOne, Sony, Zero, Alia, High Max, Douglass, Gate, Nightmare, Mother, Xtreme, Can, You, Beat, Possible, Impossible, Challenge, Difficult, Hard, No, Upgrades, Hearts, Tanks, Parts, Armor, Reploids, Bad, Game, Terrible, Horrible, Megaman, Rockman, Rock, Disfoo, Dessbo, Retropolis, Zone, J's, Reviews, Review, Analysis, Retrospective, PSX, Blue, Bomber, Buster, Weapons, Saber, Extreme, Quickies, Don't, Cut, It, Eurasia, Without, Falcon, Techniques, RZ, Yammark, Turtloid, Sheldon, Wolfang, Heatnix, Mijinion, Shark, Scaravich
Id: QbZhtN11le8
Channel Id: undefined
Length: 36min 43sec (2203 seconds)
Published: Thu Aug 19 2021
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