Everyone's role in this LP: Elliot: This game suck! John: Explains why this game sucks. Uncle: Asking if the game could be good. Matt: Suffering physically and mentally (cramps included).
The Alia and Gate backstory cutscene requires 3,000 Nightmare Souls. This is the reason why it is impossible to fight Nightmare Zero at a high enough level to unlock Black Zero, since he requires 5,000 Nightmare Souls. That Alia and Gate cutscene unlocks the Gate stages, which locks the player out of fighting Nightmare Zero.
@@ubermaster1 even if x7 is bad, that has the excuse of new dimension, and new hardware. x6 was done better twice before this and 3 time better on older hardware too. to quote clement: "I HATE MEGAMAN XS6X"
@@TheRasp10 here's the weirder part of it, Zero has actual dialogue for fighting Nightmare zero but only if he's level 4 in Yanmark's stage... which means it must have been a leftover from early on in developement!
@@alex_-yz9to or it was suppose to be possible to fight nightmare zero after obtaining zero. like as a secret boss or something (like how omega can be fought in the ZX games if you manage to find him)
According to the script on the wiki, Alia says: "Also, in case any changes occur in the Nightmare area, I'll show you by a red signal. It is difficult to predict what the changes are, though... . " So yes, the game leads you to believe that the Nightmare effect is what the red icons mean. 28:55 Clearly the Nightmare is just a fancy Phantom Ruby.
specifically red means "these areas are experiencing nightmare effects from the stage you just visited" not "there is a nightmare effect here". i make this distinction because a lot of people think stages that aren't red anymore just don't have nightmare effects in them
@@altreon3608 that does explain why rainy and yanmark had red icons after infinity was killed, and those two stages are the ones with the darkness gimmick
[EDIT! Check below for my successfully tested theory!] To explain the Nightmare Phenomenon (as best as I can), it is my understanding that the "Red Stages" mean there's a Nightmare Phenomenon in effect because of the LAST stage you completed. A stage can have 2 possible effects, but only ONE can be active at a time. Defeating one Maverick CAN cause it's effect to happen in 2 stages. (There are two exceptions: 1) "Nightmare Freeze" from Blizzard Wolffgang's stage which ONLY appears in Metal Shark Player's stage. 2) "Nightmare Iron" from Metal Shark Player's stage which can appear in THREE stages: Blaze Heatnix, Ground Scaravich, and Infinity Mijinion) For example, if you defeat Infinity Mijinion, the "Nightmare Dark" effect (annoying darkness) will show up in both Rainy Turtloid's Stage and Commander Yammark's Stage. Defeating Shield Sheldon causes the "Nightmare Mirror" effect (which are the weird copies of X/Zero ala the Zero Virus in X5) which will appear in Rainy Turtloid's stage and Blizzard Wolfang's stage. As you can see, Rainy Turtloid has 2 effects that can happen, but you can't have the darkness AND the X/Zero copies. Only one or the other. Within the context of this playthrough, at the start of Part 3, because Matt's last beaten stage was Infinity Mijinion, the two stages that were red on the Stage Select screen were Commander Yammark and Rainy Turtloid; two stages that have the Darkness effect because of Infinity Mijinion's stage. Even in Part 2, after Matt defeated Shield Sheldon, the two stages that were red were Rainy Turtloid and Blizzard Wolffang who have the Nightmare Mirror effect. So if you want an easier time, I believe you can do one or two things: 1) Tackle the stage you want at the very start of the game so there will be no Nightmare Phenomenon effects. 2) Enter a stage that affects another stage and leave. You'll still potentially have to deal with a Nightmare effect, but you can possibly chose a more favorable option (For example, if you don't want darkness in Rainy Turtloid, you can go to Shield Sheldon's stage, leave, and go to Rainy Turtloid to get the Nightmare Mirror (X/Zero copies) effect instead). [EDIT] I tested my theory on Point #2 and it's successful! For example, if you don't wanna deal with the Darkness in Yammark's stage, you can enter Turtloid's stage and leave and instead you'll deal with "Nightmare Wind". If you don't wanna deal with the Darkness in Turtloid's stage, you can enter Sheldon's stage and you'll deal with "Nightmare Mirror" instead! Hoooowever, I'd like to point out that I also went to Turtloid's stage WITHOUT beating him. I intentionally game over'd so I can return to the Stage Select and... I still got Turtloid's Nightmare effects in Yammark and Scaravich's stages! So... You don't even have to BEAT the stages! You can just enter them and leave/game over and the effect happens that way! In short, you can work around the Nightmare Phenomenon system to get a "lesser troublesome" Nightmare Effect in another stage. Just ENTERING a stage and leaving means the Nightmare is already in effect. Heck, you actually HAVE to use the Nightmare Effect in some cases (you need Blaze Heatnix's Nightmare Fire to break certain ice in Blizzard Wolffang and you need Metal Shark Player's Nightmare Iron for platformers in Heatnix's stage), so it's important to understand that you can manipulate the system in your favor. (Keep in mind, the Nightmare Phenomenon specifically refers to the effects that happen because of you beating levels (i.e. Nightmare Dark or Nightmare Mirror). Effects like the acid rain in Rainy Turtloid's Stage and Gate's Lab 2 or the Nightmare Snakes in Blaze Heatnix or the Nightmare Lasers in Shield Sheldon's stage are stage specific that don't appear in any other stage. They're "plot" important, I guess.) Random fun fact? Did you know that you can get RED Nightmare Souls? You know how the Boss gives out a big Green Nightmare Soul (worth 200 Nightmare Souls)? Well, if you actually take a long time defeating the boss, you're given a Red Nightmare Soul instead (worth 100 NS). You have to do *pretty* poor for THAT to happen, however.
To add on to your comment, I believe it’s also possible to get a nightmare effect on a stage even if the maverick on the stage select is not red. Which means you could enter Infinity Mijinion’s stage and get the red fireballs from Blaze Heatnix and those grey blocks from Metal Shark Player’s stage despite not being red.
@@CoastalSpark23 Like I said, the "Red Stages" are ONLY in reference to the stages that are effected by the last stage you went to. Red Stages DO NOT mean that they're the only stages with Nightmare Effects. Here's a scenario: You start the game and you fight Shield Sheldon first. Beating him causes the "Nightmare Mirror" effect in Rainy Turtloid's stage and Blizzard Wolffang's stage. Those two will be Red. You may then decide to go to Mijinion's stage and beat him which will affect Turtloid and Yammark's stage. Those two will be Red. But you decide to go to Wolffang's stage next. Even though his stage wasn't red, you still have a Nightmare effect because you previously beat Sheldon's stage. Again, the stages being Red are ONLY in reference to the last stage you beat. If you played Metal Shark Player's stage, then you'll find three stages that are red: Blaze Heatnix, Ground Scaravich, and Infinity Mijinion. To make matter's more hilarious. I just edited my comment and revealed that you don't even have to BEAT a stage for the effect to happen. You can enter a stage, and leave or game over in the stage, go back to the Stage Select screen, and you'll find stages that are Red in reference to the last stage you were in!
@@CoastalSpark23 If this happens, it's because the stage became red at some point and the player didn't pay attention to it. When a stage becomes red, even if the player doesn't enter it right away, that stage will gain a Nightmare effect and it will stay there, even when the stage isn't red anymore. For example, if Matt went to Blizzard Wolfang's stage now, he'd get the Nightmare Clone effect because he already visited Shield Sheldon's stage.
Well to mention as they like to within the playthroughs (and Idk how often they look down at the comments)... It's Live. So by the time Any of them see this - not to mention read Everything - they'll probably be two to three parts away from finishing the LP. Though good for those who want to, my goodness, Actually try X6.
13:25 It is sorta explained why Gate is being hunted down but with X6 having such a bad English script is not told well basically Gate aims to make the strongest Reploids possible, which is why he is so fascinated by the legendary X and Zero and their unanalyzable bodies. He is a genius in Reploid engineering and unafraid to show it, sometimes to his own detriment. During his time on the research team, unlike Alia, he broke protocols by making his Reploid creations unanalyzable, causing him to be shunned by his peers. Gate could not understand, as he considered them excellent Reploids, and found it hypocritical that X and Zero were not treated with the same fear. He became resentful when his creations were destroyed by his very own colleagues, especially because Alia was in on the conspiracy, and chose to escape the scorn by hiding in solitude. Despite this, Gate appears to have some concern for the world, as he laments the ruin caused by Eurasia and is bitter that authorities claim they should be thankful for the reduced damage. Alia also mentions in the ending that she and Gate longed to create a program resistant to all viruses. However, any compassion Gate once had is completely lost when he is infected by Zero's DNA; although he realizes that he is losing his sanity, he finds the sensation "liberating" and loses himself in his own selfish goals. So yeah guy went crazy cause his worked was hated by his former co-workers.
I think had the game been given a longer development time, we could've had one of the most sympathetic villains in megaman due to this. Gate, from the sound of it, really was not a bad person at all, he was essentially forced down that path due to rejection and hate. Kinda helps that he literally looks like an Evil X as well, I wouldnt be surprised if he actually shared similar values with X, just had intelligence on par with Wily and Light.
16:24 I have never seen someone approach the Light Capsule by wall jumping from the left and seeing X just fall to the ground while the Dr Light AI is talking to him straight made my day and I got a good laugh out of it
Ah, Oversight Ostrich and Rain Toilet. Genius Maverick ideas from the minds of Capcom. For real though, I was dying for a few moments there. If it's not a clever name pun it's someone mishearing something and thinking it's something else. 😆😁
0:53 at least inti understood when to stop. The whole reason zero 4 was even greenlit was not because capcom wanted it, but because they couldn't fit the final boss into zero 3, so inafune folded, Gave them the ok so long as they promised it was the final entry. And _unlike_ capcom. Inti kept to their word. Technically this is not the only time this happens but still it took a separate _team_ to salvage the zero games because capcom was being *painfully* greedy 16:33 so here's the thing: One of the parts you need _just to finish the game as armorless x or falcon x_ ...is locked in one these random ass rooms in scaravich. But the biggest middle finger is the fact in one of scaravich's level design is a _pit_ that can ONLY BE CROSSED WITH THE BLADE ARMOR
The pit you refer to only appears some of the time, not because you only visit 4 of the 8 rooms in one playthrough of a stage, but because each of the 8 rooms has 2 or 3 different variations, which can be seen in this video. Make of that what you will.
In order to complete this game at all comfortably, I had to A. Memorize all the parts I knew I needed. B. Never touch Zero because frankly his defense even with the shock buffer makes the game a pain C. Get the Shadow Armor to make Gates stages a cake walk AS LONG AS D. I had the appropriate parts and trick to make that stupid gap. I BELIEVE it's speedster and jumper in combination with the giga attack. The attack lunges you forward JUST enough to reach.
@@DarkEinherjar No, that isn't a Nightmare Effect, the acid rain is always part of the stage. The only Nightmare Effects in Rainy Turtloid's stage are either the darkness (which occurs after visiting Infinity Mijinion's stage) or the clones (which occur after visiting Shield Sheldon's stage).
@@c0mf0rta61ynum6 Actually normal rain is a nightmare effect, it shows up in Yanmark and Scaravich's levels and creates a slight wind effect. Doesn't show up in Rainy Turtloid's stage of course.
7:46 So the way it works is: Every Maverick stage you visit spreads it's nightmare effect to specific other stages. Those will be the stages with the red filter the next time you go to the stage select. Those stages will also have thier Nightmares "refreshed", so they'll drop souls again. The stages that *are not* highlighted red simply have not been changed since the last time a nightmare effect was spread to them. Every stage can only have one Nightmare effect at a time (but this is in addition to the stage's own gimmick, like Rainy Turtloid's acid rain, which is just part of that stage but also the Nightmare effect that spreads to other stages.) If you visit a stage that is not highlighted red, it will still have the Nightmare effect that was last spread to it, until it gets a new one and gets hifhlighted red again. The only way to see a neutral version of a stage with no Nightmare effects is to pick it first in your maverick hunting order. (Or second, if it doesn't get the nightmare effect from the first). Once everybstage has received a Nightmare effect, you will *never* see the base default version of that stage again on that save file, even if you power down the game and come back later. There is no way to remove a nightmare effect, only *replace* it with another.
During Bass's ending in Mega Man 2: The Power Fighter, it is revealed that Wily was already working on Zero. So no, Wily didn't build Zero from Bass's remains. The simplest assumption for me is that Wily activated Zero prematurely at some point and he destroyed Bass before Wily could shut him down.
@@alexfischer7876 every frachise has a fan-made Dark Ending, that doesn't count Bass challenging Zero & getting his shit destroyed does seem pretty in character
@@Artista_Frustrado Yeah, given Bass arrogantly assumes he's the strongest, even if Mega Man beats him because he has something he lacks, a conviction to fight for peace.
I do think at best Wily brought out Zero as a prototype as a last resort in some future Megaman game, and Rock got his shit wrecked before Zero broke down. I feel Wily created Zero due to the fallout of Megaman 7 where Megaman was seconds away from killing him if Wily didn’t remind him of his programming.
@@smashers6971 I can see that. And since Mega Man 2: The Power Fighters, the second arcade game, is after Mega Man 8, it can explain why Dr. Wily mentions Zero to Bass. Plus he probably saw Bass as a failure when Mega Man still beat him even with his "superior" power. Plus he did seem to hint to the Maverick Virus within Zero that would eventually become the Sigma Virus thanks to Sigma and his advances systems, which may have been something of an upgrade to Robofluenza from Mega Man 10.
I'll give a more condensed explanation of how the Nightmare system was supposed to work: Basically, like Greg said in an earlier part, it's supposed to work like X1. After you defeat an Investigator, two stages, highlighted in red, will have a Nightmare effect active related to the Investigator you defeated. For example, defeating Infinity Mijinion causes the blackout effect in Yammark's and Turtloid stage. Doing another stage causes two other stages to have a Nightmare effect active, and deactivates the effects in the previous two stages. HOWEVER! No doubt because of a programming fuck-up, the Nightmare effect never properly deactivates even if the stage is no longer highlighted in red. The only constant is that for a particular effect to activate, you need to have defeated the corresponding investigator first, meaning that so long as you leave Mijinion alone, you won't deal with the blackout. Also, only one effect can be active at a time, and if you defeated both investigators that have an effect associated with a particular stage, I think it picks whichever is active at random instead of overwriting the first effect with the second one. Since Gate's backstory has been brought up, I may as well say this now: in hindsight, X6's story could've been an amazing bridge between the X series and the Zero series. Think about it, X6 really brings home how the Maverick Hunters aren't as squeaky clean as you think because half of the investigators got unfairly labeled as Mavericks or were assassinated due to their high specs. It would've been perfect if Zero just wasn't playable outside of an unlockable like Vile mode in Maverick Hunter X, and when Gate is defeated, he warns X that the Hunters are too quick to please the humans, echoing Sigma's words to General at the start of X's route in X4, and that when a crisis that affects both humans and robots occur, the Hunters will throw the robots under the bus for the sake of the humans. Which is exactly what happens in Zero. In Zero, the main conflict started because of a global energy shortage, and the (first) antagonist, a flawed duplicate of X that was hastily put in his place when the original mysteriously vanished, decided that the best course of action was to label any robot whose work had become unnecessary a Maverick and be disposed of so that their share of energy went to the humans instead, which eventually devolved into the world government now becoming supremely oppressive against robots and killing them for the most minor of infraction like accidentally stumbling upon restricted information despite being unable to make heads or tails of it.
Dynamo is always at the end of the optional route of every stage after High Max. The red highlight on a stage indicate that the Nightmare Effect of the most recent completed stage is activated, but the Nightmare Effects never DEactivate. Every stage causes a Nightmare Effect in 2 other stages.
To help out with the descriptions about Rainy Turtloid and the darkness, the Darkness nightmare effect comes from visiting Infinity Mijinion’s stage and that nightmare effect hits Commander Yanmark’s stage and Rainy Turtloid’s stage. The acid rain in Rainy Turtloid’s stage is the stage’s inherent gimmick. If you want to manipulate it in your favor, you would have to look up which nightmare effects influence which stages, visit a stage that will make your intended next stage have the nightmare effect you prefer, and go from there. As an example, let’s say I want to visit Rainy Turtloid’s stage next, but not deal with the dreaded Darkness Nightmare effect as I had already finished Infinity Mijinion’s stage prior. I would have to enter Shield Sheldon’s stage, play in there for a bit, leave, then head to Rainy Turtloid’s stage. Shield Sheldon’s nightmare effect makes soul body clones of the opposite character appear and ram into you, and that REPLACES THE DARKNESS in Rainy Turtloid’s stage if you follow that sequence. Still doesn’t change the fact that level design in this game sucks, and the Nightmare effects make it worse than it already is.
Elliot calling it a “migraine” is a little much, but I can see where he’s going with it. Every decision made in the design of this game makes you stop and question “Okay, but… *why* is it like this?”; I’m almost glad we don’t see Mega Man titles be yearly releases anymore if this is the sloppy decision-making it led to.
Defeating High Max early/Getting 3,000 Nightmare Souls to reach Gate's Lab is a double-edged sword: Sure, you can go to the final stages early, but you are HEAVILY underprepared in terms of Heart Tanks, parts, and armor pieces. Also, at the end of this part, the reason why you can't equip a part in the middle for X/Zero's part slots is because that is reserved for one of the parts in the "Limited" category, I prefer equipping the "Life Recover" part in that slot, so you effectively have a third Sub Tank.
For Ground Scaravich's stage just to clarify something. The first 2 totem poles will take to either of 4 random areas sndbthe bottom 2 totem poles will take you to 2 of the other 4 areas at random. The Dr. Light capsule, heart tank and alternate pathway are in those 4 areas guaranteeing you are playing this stage at least twice(myself it took 4 times) to get all 3 things. And that's not including the parts thar are in this stage. Like Zero's Zabre plus that's in this stage.
And here what I found from reading X6 Tweaks' reworked dialogue: That "forbidden area" is actually what was left of Dr Light's Lab where Dr Cain found X, and Alia offed Scaravich for trespassing.
So there's a bit of a misconception for what the red markers means that I should probably clear up. When Alia says the red markers indicate changes in a stage, it's worded kind of weird, but she means that the red indicates what the previous stage altered, not what stages are infected. This is something that tripped up a lot of folks, so I don't blame you guys (especially with X6 being designed like this). Also fun fact, you don't need to beat a level to trigger a nightmare effect, just go to the level and leave and it happens. Which makes progression a pain in the ass, but you can also pick your poison with each stage's one of 2 nightmare effects.
God that thumbnail is amazing, and so is the opening! 1:00 Me when I use Google Translate to translate my game, and change nothing else about it 1:40 Yeah, I kinda get why they locked the four parts behind max rank, because being able to run stuff like Speedster, Jumper, Shock Buffer, and D-Barrier makes you an tank that can reach 150 MPH. It's not good game design on how to limit and balance parts, but I (somewhat) understand why they make you grind for the souls Commander Yanmark This is one of the three levels that are passable to me (the last one being the intro stage). I kinda like that segment with the enemies you need to jump across safely to avoid getting spiked, but it's not well done in the slightest. This was when the game made it clear to me that they were re-using the previous enemies from X5 and X4 relentlessly, as well as spamming the absolute HELL out of Nightmares, the damn late-night spaghetti monsters that haunt you in your dreams more than Clown Man. So in a strange design choice, both X AND Zero get Yanmar Option. Not that I'm complaining, it's one of my favorite X weapons period! A fun defensive Shield with offensive utility, mixed with the bottomless ammo pool and a strong charged variant that let's you become a battering ram as X is very fun. Bonus point for it's ability to slaughter nightmares. The one downside is, yes, the weakness against shielded enemies 2:20 The Nightmare mechanics basically require a PDH in dipshittery to understand, I'd go into detail, but everyone here in the comment section has done better than I ever could. For anyone who dares to play X6, here's a hot gamer tip: finish Rainy Turtleoid's alternate path first so you don't have to deal with either darkness nor clones, snag the Hyper Dash part, AND unlock Zero in one fell swoop. Best you also kill Turtleoid on a second trip so you have Meteor Rain, Dynamo's (and less importantly, Metal Shark Player's) weakness. If you're feeling a bit risky, you can even get the last reploids that normally require the Glide Armor to get by exploiting I-Frames like you need to get into the alternate route, and even a part for the Shadow Armor if you can get the timing down *just* right. 4:40 Man, I wish the Nightmare System was fleshed out, the idea of stages having a well thought out difficultly curve in the normal levels is fun. Once again, this is Mega Man X6: Gatekeeping Anyone from this Stupid Platformer 6:00 Shockingly, you can get past this with Vanilla X, but like Matt said, you need the parts to do it, and I believe Magma Blade? Yeah just don't bother with this path, it has literally nothing in it. 8:20 games desing iz mi pahshon :) 10:10 Accurate. 11:28 #SigmaWasRight 13:19 I believe it was Gate's rivals and or co-workers who were both jealous of how powerful his creations were, and scared because how powerful his creations were? IIRC, there is a bit in the backstory cutscene that requires 3000 souls to unlock, but I believe that Alia drops that information on either X or Zero, given her past with Gate. Once. Again. Excessive. Ground Scaravich Now this level is luck incarnate, and it's the stage that WILL drive most players up the wall before the fortress levels. I can't really say much that the playthrough already said, it's just shit. I do think having random segments that can picked from a pool of mini-levels is something I'd like to see in a Classic Mega Man game where you don't need to collect stuff like in the X games, but that's another can of worms for another day. Oh yeah Ground Dash, fitting the dung beetle gives you the shit weapon. At least Ground Dash has a niche as a jank projectile with an amusingly fast charged shot, but it's only only true use are those horrible blocks that spawn in two particular stages once you beat Scaravich. But the Sentsuizan is simply garbage, easily Zero's worst fucking attack across every X game, including all of X7's techniques. It'd be tolerable if you could cancel that animation, but you can't. I guess one saving grace for this stage is using Ice Burst to hurt yourself, get I-Frames, then dash PAST the totems. IIRC it glitches the background of the sub-stages when you die, because you never killed the totem before the next one you jumped into. Fun little glitch, though it's not that helpful. 14:39 Fuck, now I want some sliders :{ 16:28 Forgot about the Dr. Elmer Light Fudd voice, caught me off-guard when I heard it. Oh and that capsule always gets a giggle out of me when X/Zero falls onto the ground below. 16:55 At least it's not Xtreme mode, where nightmares can just vanish, then just dash into you outta nowhere. For the love of all that is holy and unholy, don't play this game on Xtreme mode, it is plain torture. Torture used by the military no less! 19:30 Cough Cough. The moment where the final boss killed Eliot, Matt and Greg without giving them a chance to dodge Eggman. COUGH COUGH. HACK. 21:30 Ha. ha. HA. Glide. Armour. hA. ha. ha, 22:40 Good move, I also recommend that to any of my friends who want to play OG X6. 23:38 Gonna be honest here, I like the Blade Armor. It's not perfect, but I like to look at it as a better version of X3's Upwards Airdash, with a weaker Plasma charged shot. The "Mach Dash" is genuinely cool, being able to hold a dash midair to blast yourself forward in one of three (or four if you want to dash downwards to take X's life) is quite nice. The usual damage reduction is at play with X's body armors, and the Giga Attack it has is alright. The helmet reducing weapon cost is also alright, would've preferred something mobility related, but eh, whatever. Finally, the Buster and it's strange diet-plasma is just, fine, but the ability charge the Z-Saber by holding up and letting go of a charged shot is nice, albeit outclassed by a certain armor later. I think the Blade Armor would be better if the mobility and Z-Saber capabilities were fine-tuned, and the game was actually good. Yes that's not saying much, but a lad can dream. 26:35 Hi, I like this game, not because it's good, but because it's fun to break. That being said, there's a major difference in liking something bad and acknowledging it's bad, and liking something bad but not knowing the media is shit. I also don't use the armor cheats because I lost control in my life.
Matt would have a easier time with destroying the nightmares if he kept using the charged Yammer Option. Its indestructible making it a good shield, circles around and fires killing almost anything with one shot and it lasts a long time. But watching him suffer is also a good time. XD
Some misinformation about the Nightmare system here. The red stages are not the only stages that drop nightmare souls, basically when a nightmare effect is activated, any souls that have been collected respawn. Normally the game does not allow you to farm souls by replaying the same stage over and over, you are incentivised to replay levels you have already played with nightmare effects in order to farm enough souls. Also, Nightmare effects do not stack, if Matt had played Rainy Turtloid's stage before this, the windy rain effect would've replaced the darkness. This actually makes routing X6 interesting because it allows you to pick the lesser of 2 evils, you can even freely select the effect you want by entering the stage that triggers it, then exiting via the pause menu. Lastly, Dynamo always appears at the end of an alternate path, not sure where Matt got the idea it was linked to a nightmare effect. You wanna know something else that make Ground Scaravich's stage even worse? The 8 rooms you get at random also have 2 or 3 random layout generations each (you can see this when Matt replays the stage for the reploid he lost). Some of these variations are impossible for X/Shadow armour because they require the air dash.
The nightmare effect can happen even if you don’t defeat the stage boss. If you quit out of a stage because you are having a hard time the effect can still happen for other stages.
Only now did I notice that the darkness effect is two triangular lights (like two spotlights shining from the top and bottom of the screen) swaying back and forth. I thought it was just some diamond pattern.
Hilariously enough, my first experience with a Mega Man game was Mega Man X6. And the next X game I played was 7. And the first Classic Mega Man game I played was Mega Man and Bass. On the Game Boy Advanced. Thankfully the next Mega Man game I played was Legends.
31:26 Probably the biggest mystery of the X series is what happened to the classic cast, since all that we really know is that Zero wasn’t activated until X4 so he wasn’t responsible for anything. My personal take is that Rock, Roll and Bass sadly just hit their experation dates and had to be put down while Protoman’s damaged core eventually gave out and killed him. That being said it would be nice if light mentioned something about the classic bots at some point to X.
@@esmooth919 it’s possible that Light didn’t want to tell X about the past Megaman due to how it could affect him. After all Rock and Roll while essentially being lights kids were essentially still just machines.
What are you talking about? Zero was activated way before X4 he was around before X1. If you're referring to the cutscene in X4 the was giving backstory to Zero.
So to clarify if it hasn't been done 10 times already. You don't NEED to defeat the Maverick to get the nightmare effects. Simply visiting will trigger it and it will do that for the rest of the game. However, visiting a different stage can affect stages that already under nightmare affects. If you go to Infinity Mijinion's stage, regardless if you beat him or not, Rainy Turtloid and Commander Yanmark will have the darkness effect. Commander Yanmark is affected by both Rainy Turtloid and Infinity Mijinion's nightmare effects. HOWEVER, BOTH cannot be in effect at the same time. So if you go to Rainy turtloid, regardless if you beat him or not, it will reset all the nightmare enemies and replace the darkness with "sticky rain" which pushes you back and gimps your jump. With turtloid, if you visit Shield Sheldon, the darkness effect gets replaced with the "Soul body" effect, which sends these copy clones of either X or Zero at the player. Which in my opinion is the least annoying effect in the game. I learned this through repeated playthroughs and I use this to get the lest painful experience possible.
At that very last bit where Matt was trying to equip parts but it wasn't working right, the middle slot is the Limited Part and thus the pink ones in the bottom right of the selection. You unlock that at about 1,200 Nightmare Souls. The two part slots beyond that are the real grind for anyone insane in the membrane to bother.
Come to think of it, about the whole Bass design thing. He did infuse himself with Evil Energy in Mega Man 8. And in future games like Mega Man and Bass and Power Fighters, he does show off an ominous aura that he didn't have previously. This makes me believe he still has the Evil Energy even after MM8. Another thing to note is that when Mega Man was infected by the Evil Energy, he was going to die unless Duo would purge the Energy with his own. Bass, however, has never met Duo, meaning he survived the infection on his own. If he's the only Robot Mater that can take in Evil Energy and live, he could have been the most important piece to completing Zero. And Bass was a Robot Master made to counter Mega Man. Something poetic about that.
I’ve mentioned this before I think, but I’m pretty sure the red boss stage portraits not being active when the nightmare effect is active is a UI bug. Basically if you trigger one nightmare effect, the portrait turns red, and if you trigger the second possible nightmare effect, it disables the portrait even though the nightmare effect is active, probably because they messed up the code
I feel the main reason why they stopped giving you the upgrades once you collect them is due to the fact that you have two armors and that would've at least doubled the amount of sprites they would've needed to animate X with every single piece of the armors on him
correction, X6 stages werent made testing with Ultimate armor, they were made testing with the Blade Armor, Blade Armor is effing broken in this game and one of the best armors in general 4 Directional Air Dash that cover HUGE distance, the longest dash that isnt flying or Nova Strike, and it still gets close to Nova distance, learning to use this dash is key to breeze these scenarios in ways even the Ultimare armor can only dream of 2 Charge Busters, one mid of the road and one broken as FUCK, the normal Charge Shot is essentially a less strong 4th armor Charge Shot both in power and size, but the Charged Slash, Hold Up and release Buster, deals an insane amount of damage and has a TON of active frames to demolish any enemy, damage wise its the strongest sttack asside from the Nova Strike
Dynamo ALWAYS shows up in the alt routes after defeating HI-Max or unlocking the final stage normally, and nightmare enemies ALWAYS drop blue souls, no matter which stage is marked red.
Even when you know red means a change in the Nightmare Phenomenon, and that it doesn’t mean the stage will ever NOT have one again, there’s still the matter of needing to know what stages trigger each effect if you wanna, say, avoid the darkness. And also needing to know that simply entering a stage changes it. Not a great mechanic.
2:54 Oh *IT BEGINS!* 4:01 The dragonflies is after beating Commander Yanmark and the affected zones are the Laser Institite and *DONUT HELL!* Also it's Monsoon Rain(the level gets so windy, it hampers your speed), John. The acid rain gimmick is exclusive in Rainy Turtloid... And it affects the Amazon Area and the Central Museum(this stage's theme, MY EARS!). 5:47 Oh *RIGHT,* Matt activated Rookie Hunter mode... 28:50 Actually the Nightmare is pretty much an imperfect version of Sigma... A virus with a physical body. And yes you heard me right, it's called the Nightmare Virus!
Matt: I feel like this game had a sorter development than ET Tails Doll: I think that sure is going to offend someone Matt: Aaaaaaaaaah who cares it's X6
It might just be me misinterpreting what Matt said here but I wanna say some things from my experience with the game. The thing with the blue souls that spawns from the nightmares... If I remember correctly you CAN always collect the souls when you first kill a nightmare, regardless of the stage being red or not, having killed the maverick or not, etc. If you fail to collect the soul before it respawns, it won't drop a soul again. I usually collect as many souls in the first run of a stage and when I revisit for the alternate route I always collect the souls from the new nightmares. Now what I'm curious to test out is if the stage being red makes the souls reappear again, I've never noticed that! Oh and talking about red stages, I think nightmare zero, high max or dynamo can be encountered at any stage, regardless if it's red or not. Having that said, keep up the great work guys! This game is a pain in the ass but you guys are doing a great job showcasing it for what it is!
I love when you guys play terrible games like this so much on the channel, always provides some of the best commentary from you guys and the best jokes.
Yeah Johnny's right, Matt has Darkness in Commander Yammark's stage because he beat Infinity Mijinion's stage first. I could be wrong, but he can get rid of the darkness by beating a different stage that changes the nightmare effect on Yammark's stage right? I remember that Clement never even knew that secret Gate/Alia cutscene existed before he did his LP.
To awnser Greg i believe the reason why we got X7 and X8 but not Legends 3 at that time was because the team that made the legends games were working on Battle network and starforce series
No they weren't allowed to make Ledgends 3. They tried so many times to get it made but Capcom wouldn't allow them to. Capcom Japan hated the Ledgends games. The only reason the 1st ever made it out of Japan was due to Sony. Heck Capcom tried to get Sony to let them not even make Ledgends 1. But Sony made them stick to their contract and said "No it will be an international release". So after Capcom gets off the phone with Sony that's when they call up Nintendo. After they got off the phone with Nintendo they told the team and also told them they didn't have any extra time to make either of the versions. As for Ledgends 3 goes there was an opportunity to make that one or a prequel that leads directly to the 1st one so the next game would be Ledgends 3. Capcom said no to Ledgends 3 and the team was like okay you win so I guess we make the prequel. Executives at Capcom saw what they were trying to do and were like nice try no. And instead we got Mega Man Transmission. The time when we the fans got to vote on stuff for Ledgends 3 was about the 4th or 5th attempt at it. And ultimately when Capcom Japan pulled the plug on it someone at Capcom Europe blamed the fans for it because there wasn't enough internet in it. That caused some of the Mega Man fan base to start boycotting Capcom.
Not trying to defend the game, just trying to explain: When you see a red tint on a certain stage on the stage selection screen, it just means that the last stage you've been in activated a nightmare effect in these two other stages. The nightmare effect of the other stages doesn't get canceled out; it's still there even if the stage selection screen doesn't say so. Basically, to mitigate some of the pain, you can *choose* what kinda nightmare effects to give yourself because some are less worse than others. Example: Rainy Turtloid. If Matt decides to visit Shield Sheldon's stage and then exists and saves, he'll get the nightmare effect where random soul body clones attack you at certain intervals. Annoying, yes, but as of now, because Matt visited Infinity Mijinion's stage beforehand, he'll get the much more intrusive darkness effect, and so on and so forth. Out of the two, I'd pick Sheldon's effect any day. At least I can freaking see.
12:01 Elliot, I kind of have to disagree with that, first impressions are NOT everything. This is how people end up making a common mistake that I myself despise with every fiber of my being, making a bad judgment call on a game just because it's not what everyone wanted.
True, but it’s up to the developers and those above them to make sure that first impressions do hit well. Yes, you can’t make a call on the game h til you play it all the way through. But is that really an excuse for poor design due to lack of time and execution? No. If that were the case, I doubt we have the Sonic fanbase complaining to themselves with every new Sonic game. lol
tbh, the "fu fu fu" thing used to bother me a lot, cuz i would see it in a bunch of other things, and I'm like "why would anyone laugh by making the 'fuh' sound?" Then I realized it actually had to do with japanese pronunciation, similar to how they make "L" sounds with their "R"s, their "F"s sound similar, yet slightly different, to the english pronunciation of the "H" sound. So it's less "fu fu fu" and more "hu hu hu".
Part of the problem with the Nightmare System is that so many things get labeled as an effect of the Nightmare that it becomes tricky to figure out which are toggle-able due to visiting levels and which are just set in stone. For reference, the effects that change based on visiting levels are the Small Bugs (Yammark), Coloured Cubes (Scaravich), Fireballs (Heatnix), Frozen Platforms (Wolfang), Wind (Turtloid), Iron Blocks (MSP), Soul Bodies (Sheldon) and Darkness (Mijinion). Anything else labeled as part of the Nightmare System (Giant Bug Robots in Yammark, Crap Balls in Scaravich, Ouroboros/Donuts and Fire in Heatnix, Ice Boulders in Wolfang, Acid Rain in Turtloid, Crushers in MSP, Lasers??? in Sheldon and I guess Illumina in Mijinion) is locked to that particular Maverick's stage (and the Gate stages, but that's for later). That is to the best of my knowledge, both from playing the game multiple times and checking the Mega Man Knowledge Base to determine what constitutes as part of the Nightmare System.
The Nightmare effect is hallucinations/illusions that are completely tangible to the point that they're not really illusions and might as well be reality manipulation? I can't believe Sonic Forces ripped this off with the phantom ruby
so... the issue when comparing Nightmare Effects in X6 against Maverick Interferances on X1, is that defeating X1 Mavericks opened new routes, while the X6 just adds inconveniences. so the issue isn't that it's making the game harder but that is doing it badly also the other thing is that X1's interferances only affect one stage, so Storm Eagle's airship can only crash on Spark Mandrill's stage meanwhile the Nightmare Effects can happen on multiple levels & some of them overlap excessively, like Metal Shark Player's or Blaze Heatnix
so, the only excuse i can think for both X5 & X6 to do the Armor Restriction is because the devs know players will gun it for the Shadow/Gaia foot part & become Spike-proof but ignore their crappy Buster parts which is a thing X8 fixed, at the price of having the 3 armors be a Recolor
Anyone else feel a bit concerned about Elliot? I know he tends to do bird screams a lot back then before the hiatus, but most of his yells sound more angry than usual.
Kinda wish they'd equalize him in the audio atleast so he's not as aggressively loud. even when the others are getting loud he still shouts above them. needs to chill out before he has a heart attack
Personally the dragonfly nightmare give me the latest problems then again Commander Yammark weapon is my favorite to use and I'm used to this games bs. 30:00 Also thanks to the internet I thought Elliott meant "based" and i didn't really questioned it. lol
In regards to replaying a stage to get an item that's based on RNG, The recent game Granblue Fantasy Relink its sort of like a fast paced monster hunter game. There is a quest where you fight a hard dragon boss called Proto Bahamut, at the most the fight can last up to 15 minutes to finish not only that, the boss has a move when he's about to die and if you don't finish him in time its an instant mission fail and you have to do the quest all over again. now the reward is a characters Ultimate weapon, but the drop rate is very low and completely random and the worst part there are 19 total characters so if you're looking for a specific characters weapon to drop Good Luck
Ground Scaravich's level should have been randomizing the order of the level rooms than randomizing if you would get that room Funny how they mention cave story I just rewatched the LP lol
I love how this game is so bad that everyone just has wildly different reactions to it. Johnny and, Matt played this game back when it was new, they both know how terrible it is but even now they are just flabbergasted how much of a dumpster fire it is. Greg, while not having played the game himself is filled with so many questions about it's design, and of course, Elliot is just trying comprehend how something like this was given the ok to release.
6:15 I once tried a run with vanilla X as a challenge, its possible to make the jump with dash jump almost perfect frame but you must be on the wall almost to death and the jump to make it to other side with a small pixel frame almost to death also... and let me tell you its awful and absurd hahah Side note, I gave up at nightmare mother.... after I beat the boss with Zero or with one of the armor X, I went to Sigma... if I'm not mistaken Zero and X pathway are different (its been ages since I played X6) I went in as Shadow X... its was imposible because of a section that you need air dash, so it was useless the effort, bruh🤦🏻♂️😂
To try and explain how the Nightmare Phenomena system in this game works as best as I can, I'm gonna quote an explanation of it that I gave on Trav's X6 review plus a bunch of extra commentary on the matter, so here goes: "I also wanted to bring up an interesting observation I've made about the nightmare system over the years, because I think I've actually managed to come to some sort of proper understanding on how it works. Basically, you can separate the different Nightmare Phenomena into two different categories that I like to call "Permanent" and "Temporary." Permanent nightmare phenomena mean exactly what you think; The moment they are activated, they stay as part of their affected stage forever. Examples include the Nightmare Bugs in the Laser Institute and Magma Area, and the Nightmare Rain in the Amazon Area and Central Museum. Temporary nightmare phenomena mean what the game states and shows the phenomena to mean, activating based on the last stage visited. Examples include the Nightmare Fire in the North Pole Area and the Nightmare Iron in the Magma Area. I haven't had a chance to thoroughly test all of this, this is just how it seems to roughly function based on my many playthroughs of X6 up to this point, and I'd love it if someone with more in-depth knowledge of the game could go in and try to officially record how it all exactly works on a programming level." As I understand it, there are two completely separate lineups of nightmare effects. The effects in the first set (the one I call the "Permanent" set) are activated by defeating Mavericks. Once a Maverick is defeated and the associated effect is activated, it stays that way forever. There is absolutely no indication of any kind on the stage select screen whether these effects are active and where. You just have to know. At the same time as this is all happening, there is a whole second lineup of nightmare effects (these being a part of the "Temporary" set). These are the ones that are generally much more well understood and telegraphed. They are activated by merely entering a stage. Once you've left a stage, the nightmare effect associated with that stage is activated and the game tells you where it is active via the red overlays on the stage select screen. To overwrite the current effect with a new one, simply enter and exit another stage and repeat the process. These two sets of nightmare effects are at work independently from each other, and that fact combined with one set of them having no telegraphing is what makes the whole system end up feeling so random. Just my two cents, but I'm almost certain that the reason for its existence was the dev team trying to come up with a solution to what they viewed as a problem with the Mega Man series up to this point, which is a lack of smooth difficulty progression while playing through the main 8 stages. Of course, the attempt was, how do you say... misguided. Regarding nightmare soul collection with the nightmare robots, I'm pretty sure it's just based on the number of stages played through after defeating one of the robots. For the sake of explanation let's just say it's 3 stages. So let's say you defeat a nightmare robot in Commander Yammark's stage and then proceed to beat the stage. You can then try to reenter the same stage to get the soul again, but even after defeating the very same robot, no soul is able to be collected. If instead you play another two stages to the end after leaving Commander Yammark's stage, then decide to go back to the robot to try getting a soul, you'll then find that it has refreshed and will now give you another soul to collect. Just like I said for the Nightmare Phenomena though, I'd really like it if someone with the tools (not to mention patience) could test all this out and precisely define the system's rules. Where is Bass in the X Series? He hid himself while he tried to repair himself.
I assume x5's light armor system was brcause the devs were unsure of how to sprite and/or code for mixing and matching armor parts, but iirc at least x8 let you do that. Also, iirc, in x command mission, I think some ultimate skill/armor/weapon/whatever for zero gives him wings similar to bass with the treble adaptor so there is ONE visual reference, and I think some x-dive OC related to Zero's lore also pulls a design element from bass as well, so there is a slight amount of visual references to bass, but no statement on his (or any other classic robot's) fate.
Everyone's role in this LP:
Elliot: This game suck!
John: Explains why this game sucks.
Uncle: Asking if the game could be good.
Matt: Suffering physically and mentally (cramps included).
It bugs me that Greg is trying to even find something good in this
Yeah, Megaman X 6 will do that.
There is is fan patch of X6 that fixes everything from some research
I'm looking forward to X7.
Uncle in denial
Gate on the thumbnail has the most “clearly X you don’t own an air fryer” energy
X meanwhile is like "Bitch, I AM the air fryer!"
_Uses storm tornado_
@@MythicMachinaHe air fries chicken tenders in his butt cheeks?
"X you clearly dont own a PS5"
@@sonicboy1123 "Who actually owns a PS5?"
The Alia and Gate backstory cutscene requires 3,000 Nightmare Souls. This is the reason why it is impossible to fight Nightmare Zero at a high enough level to unlock Black Zero, since he requires 5,000 Nightmare Souls. That Alia and Gate cutscene unlocks the Gate stages, which locks the player out of fighting Nightmare Zero.
When what the point of locking it under fake zero? It like having the ultimate armor being locked behind high max who will go away after that too.
@@TheRasp10 Just another piece of poor design in this game.
@@ubermaster1 even if x7 is bad, that has the excuse of new dimension, and new hardware. x6 was done better twice before this and 3 time better on older hardware too. to quote clement: "I HATE MEGAMAN XS6X"
@@TheRasp10 here's the weirder part of it, Zero has actual dialogue for fighting Nightmare zero but only if he's level 4 in Yanmark's stage... which means it must have been a leftover from early on in developement!
@@alex_-yz9to or it was suppose to be possible to fight nightmare zero after obtaining zero. like as a secret boss or something (like how omega can be fought in the ZX games if you manage to find him)
According to the script on the wiki, Alia says: "Also, in case any changes occur in the Nightmare area, I'll show you by a red signal. It is difficult to predict what the changes are, though... . "
So yes, the game leads you to believe that the Nightmare effect is what the red icons mean.
28:55 Clearly the Nightmare is just a fancy Phantom Ruby.
specifically red means "these areas are experiencing nightmare effects from the stage you just visited" not "there is a nightmare effect here". i make this distinction because a lot of people think stages that aren't red anymore just don't have nightmare effects in them
@@altreon3608 that does explain why rainy and yanmark had red icons after infinity was killed, and those two stages are the ones with the darkness gimmick
[EDIT! Check below for my successfully tested theory!] To explain the Nightmare Phenomenon (as best as I can), it is my understanding that the "Red Stages" mean there's a Nightmare Phenomenon in effect because of the LAST stage you completed. A stage can have 2 possible effects, but only ONE can be active at a time. Defeating one Maverick CAN cause it's effect to happen in 2 stages.
(There are two exceptions:
1) "Nightmare Freeze" from Blizzard Wolffgang's stage which ONLY appears in Metal Shark Player's stage.
2) "Nightmare Iron" from Metal Shark Player's stage which can appear in THREE stages: Blaze Heatnix, Ground Scaravich, and Infinity Mijinion)
For example, if you defeat Infinity Mijinion, the "Nightmare Dark" effect (annoying darkness) will show up in both Rainy Turtloid's Stage and Commander Yammark's Stage. Defeating Shield Sheldon causes the "Nightmare Mirror" effect (which are the weird copies of X/Zero ala the Zero Virus in X5) which will appear in Rainy Turtloid's stage and Blizzard Wolfang's stage. As you can see, Rainy Turtloid has 2 effects that can happen, but you can't have the darkness AND the X/Zero copies. Only one or the other.
Within the context of this playthrough, at the start of Part 3, because Matt's last beaten stage was Infinity Mijinion, the two stages that were red on the Stage Select screen were Commander Yammark and Rainy Turtloid; two stages that have the Darkness effect because of Infinity Mijinion's stage. Even in Part 2, after Matt defeated Shield Sheldon, the two stages that were red were Rainy Turtloid and Blizzard Wolffang who have the Nightmare Mirror effect.
So if you want an easier time, I believe you can do one or two things:
1) Tackle the stage you want at the very start of the game so there will be no Nightmare Phenomenon effects.
2) Enter a stage that affects another stage and leave. You'll still potentially have to deal with a Nightmare effect, but you can possibly chose a more favorable option (For example, if you don't want darkness in Rainy Turtloid, you can go to Shield Sheldon's stage, leave, and go to Rainy Turtloid to get the Nightmare Mirror (X/Zero copies) effect instead).
[EDIT] I tested my theory on Point #2 and it's successful! For example, if you don't wanna deal with the Darkness in Yammark's stage, you can enter Turtloid's stage and leave and instead you'll deal with "Nightmare Wind". If you don't wanna deal with the Darkness in Turtloid's stage, you can enter Sheldon's stage and you'll deal with "Nightmare Mirror" instead!
Hoooowever, I'd like to point out that I also went to Turtloid's stage WITHOUT beating him. I intentionally game over'd so I can return to the Stage Select and... I still got Turtloid's Nightmare effects in Yammark and Scaravich's stages! So... You don't even have to BEAT the stages! You can just enter them and leave/game over and the effect happens that way!
In short, you can work around the Nightmare Phenomenon system to get a "lesser troublesome" Nightmare Effect in another stage. Just ENTERING a stage and leaving means the Nightmare is already in effect. Heck, you actually HAVE to use the Nightmare Effect in some cases (you need Blaze Heatnix's Nightmare Fire to break certain ice in Blizzard Wolffang and you need Metal Shark Player's Nightmare Iron for platformers in Heatnix's stage), so it's important to understand that you can manipulate the system in your favor.
(Keep in mind, the Nightmare Phenomenon specifically refers to the effects that happen because of you beating levels (i.e. Nightmare Dark or Nightmare Mirror). Effects like the acid rain in Rainy Turtloid's Stage and Gate's Lab 2 or the Nightmare Snakes in Blaze Heatnix or the Nightmare Lasers in Shield Sheldon's stage are stage specific that don't appear in any other stage. They're "plot" important, I guess.)
Random fun fact? Did you know that you can get RED Nightmare Souls? You know how the Boss gives out a big Green Nightmare Soul (worth 200 Nightmare Souls)? Well, if you actually take a long time defeating the boss, you're given a Red Nightmare Soul instead (worth 100 NS). You have to do *pretty* poor for THAT to happen, however.
To add on to your comment, I believe it’s also possible to get a nightmare effect on a stage even if the maverick on the stage select is not red. Which means you could enter Infinity Mijinion’s stage and get the red fireballs from Blaze Heatnix and those grey blocks from Metal Shark Player’s stage despite not being red.
@@CoastalSpark23 Like I said, the "Red Stages" are ONLY in reference to the stages that are effected by the last stage you went to. Red Stages DO NOT mean that they're the only stages with Nightmare Effects.
Here's a scenario: You start the game and you fight Shield Sheldon first. Beating him causes the "Nightmare Mirror" effect in Rainy Turtloid's stage and Blizzard Wolffang's stage. Those two will be Red. You may then decide to go to Mijinion's stage and beat him which will affect Turtloid and Yammark's stage. Those two will be Red. But you decide to go to Wolffang's stage next. Even though his stage wasn't red, you still have a Nightmare effect because you previously beat Sheldon's stage.
Again, the stages being Red are ONLY in reference to the last stage you beat. If you played Metal Shark Player's stage, then you'll find three stages that are red: Blaze Heatnix, Ground Scaravich, and Infinity Mijinion.
To make matter's more hilarious. I just edited my comment and revealed that you don't even have to BEAT a stage for the effect to happen. You can enter a stage, and leave or game over in the stage, go back to the Stage Select screen, and you'll find stages that are Red in reference to the last stage you were in!
@@CoastalSpark23 If this happens, it's because the stage became red at some point and the player didn't pay attention to it.
When a stage becomes red, even if the player doesn't enter it right away, that stage will gain a Nightmare effect and it will stay there, even when the stage isn't red anymore. For example, if Matt went to Blizzard Wolfang's stage now, he'd get the Nightmare Clone effect because he already visited Shield Sheldon's stage.
Well to mention as they like to within the playthroughs (and Idk how often they look down at the comments)...
It's Live.
So by the time Any of them see this - not to mention read Everything - they'll probably be two to three parts away from finishing the LP. Though good for those who want to, my goodness, Actually try X6.
This is definitely interesting to know with the Nightmare BS but at the same time it's still a stupid gimmick for the game
20:28
Mishearing it as White Castle is so fricken funny
X and Zero go to White Castle.
"...Dr. Wily?!"
XD And then Elliot referencing "Harold and Kumar Go to White Castle" after Greg's faux paus was great!
I damn near bust a gut when I heard that!🤣
13:25 It is sorta explained why Gate is being hunted down but with X6 having such a bad English script is not told well basically
Gate aims to make the strongest Reploids possible, which is why he is so fascinated by the legendary X and Zero and their unanalyzable bodies. He is a genius in Reploid engineering and unafraid to show it, sometimes to his own detriment. During his time on the research team, unlike Alia, he broke protocols by making his Reploid creations unanalyzable, causing him to be shunned by his peers. Gate could not understand, as he considered them excellent Reploids, and found it hypocritical that X and Zero were not treated with the same fear. He became resentful when his creations were destroyed by his very own colleagues, especially because Alia was in on the conspiracy, and chose to escape the scorn by hiding in solitude.
Despite this, Gate appears to have some concern for the world, as he laments the ruin caused by Eurasia and is bitter that authorities claim they should be thankful for the reduced damage. Alia also mentions in the ending that she and Gate longed to create a program resistant to all viruses. However, any compassion Gate once had is completely lost when he is infected by Zero's DNA; although he realizes that he is losing his sanity, he finds the sensation "liberating" and loses himself in his own selfish goals.
So yeah guy went crazy cause his worked was hated by his former co-workers.
And it's made worse that he also is WILLING to revive Sigma!
I think had the game been given a longer development time, we could've had one of the most sympathetic villains in megaman due to this. Gate, from the sound of it, really was not a bad person at all, he was essentially forced down that path due to rejection and hate.
Kinda helps that he literally looks like an Evil X as well, I wouldnt be surprised if he actually shared similar values with X, just had intelligence on par with Wily and Light.
12:11
"Do not let this game define the series for you."
THANK YOU! First time players should start with the original Mega Man X.
I feel like he did play X1 a long time ago but I maybe missremembering it
It's just good advice for anyone looking to get into the X series. Or any series, really.
"Oh, there's a cutscene! GODDAMMIT!!!" - Elliot with that heavy duty rage. XD But then again, he's been checked out from minute 1!
"Are you alive? Dynamo!"
Wha- X he's standing right in front of you!
More of X6's wonderful English translation.
16:24 I have never seen someone approach the Light Capsule by wall jumping from the left and seeing X just fall to the ground while the Dr Light AI is talking to him straight made my day and I got a good laugh out of it
Ah, Oversight Ostrich and Rain Toilet. Genius Maverick ideas from the minds of Capcom.
For real though, I was dying for a few moments there. If it's not a clever name pun it's someone mishearing something and thinking it's something else. 😆😁
So this is where all the Darkness from kingdom hearts comes from.
Darkness within darkness.
Darkness, imprisoning me,
All that I see,
Absolute horror
Gate laughs like doflamingo, judging from the text.
0:53 at least inti understood when to stop.
The whole reason zero 4 was even greenlit was not because capcom wanted it, but because they couldn't fit the final boss into zero 3, so inafune folded, Gave them the ok so long as they promised it was the final entry.
And _unlike_ capcom.
Inti kept to their word.
Technically this is not the only time this happens but still it took a separate _team_ to salvage the zero games because capcom was being *painfully* greedy
16:33 so here's the thing:
One of the parts you need _just to finish the game as armorless x or falcon x_
...is locked in one these random ass rooms in scaravich.
But the biggest middle finger is the fact in one of scaravich's level design is a _pit_ that can ONLY BE CROSSED WITH THE BLADE ARMOR
The pit you refer to only appears some of the time, not because you only visit 4 of the 8 rooms in one playthrough of a stage, but because each of the 8 rooms has 2 or 3 different variations, which can be seen in this video. Make of that what you will.
@@ALloydRHthat is absolutely a lie I'VE HAD THIS HAPPEN TO ME
@tsyumamatsuthehavenofguard32 you misread me. It *can* happen, but not all of the time.
This is already shaping up to be one of the greatest SGB LPs
I still think MK Mythologies: Sub-Zero is the greatest SGB LP, in my humble opinion.
@@Nomadman903 Also agree about that one. The MKMSZ LP was a masterpiece of hilarity.
And somewhere in that everlasting darkness lies...KINGDOM HEARTS
But because Kingdom Hearts is light, how the bloody hell isn’t it illuminating shit?!
@@larrymantic2635 Don't try to make sense out of KH's plot, it's a losing battle.
In order to complete this game at all comfortably, I had to A. Memorize all the parts I knew I needed. B. Never touch Zero because frankly his defense even with the shock buffer makes the game a pain C. Get the Shadow Armor to make Gates stages a cake walk AS LONG AS D. I had the appropriate parts and trick to make that stupid gap. I BELIEVE it's speedster and jumper in combination with the giga attack. The attack lunges you forward JUST enough to reach.
The acid rain isn’t a nightmare effect, it’s the gimmick of Rainy Turtloid’s stage.
They got it mixed with the normal rain, which is a Nightmare effect
@@DarkEinherjar No, that isn't a Nightmare Effect, the acid rain is always part of the stage. The only Nightmare Effects in Rainy Turtloid's stage are either the darkness (which occurs after visiting Infinity Mijinion's stage) or the clones (which occur after visiting Shield Sheldon's stage).
@@c0mf0rta61ynum6 Actually normal rain is a nightmare effect, it shows up in Yanmark and Scaravich's levels and creates a slight wind effect. Doesn't show up in Rainy Turtloid's stage of course.
@@ALloydRH Accurate
7:46 So the way it works is:
Every Maverick stage you visit spreads it's nightmare effect to specific other stages.
Those will be the stages with the red filter the next time you go to the stage select.
Those stages will also have thier Nightmares "refreshed", so they'll drop souls again.
The stages that *are not* highlighted red simply have not been changed since the last time a nightmare effect was spread to them.
Every stage can only have one Nightmare effect at a time (but this is in addition to the stage's own gimmick, like Rainy Turtloid's acid rain, which is just part of that stage but also the Nightmare effect that spreads to other stages.)
If you visit a stage that is not highlighted red, it will still have the Nightmare effect that was last spread to it, until it gets a new one and gets hifhlighted red again.
The only way to see a neutral version of a stage with no Nightmare effects is to pick it first in your maverick hunting order. (Or second, if it doesn't get the nightmare effect from the first).
Once everybstage has received a Nightmare effect, you will *never* see the base default version of that stage again on that save file, even if you power down the game and come back later. There is no way to remove a nightmare effect, only *replace* it with another.
Oversight Ostrich. Apparently has a malfunction where he dives his head into the ground; cracking his head in the process. Whoops.
During Bass's ending in Mega Man 2: The Power Fighter, it is revealed that Wily was already working on Zero. So no, Wily didn't build Zero from Bass's remains.
The simplest assumption for me is that Wily activated Zero prematurely at some point and he destroyed Bass before Wily could shut him down.
I can see that and Bass arrogantly thinking he could take Zero, unaware of how much more powerful Dr. Wily had made Zero.
@@alexfischer7876 every frachise has a fan-made Dark Ending, that doesn't count
Bass challenging Zero & getting his shit destroyed does seem pretty in character
@@Artista_Frustrado Yeah, given Bass arrogantly assumes he's the strongest, even if Mega Man beats him because he has something he lacks, a conviction to fight for peace.
I do think at best Wily brought out Zero as a prototype as a last resort in some future Megaman game, and Rock got his shit wrecked before Zero broke down.
I feel Wily created Zero due to the fallout of Megaman 7 where Megaman was seconds away from killing him if Wily didn’t remind him of his programming.
@@smashers6971 I can see that. And since Mega Man 2: The Power Fighters, the second arcade game, is after Mega Man 8, it can explain why Dr. Wily mentions Zero to Bass. Plus he probably saw Bass as a failure when Mega Man still beat him even with his "superior" power. Plus he did seem to hint to the Maverick Virus within Zero that would eventually become the Sigma Virus thanks to Sigma and his advances systems, which may have been something of an upgrade to Robofluenza from Mega Man 10.
I'll give a more condensed explanation of how the Nightmare system was supposed to work:
Basically, like Greg said in an earlier part, it's supposed to work like X1. After you defeat an Investigator, two stages, highlighted in red, will have a Nightmare effect active related to the Investigator you defeated. For example, defeating Infinity Mijinion causes the blackout effect in Yammark's and Turtloid stage. Doing another stage causes two other stages to have a Nightmare effect active, and deactivates the effects in the previous two stages. HOWEVER! No doubt because of a programming fuck-up, the Nightmare effect never properly deactivates even if the stage is no longer highlighted in red.
The only constant is that for a particular effect to activate, you need to have defeated the corresponding investigator first, meaning that so long as you leave Mijinion alone, you won't deal with the blackout. Also, only one effect can be active at a time, and if you defeated both investigators that have an effect associated with a particular stage, I think it picks whichever is active at random instead of overwriting the first effect with the second one.
Since Gate's backstory has been brought up, I may as well say this now: in hindsight, X6's story could've been an amazing bridge between the X series and the Zero series. Think about it, X6 really brings home how the Maverick Hunters aren't as squeaky clean as you think because half of the investigators got unfairly labeled as Mavericks or were assassinated due to their high specs. It would've been perfect if Zero just wasn't playable outside of an unlockable like Vile mode in Maverick Hunter X, and when Gate is defeated, he warns X that the Hunters are too quick to please the humans, echoing Sigma's words to General at the start of X's route in X4, and that when a crisis that affects both humans and robots occur, the Hunters will throw the robots under the bus for the sake of the humans. Which is exactly what happens in Zero.
In Zero, the main conflict started because of a global energy shortage, and the (first) antagonist, a flawed duplicate of X that was hastily put in his place when the original mysteriously vanished, decided that the best course of action was to label any robot whose work had become unnecessary a Maverick and be disposed of so that their share of energy went to the humans instead, which eventually devolved into the world government now becoming supremely oppressive against robots and killing them for the most minor of infraction like accidentally stumbling upon restricted information despite being unable to make heads or tails of it.
That cutscene between Gate & X is giving off some SOTN vibes.
"What is a robot?!? A miserable pile of secrets?"
"But enough! Have at you!"
Dynamo is always at the end of the optional route of every stage after High Max. The red highlight on a stage indicate that the Nightmare Effect of the most recent completed stage is activated, but the Nightmare Effects never DEactivate. Every stage causes a Nightmare Effect in 2 other stages.
To help out with the descriptions about Rainy Turtloid and the darkness, the Darkness nightmare effect comes from visiting Infinity Mijinion’s stage and that nightmare effect hits Commander Yanmark’s stage and Rainy Turtloid’s stage. The acid rain in Rainy Turtloid’s stage is the stage’s inherent gimmick.
If you want to manipulate it in your favor, you would have to look up which nightmare effects influence which stages, visit a stage that will make your intended next stage have the nightmare effect you prefer, and go from there.
As an example, let’s say I want to visit Rainy Turtloid’s stage next, but not deal with the dreaded Darkness Nightmare effect as I had already finished Infinity Mijinion’s stage prior. I would have to enter Shield Sheldon’s stage, play in there for a bit, leave, then head to Rainy Turtloid’s stage. Shield Sheldon’s nightmare effect makes soul body clones of the opposite character appear and ram into you, and that REPLACES THE DARKNESS in Rainy Turtloid’s stage if you follow that sequence. Still doesn’t change the fact that level design in this game sucks, and the Nightmare effects make it worse than it already is.
0:58 In Tweaks version, when Gate says "Heh... I won't hide anymore."
Elliot calling it a “migraine” is a little much, but I can see where he’s going with it. Every decision made in the design of this game makes you stop and question “Okay, but… *why* is it like this?”; I’m almost glad we don’t see Mega Man titles be yearly releases anymore if this is the sloppy decision-making it led to.
Defeating High Max early/Getting 3,000 Nightmare Souls to reach Gate's Lab is a double-edged sword: Sure, you can go to the final stages early, but you are HEAVILY underprepared in terms of Heart Tanks, parts, and armor pieces.
Also, at the end of this part, the reason why you can't equip a part in the middle for X/Zero's part slots is because that is reserved for one of the parts in the "Limited" category, I prefer equipping the "Life Recover" part in that slot, so you effectively have a third Sub Tank.
I love that every time they try and explain a mechanic in this game immediately everyone has that “could you explain that again” silence.
20:17 “The White Castle system”?
That part had me dying of laughter
For Ground Scaravich's stage just to clarify something. The first 2 totem poles will take to either of 4 random areas sndbthe bottom 2 totem poles will take you to 2 of the other 4 areas at random. The Dr. Light capsule, heart tank and alternate pathway are in those 4 areas guaranteeing you are playing this stage at least twice(myself it took 4 times) to get all 3 things. And that's not including the parts thar are in this stage. Like Zero's Zabre plus that's in this stage.
"You're saying White Castle!!!!"
😂😂😂😂
29:59 i like johnny's headcannon
can't fucking wait until we get to Metal Shark player stage, for both yall talking about both the stage and the concept around MSP
And here what I found from reading X6 Tweaks' reworked dialogue:
That "forbidden area" is actually what was left of Dr Light's Lab where Dr Cain found X, and Alia offed Scaravich for trespassing.
So there's a bit of a misconception for what the red markers means that I should probably clear up.
When Alia says the red markers indicate changes in a stage, it's worded kind of weird, but she means that the red indicates what the previous stage altered, not what stages are infected. This is something that tripped up a lot of folks, so I don't blame you guys (especially with X6 being designed like this).
Also fun fact, you don't need to beat a level to trigger a nightmare effect, just go to the level and leave and it happens. Which makes progression a pain in the ass, but you can also pick your poison with each stage's one of 2 nightmare effects.
27:20 green bay packers logo
God that thumbnail is amazing, and so is the opening!
1:00 Me when I use Google Translate to translate my game, and change nothing else about it
1:40 Yeah, I kinda get why they locked the four parts behind max rank, because being able to run stuff like Speedster, Jumper, Shock Buffer, and D-Barrier makes you an tank that can reach 150 MPH. It's not good game design on how to limit and balance parts, but I (somewhat) understand why they make you grind for the souls
Commander Yanmark
This is one of the three levels that are passable to me (the last one being the intro stage). I kinda like that segment with the enemies you need to jump across safely to avoid getting spiked, but it's not well done in the slightest. This was when the game made it clear to me that they were re-using the previous enemies from X5 and X4 relentlessly, as well as spamming the absolute HELL out of Nightmares, the damn late-night spaghetti monsters that haunt you in your dreams more than Clown Man.
So in a strange design choice, both X AND Zero get Yanmar Option. Not that I'm complaining, it's one of my favorite X weapons period! A fun defensive Shield with offensive utility, mixed with the bottomless ammo pool and a strong charged variant that let's you become a battering ram as X is very fun. Bonus point for it's ability to slaughter nightmares. The one downside is, yes, the weakness against shielded enemies
2:20 The Nightmare mechanics basically require a PDH in dipshittery to understand, I'd go into detail, but everyone here in the comment section has done better than I ever could.
For anyone who dares to play X6, here's a hot gamer tip: finish Rainy Turtleoid's alternate path first so you don't have to deal with either darkness nor clones, snag the Hyper Dash part, AND unlock Zero in one fell swoop. Best you also kill Turtleoid on a second trip so you have Meteor Rain, Dynamo's (and less importantly, Metal Shark Player's) weakness. If you're feeling a bit risky, you can even get the last reploids that normally require the Glide Armor to get by exploiting I-Frames like you need to get into the alternate route, and even a part for the Shadow Armor if you can get the timing down *just* right.
4:40 Man, I wish the Nightmare System was fleshed out, the idea of stages having a well thought out difficultly curve in the normal levels is fun. Once again, this is Mega Man X6: Gatekeeping Anyone from this Stupid Platformer
6:00 Shockingly, you can get past this with Vanilla X, but like Matt said, you need the parts to do it, and I believe Magma Blade? Yeah just don't bother with this path, it has literally nothing in it.
8:20 games desing iz mi pahshon :)
10:10 Accurate.
11:28 #SigmaWasRight
13:19 I believe it was Gate's rivals and or co-workers who were both jealous of how powerful his creations were, and scared because how powerful his creations were? IIRC, there is a bit in the backstory cutscene that requires 3000 souls to unlock, but I believe that Alia drops that information on either X or Zero, given her past with Gate. Once. Again. Excessive.
Ground Scaravich
Now this level is luck incarnate, and it's the stage that WILL drive most players up the wall before the fortress levels.
I can't really say much that the playthrough already said, it's just shit. I do think having random segments that can picked from a pool of mini-levels is something I'd like to see in a Classic Mega Man game where you don't need to collect stuff like in the X games, but that's another can of worms for another day.
Oh yeah Ground Dash, fitting the dung beetle gives you the shit weapon. At least Ground Dash has a niche as a jank projectile with an amusingly fast charged shot, but it's only only true use are those horrible blocks that spawn in two particular stages once you beat Scaravich. But the Sentsuizan is simply garbage, easily Zero's worst fucking attack across every X game, including all of X7's techniques. It'd be tolerable if you could cancel that animation, but you can't.
I guess one saving grace for this stage is using Ice Burst to hurt yourself, get I-Frames, then dash PAST the totems. IIRC it glitches the background of the sub-stages when you die, because you never killed the totem before the next one you jumped into. Fun little glitch, though it's not that helpful.
14:39 Fuck, now I want some sliders :{
16:28 Forgot about the Dr. Elmer Light Fudd voice, caught me off-guard when I heard it. Oh and that capsule always gets a giggle out of me when X/Zero falls onto the ground below.
16:55 At least it's not Xtreme mode, where nightmares can just vanish, then just dash into you outta nowhere. For the love of all that is holy and unholy, don't play this game on Xtreme mode, it is plain torture. Torture used by the military no less!
19:30 Cough Cough. The moment where the final boss killed Eliot, Matt and Greg without giving them a chance to dodge Eggman. COUGH COUGH. HACK.
21:30 Ha. ha. HA. Glide. Armour. hA. ha. ha,
22:40 Good move, I also recommend that to any of my friends who want to play OG X6.
23:38 Gonna be honest here, I like the Blade Armor. It's not perfect, but I like to look at it as a better version of X3's Upwards Airdash, with a weaker Plasma charged shot.
The "Mach Dash" is genuinely cool, being able to hold a dash midair to blast yourself forward in one of three (or four if you want to dash downwards to take X's life) is quite nice. The usual damage reduction is at play with X's body armors, and the Giga Attack it has is alright. The helmet reducing weapon cost is also alright, would've preferred something mobility related, but eh, whatever. Finally, the Buster and it's strange diet-plasma is just, fine, but the ability charge the Z-Saber by holding up and letting go of a charged shot is nice, albeit outclassed by a certain armor later.
I think the Blade Armor would be better if the mobility and Z-Saber capabilities were fine-tuned, and the game was actually good. Yes that's not saying much, but a lad can dream.
26:35 Hi, I like this game, not because it's good, but because it's fun to break. That being said, there's a major difference in liking something bad and acknowledging it's bad, and liking something bad but not knowing the media is shit. I also don't use the armor cheats because I lost control in my life.
Matt would have a easier time with destroying the nightmares if he kept using the charged Yammer Option. Its indestructible making it a good shield, circles around and fires killing almost anything with one shot and it lasts a long time.
But watching him suffer is also a good time. XD
I cannot now unhear the Light Capsule being "White Castle"
Good to know calling Light Capsules White Castle is a time honored SGB/BSC tradition.
Some misinformation about the Nightmare system here. The red stages are not the only stages that drop nightmare souls, basically when a nightmare effect is activated, any souls that have been collected respawn. Normally the game does not allow you to farm souls by replaying the same stage over and over, you are incentivised to replay levels you have already played with nightmare effects in order to farm enough souls.
Also, Nightmare effects do not stack, if Matt had played Rainy Turtloid's stage before this, the windy rain effect would've replaced the darkness. This actually makes routing X6 interesting because it allows you to pick the lesser of 2 evils, you can even freely select the effect you want by entering the stage that triggers it, then exiting via the pause menu. Lastly, Dynamo always appears at the end of an alternate path, not sure where Matt got the idea it was linked to a nightmare effect.
You wanna know something else that make Ground Scaravich's stage even worse? The 8 rooms you get at random also have 2 or 3 random layout generations each (you can see this when Matt replays the stage for the reploid he lost). Some of these variations are impossible for X/Shadow armour because they require the air dash.
The nightmare effect can happen even if you don’t defeat the stage boss. If you quit out of a stage because you are having a hard time the effect can still happen for other stages.
That darkness effect with that revolving light rectangle looks kind of like a screen saver animation………..
Only now did I notice that the darkness effect is two triangular lights (like two spotlights shining from the top and bottom of the screen) swaying back and forth. I thought it was just some diamond pattern.
Oh Elliot! You got that down! (20:47) 🤣🤣🤣🤣🔥🔥
Hilariously enough, my first experience with a Mega Man game was Mega Man X6. And the next X game I played was 7.
And the first Classic Mega Man game I played was Mega Man and Bass. On the Game Boy Advanced. Thankfully the next Mega Man game I played was Legends.
31:26 Probably the biggest mystery of the X series is what happened to the classic cast, since all that we really know is that Zero wasn’t activated until X4 so he wasn’t responsible for anything. My personal take is that Rock, Roll and Bass sadly just hit their experation dates and had to be put down while Protoman’s damaged core eventually gave out and killed him.
That being said it would be nice if light mentioned something about the classic bots at some point to X.
But was that even programmed into the holograms? is the question
@@esmooth919 it’s possible that Light didn’t want to tell X about the past Megaman due to how it could affect him.
After all Rock and Roll while essentially being lights kids were essentially still just machines.
What are you talking about? Zero was activated way before X4 he was around before X1. If you're referring to the cutscene in X4 the was giving backstory to Zero.
@@ragingrat7670 that’s what i was referring to. Sorry about that
@@smashers6971 It's fine don't worry about it.
19:17 Elliot, Cave Story is gone. It can't hurt you anymore.
Nicalis made sure of it.
Ah, my favorite Maverick, Rain Toilet!
It's so dark and scary dark and scary
So to clarify if it hasn't been done 10 times already.
You don't NEED to defeat the Maverick to get the nightmare effects. Simply visiting will trigger it and it will do that for the rest of the game. However, visiting a different stage can affect stages that already under nightmare affects.
If you go to Infinity Mijinion's stage, regardless if you beat him or not, Rainy Turtloid and Commander Yanmark will have the darkness effect.
Commander Yanmark is affected by both Rainy Turtloid and Infinity Mijinion's nightmare effects. HOWEVER, BOTH cannot be in effect at the same time. So if you go to Rainy turtloid, regardless if you beat him or not, it will reset all the nightmare enemies and replace the darkness with "sticky rain" which pushes you back and gimps your jump.
With turtloid, if you visit Shield Sheldon, the darkness effect gets replaced with the "Soul body" effect, which sends these copy clones of either X or Zero at the player. Which in my opinion is the least annoying effect in the game.
I learned this through repeated playthroughs and I use this to get the lest painful experience possible.
At that very last bit where Matt was trying to equip parts but it wasn't working right, the middle slot is the Limited Part and thus the pink ones in the bottom right of the selection. You unlock that at about 1,200 Nightmare Souls. The two part slots beyond that are the real grind for anyone insane in the membrane to bother.
Come to think of it, about the whole Bass design thing. He did infuse himself with Evil Energy in Mega Man 8. And in future games like Mega Man and Bass and Power Fighters, he does show off an ominous aura that he didn't have previously. This makes me believe he still has the Evil Energy even after MM8. Another thing to note is that when Mega Man was infected by the Evil Energy, he was going to die unless Duo would purge the Energy with his own. Bass, however, has never met Duo, meaning he survived the infection on his own. If he's the only Robot Mater that can take in Evil Energy and live, he could have been the most important piece to completing Zero. And Bass was a Robot Master made to counter Mega Man. Something poetic about that.
I’ve mentioned this before I think, but I’m pretty sure the red boss stage portraits not being active when the nightmare effect is active is a UI bug. Basically if you trigger one nightmare effect, the portrait turns red, and if you trigger the second possible nightmare effect, it disables the portrait even though the nightmare effect is active, probably because they messed up the code
I feel the main reason why they stopped giving you the upgrades once you collect them is due to the fact that you have two armors and that would've at least doubled the amount of sprites they would've needed to animate X with every single piece of the armors on him
correction, X6 stages werent made testing with Ultimate armor, they were made testing with the Blade Armor, Blade Armor is effing broken in this game and one of the best armors in general
4 Directional Air Dash that cover HUGE distance, the longest dash that isnt flying or Nova Strike, and it still gets close to Nova distance, learning to use this dash is key to breeze these scenarios in ways even the Ultimare armor can only dream of
2 Charge Busters, one mid of the road and one broken as FUCK, the normal Charge Shot is essentially a less strong 4th armor Charge Shot both in power and size, but the Charged Slash, Hold Up and release Buster, deals an insane amount of damage and has a TON of active frames to demolish any enemy, damage wise its the strongest sttack asside from the Nova Strike
Dynamo ALWAYS shows up in the alt routes after defeating HI-Max or unlocking the final stage normally, and nightmare enemies ALWAYS drop blue souls, no matter which stage is marked red.
I get the feeling every part with be 30 minutes. because the way the game is. I'm not complaining though
MegaMan ExSixissive
HA! Get it?
Even when you know red means a change in the Nightmare Phenomenon, and that it doesn’t mean the stage will ever NOT have one again, there’s still the matter of needing to know what stages trigger each effect if you wanna, say, avoid the darkness. And also needing to know that simply entering a stage changes it. Not a great mechanic.
I almost ruined my computer spitting my drink from that white castle system bit.
plus if you look at bass's design, it bares a striking resemblance to the reploids of the x era
2:54 Oh *IT BEGINS!*
4:01 The dragonflies is after beating Commander Yanmark and the affected zones are the Laser Institite and *DONUT HELL!*
Also it's Monsoon Rain(the level gets so windy, it hampers your speed), John. The acid rain gimmick is exclusive in Rainy Turtloid... And it affects the Amazon Area and the Central Museum(this stage's theme, MY EARS!).
5:47 Oh *RIGHT,* Matt activated Rookie Hunter mode...
28:50 Actually the Nightmare is pretty much an imperfect version of Sigma...
A virus with a physical body. And yes you heard me right, it's called the Nightmare Virus!
@@alexfischer7876 I don't care if I get any info wrong, the details in this game's plot, like the level design, *SUCKS!*
the fact that there is no legends 3 still haunts me to this day :'(
I fully agree with Greg on the legends 3.
Matt: I feel like this game had a sorter development than ET
Tails Doll: I think that sure is going to offend someone
Matt: Aaaaaaaaaah who cares it's X6
It might just be me misinterpreting what Matt said here but I wanna say some things from my experience with the game. The thing with the blue souls that spawns from the nightmares... If I remember correctly you CAN always collect the souls when you first kill a nightmare, regardless of the stage being red or not, having killed the maverick or not, etc. If you fail to collect the soul before it respawns, it won't drop a soul again. I usually collect as many souls in the first run of a stage and when I revisit for the alternate route I always collect the souls from the new nightmares. Now what I'm curious to test out is if the stage being red makes the souls reappear again, I've never noticed that! Oh and talking about red stages, I think nightmare zero, high max or dynamo can be encountered at any stage, regardless if it's red or not.
Having that said, keep up the great work guys! This game is a pain in the ass but you guys are doing a great job showcasing it for what it is!
Looks like, the castle Gate is open.
22:30
Oh, he’s a dung beetle!
I love when you guys play terrible games like this so much on the channel, always provides some of the best commentary from you guys and the best jokes.
It's Dark and Hell is Hot-
DMX
Alia and Gate’s story requires 3000 Nightmare Souls to unlock.
Yeah Johnny's right, Matt has Darkness in Commander Yammark's stage because he beat Infinity Mijinion's stage first. I could be wrong, but he can get rid of the darkness by beating a different stage that changes the nightmare effect on Yammark's stage right?
I remember that Clement never even knew that secret Gate/Alia cutscene existed before he did his LP.
Yes. By entering Turtoloid's stage
Entering Turtloid's stage replaces darkness with rain in Yammark's stage.
Entering Sheldon's stage replaces darkness with clones in Turtloid's stage.
Elliot is on point this episode
You don’t have to beat the Maverick of a stage to trigger the Nightmare Effect of the other stages, only visiting then leaving is enough.
Remember that one scene in Harold and Kumar when they played megaman X6
To awnser Greg i believe the reason why we got X7 and X8 but not Legends 3 at that time was because the team that made the legends games were working on Battle network and starforce series
No they weren't allowed to make Ledgends 3. They tried so many times to get it made but Capcom wouldn't allow them to. Capcom Japan hated the Ledgends games. The only reason the 1st ever made it out of Japan was due to Sony. Heck Capcom tried to get Sony to let them not even make Ledgends 1. But Sony made them stick to their contract and said "No it will be an international release". So after Capcom gets off the phone with Sony that's when they call up Nintendo. After they got off the phone with Nintendo they told the team and also told them they didn't have any extra time to make either of the versions.
As for Ledgends 3 goes there was an opportunity to make that one or a prequel that leads directly to the 1st one so the next game would be Ledgends 3. Capcom said no to Ledgends 3 and the team was like okay you win so I guess we make the prequel. Executives at Capcom saw what they were trying to do and were like nice try no. And instead we got Mega Man Transmission. The time when we the fans got to vote on stuff for Ledgends 3 was about the 4th or 5th attempt at it. And ultimately when Capcom Japan pulled the plug on it someone at Capcom Europe blamed the fans for it because there wasn't enough internet in it. That caused some of the Mega Man fan base to start boycotting Capcom.
Not trying to defend the game, just trying to explain:
When you see a red tint on a certain stage on the stage selection screen, it just means that the last stage you've been in activated a nightmare effect in these two other stages. The nightmare effect of the other stages doesn't get canceled out; it's still there even if the stage selection screen doesn't say so. Basically, to mitigate some of the pain, you can *choose* what kinda nightmare effects to give yourself because some are less worse than others. Example: Rainy Turtloid. If Matt decides to visit Shield Sheldon's stage and then exists and saves, he'll get the nightmare effect where random soul body clones attack you at certain intervals. Annoying, yes, but as of now, because Matt visited Infinity Mijinion's stage beforehand, he'll get the much more intrusive darkness effect, and so on and so forth. Out of the two, I'd pick Sheldon's effect any day. At least I can freaking see.
Absolute Zero from CM also bears a striking resemblance to G-boost Bass
12:01 Elliot, I kind of have to disagree with that, first impressions are NOT everything. This is how people end up making a common mistake that I myself despise with every fiber of my being, making a bad judgment call on a game just because it's not what everyone wanted.
True, but it’s up to the developers and those above them to make sure that first impressions do hit well. Yes, you can’t make a call on the game h til you play it all the way through. But is that really an excuse for poor design due to lack of time and execution? No.
If that were the case, I doubt we have the Sonic fanbase complaining to themselves with every new Sonic game. lol
tbh, the "fu fu fu" thing used to bother me a lot, cuz i would see it in a bunch of other things, and I'm like "why would anyone laugh by making the 'fuh' sound?" Then I realized it actually had to do with japanese pronunciation, similar to how they make "L" sounds with their "R"s, their "F"s sound similar, yet slightly different, to the english pronunciation of the "H" sound. So it's less "fu fu fu" and more "hu hu hu".
Part of the problem with the Nightmare System is that so many things get labeled as an effect of the Nightmare that it becomes tricky to figure out which are toggle-able due to visiting levels and which are just set in stone.
For reference, the effects that change based on visiting levels are the Small Bugs (Yammark), Coloured Cubes (Scaravich), Fireballs (Heatnix), Frozen Platforms (Wolfang), Wind (Turtloid), Iron Blocks (MSP), Soul Bodies (Sheldon) and Darkness (Mijinion).
Anything else labeled as part of the Nightmare System (Giant Bug Robots in Yammark, Crap Balls in Scaravich, Ouroboros/Donuts and Fire in Heatnix, Ice Boulders in Wolfang, Acid Rain in Turtloid, Crushers in MSP, Lasers??? in Sheldon and I guess Illumina in Mijinion) is locked to that particular Maverick's stage (and the Gate stages, but that's for later).
That is to the best of my knowledge, both from playing the game multiple times and checking the Mega Man Knowledge Base to determine what constitutes as part of the Nightmare System.
Wouldn't it make more sense that Protoman became Zero? Like Megaman becoming X?
It's explicitly stated in multiple games that Wily made Zero.
But Classic megaman never became X, that was just a fan theory that was never was confirmed by the games nor the developers
The stage does not have to be red for the Nightmares to drop souls.
The reason that they don’t spawn is because you recently visited them.
The Nightmare effect is hallucinations/illusions that are completely tangible to the point that they're not really illusions and might as well be reality manipulation?
I can't believe Sonic Forces ripped this off with the phantom ruby
so... the issue when comparing Nightmare Effects in X6 against Maverick Interferances on X1, is that defeating X1 Mavericks opened new routes, while the X6 just adds inconveniences. so the issue isn't that it's making the game harder but that is doing it badly
also the other thing is that X1's interferances only affect one stage, so Storm Eagle's airship can only crash on Spark Mandrill's stage
meanwhile the Nightmare Effects can happen on multiple levels & some of them overlap excessively, like Metal Shark Player's or Blaze Heatnix
so, the only excuse i can think for both X5 & X6 to do the Armor Restriction is because the devs know players will gun it for the Shadow/Gaia foot part & become Spike-proof but ignore their crappy Buster parts
which is a thing X8 fixed, at the price of having the 3 armors be a Recolor
Anyone else feel a bit concerned about Elliot? I know he tends to do bird screams a lot back then before the hiatus, but most of his yells sound more angry than usual.
He's always been like that he's just a loud person
Kinda wish they'd equalize him in the audio atleast so he's not as aggressively loud. even when the others are getting loud he still shouts above them. needs to chill out before he has a heart attack
Personally the dragonfly nightmare give me the latest problems then again Commander Yammark weapon is my favorite to use and I'm used to this games bs.
30:00 Also thanks to the internet I thought Elliott meant "based" and i didn't really questioned it. lol
In regards to replaying a stage to get an item that's based on RNG, The recent game Granblue Fantasy Relink its sort of like a fast paced monster hunter game. There is a quest where you fight a hard dragon boss called Proto Bahamut, at the most the fight can last up to 15 minutes to finish not only that, the boss has a move when he's about to die and if you don't finish him in time its an instant mission fail and you have to do the quest all over again. now the reward is a characters Ultimate weapon, but the drop rate is very low and completely random and the worst part there are 19 total characters so if you're looking for a specific characters weapon to drop Good Luck
Ground Scaravich's level should have been randomizing the order of the level rooms than randomizing if you would get that room
Funny how they mention cave story I just rewatched the LP lol
I love how this game is so bad that everyone just has wildly different reactions to it. Johnny and, Matt played this game back when it was new, they both know how terrible it is but even now they are just flabbergasted how much of a dumpster fire it is. Greg, while not having played the game himself is filled with so many questions about it's design, and of course, Elliot is just trying comprehend how something like this was given the ok to release.
Acid Rain and Darkness equals a bad taste in people's mouthes.
Wow, I don't remember Dynamo returning in this game? Maybe it's because I experienced X6 befire X5 for some reason, but wow.
I always thought Zero might be made from Proto Man
According to a dev document for X1 protoman/blues was used as a base for zero
Correction: used as inspiration for zero, he didn't literatly use protoman to make zero
6:15 I once tried a run with vanilla X as a challenge, its possible to make the jump with dash jump almost perfect frame but you must be on the wall almost to death and the jump to make it to other side with a small pixel frame almost to death also... and let me tell you its awful and absurd hahah
Side note, I gave up at nightmare mother.... after I beat the boss with Zero or with one of the armor X, I went to Sigma... if I'm not mistaken Zero and X pathway are different (its been ages since I played X6) I went in as Shadow X... its was imposible because of a section that you need air dash, so it was useless the effort, bruh🤦🏻♂️😂
To try and explain how the Nightmare Phenomena system in this game works as best as I can, I'm gonna quote an explanation of it that I gave on Trav's X6 review plus a bunch of extra commentary on the matter, so here goes: "I also wanted to bring up an interesting observation I've made about the nightmare system over the years, because I think I've actually managed to come to some sort of proper understanding on how it works. Basically, you can separate the different Nightmare Phenomena into two different categories that I like to call "Permanent" and "Temporary." Permanent nightmare phenomena mean exactly what you think; The moment they are activated, they stay as part of their affected stage forever. Examples include the Nightmare Bugs in the Laser Institute and Magma Area, and the Nightmare Rain in the Amazon Area and Central Museum. Temporary nightmare phenomena mean what the game states and shows the phenomena to mean, activating based on the last stage visited. Examples include the Nightmare Fire in the North Pole Area and the Nightmare Iron in the Magma Area. I haven't had a chance to thoroughly test all of this, this is just how it seems to roughly function based on my many playthroughs of X6 up to this point, and I'd love it if someone with more in-depth knowledge of the game could go in and try to officially record how it all exactly works on a programming level." As I understand it, there are two completely separate lineups of nightmare effects. The effects in the first set (the one I call the "Permanent" set) are activated by defeating Mavericks. Once a Maverick is defeated and the associated effect is activated, it stays that way forever. There is absolutely no indication of any kind on the stage select screen whether these effects are active and where. You just have to know. At the same time as this is all happening, there is a whole second lineup of nightmare effects (these being a part of the "Temporary" set). These are the ones that are generally much more well understood and telegraphed. They are activated by merely entering a stage. Once you've left a stage, the nightmare effect associated with that stage is activated and the game tells you where it is active via the red overlays on the stage select screen. To overwrite the current effect with a new one, simply enter and exit another stage and repeat the process. These two sets of nightmare effects are at work independently from each other, and that fact combined with one set of them having no telegraphing is what makes the whole system end up feeling so random. Just my two cents, but I'm almost certain that the reason for its existence was the dev team trying to come up with a solution to what they viewed as a problem with the Mega Man series up to this point, which is a lack of smooth difficulty progression while playing through the main 8 stages. Of course, the attempt was, how do you say... misguided.
Regarding nightmare soul collection with the nightmare robots, I'm pretty sure it's just based on the number of stages played through after defeating one of the robots. For the sake of explanation let's just say it's 3 stages. So let's say you defeat a nightmare robot in Commander Yammark's stage and then proceed to beat the stage. You can then try to reenter the same stage to get the soul again, but even after defeating the very same robot, no soul is able to be collected. If instead you play another two stages to the end after leaving Commander Yammark's stage, then decide to go back to the robot to try getting a soul, you'll then find that it has refreshed and will now give you another soul to collect. Just like I said for the Nightmare Phenomena though, I'd really like it if someone with the tools (not to mention patience) could test all this out and precisely define the system's rules.
Where is Bass in the X Series? He hid himself while he tried to repair himself.
I'm with Elliot. Looking at this game is a visual migraine. This looks more stressful than fun to play.
I assume x5's light armor system was brcause the devs were unsure of how to sprite and/or code for mixing and matching armor parts, but iirc at least x8 let you do that.
Also, iirc, in x command mission, I think some ultimate skill/armor/weapon/whatever for zero gives him wings similar to bass with the treble adaptor so there is ONE visual reference, and I think some x-dive OC related to Zero's lore also pulls a design element from bass as well, so there is a slight amount of visual references to bass, but no statement on his (or any other classic robot's) fate.