
Rockman X6 ©CAPCOM CO., LTD. 2001, 2015 ALL RIGHTS RESERVED.
The actual operability is good, and there are many interesting abilities.
Movement and things like that are fine, but it’s not good to design the stages with imbalanced endurance where you just have to brute force your way through without considering avoidance.
The tempo isn’t bad, so if you know how to deal with the shitty elements, of course.
I’m glad the parts bug wasn’t fixed even in the Aniko Collection.
Is it a bad game because of the hammerhead shark stage? That thought won’t go away…
I think it would have been better if the response of X’s beam saber was a bit better.
The virus that attacks when you’re pressing and crouching is clearly awful.
Fun and discomfort coexist.
No matter how much you understand the arrangements, the rescuer is terrible.
I thought the blade armor was weak… but it was just that I didn’t know how to use it.
For now, the base part is X4 after all.
I think the operability of the Blade Armor was probably altered in various ways to bring Zero back to life.
The rescue is quite bad because items and parts cannot be visually understood.
It seems there were also many unintended actions related to the new controls…
There are many unpleasant elements, but it’s not particularly difficult.
Rescue consumed by the tiuntiun virus
It seems that the blade armor is strong, but you can only use it with a shadow added to Albus!
If you know the discomfort factors other than rescue, you can take measures to some extent.
On top of that, it has a refreshing feel due to its operation and firepower that is unlike anything in the previous X series.
So starting from the second week, it’s gum that has flavor.
Special weapons are strong.
This is seriously amazing.
The background music is all good, so it feels nice to play.
When trying to master the blade armor, my head and fingers can’t keep up.
Blade Armor has a hard time using the Charge Saber!
This was my first Mega Man X series.
The special weapons and enhancement elements are extremely strong, so there is a unique enjoyment in messing around with that aspect.
There are more aspects that cannot be praised as an action game.
To be honest, it’s more of a hassle to create the stage composition and parts in 8 while also earning.
The BGM for the Heatnix stage is nice, isn’t it?
It’s a contradictory statement, but I think it’s an interesting bad game.
If only there was a system where even if you committed suicide, the rescue targets would be revived…
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The person asking for help in mid-air is in a pretty serious situation.
It’s a shame that the series didn’t realize that the stress of things like rescue dying isn’t necessary in the end, right, X?
Although it was able to produce a refreshing feeling different from Mega Man in terms of movement, pursuing that direction turned it into Zero, which has poor difficulty adjustment.
It’s true that calling it an interesting bad game is spot on, but it’s problematic that Ultimate and Black Zero are practically limited to hidden commands.
As soon as I made it 3000 in Seoul, it feels like everything about the last dungeon’s appearance is bad…
Using the ultimate skill to finish quickly and smoothly is great, and it’s also a fun game to clear while dying multiple times.
Crouching didn’t really contribute much to the fun.
The downside from version 3 is that the conditions to assist in rescue are too strict for the known parts, and since there are many that are actually useful, it really becomes a knowledge-based game, making the first playthrough not enjoyable, which is not good.
Personally, using the ultimate for rescues and item collection is probably just right.
The comfort of the Nova Strike shooting is top class.
Vroom vroom―――
Dede-dede-dede-dede
Dede dede dede dede.
Dede dede dede dede
This was my first Rockman, so I was a bit shocked to find out the later evaluations.
It was said that almost all elements associated with Nightmare were not interesting, and that turned out to be true.
I was doing it in R.I.J., but even the runner said that it’s impossible to do a hard no-damage run, so they decided to push through with the understanding that they would take hits, and it got to a point where I wondered if that was even possible to clear.
More than anything, if the rescuer makes one mistake, that data is over—what are you supposed to do?
Stage changes are really complicated.
Didn’t you find it strange that it was essentially a dead end when going to Highmax without special weapons?
It’s a stage where you can just push through if you have really strong stamina and toughness, especially in the Hi-Maxx to Gate stage, where you can go through without taking any damage.
I thought Gate was somewhat underwhelming as a guest boss.
I think the title call was also subtle.
The one where the stage gets dark.
You don’t really intend to let me play properly, do you?
In a rescue situation, if you make even one mistake, do you really have to write off someone who has an important part?
The shark stage is awful.
Gate had immense value in being the sexy voice of Keiji Fujiwara.
It’s really boring as a boss battle…
This was the first time I really played the X series, so I had no doubts at all.
I was playing while thinking, “This doesn’t seem right (something is definitely off here…).”
The rescue is just incomprehensible based on its specifications.
Don’t combine memorization games with one-mistake finishes.
It’s crazy that I have to turn off the power every single time.
I have a memory of a stress-maxing enemy that looked like a NyoroNyoro.
Is it the 5 that XvsZero was realized in?
Or was it 6?
I have a memory of struggling like crazy with Nightmare Mother during my student days.
If the one you can’t see unless they fall can’t be saved, it feels like you’re in an Inti Creates game and will be taken out by a nightmare while falling.
I feel like special charge attacks are all area attacks and are doing the same thing.
Nightmare Mother is a pile of crap just because its huge hitbox moves faster than the player’s speed, and it’s extremely frustrating.
Moreover, it doesn’t increase.
There was a stage where you had to fight a lot of mid-bosses.
There are too many sliding single-image enemies; is there no budget?
To put it clearly, it’s a terrible game, but it has a strange charm that makes it feel like a game with character, so it’s a weird Mega Man.
I understand that when you really like someone, you can’t help but express it completely.
I liked the Zero’s Rift Light Dominance.
Failed after 3950 attempts at Owata-style Nightmare Mother.
It feels like there’s something fundamentally wrong with this pattern in an action game, where it’s impossible to collect without taking damage while rescuing a dog from falling ice.
It’s fun because the enemy is lawless, but we can be even more lawless.
The story and the rescue are, well, yeah.
If my character wasn’t strong, I couldn’t have endured it.
Perhaps there isn’t anyone who didn’t struggle against Mother on their first try…
I remember the dragonfly’s special weapon was strong.
Zero is the most enjoyable to play with in history.
However, it is decided that the spinning crash slash will not be learned.
I wanted to use Zero, but I couldn’t equip anything, so I couldn’t help with the rescue that needed a double jump, and I was stressed to the point of losing my hair.
Isn’t this more like a special weapon armor than a blade…?
I think the strength of water fleas is legendary.
They will come pushing with an increase in volume.
Clumsy attacks can be healed.
I don’t think it has the performance of an 8 boss.
The zero motion itself was too good in 4 and 5.
I had no choice but to leave the Saber to X.
Why did you make the command for Senkuizan Up + Normal Attack!
If you make a mistake in part selection for the shadow (or normal), you will get stuck at the cliff of the Gate Research Institute; that’s intentional malice, isn’t it?
Anyone who sees the needle mountain at Research Institute 1 would bring in Shadow, and it’s easy with High Max as well.
The special weapon itself is strong, but…
When charged, there are several instances that feel like a rough overall attack, which gives a sense of sloppiness in those areas.
When an enemy approaches while I’m holding onto the rope, I brace for death.
The difficulty adjustment is rough, and the parts that blatantly try to kill you come together, leading to some people getting their heads fried along with the rescue aspects.
Most people are astonished and sell it off.
I wanted to clear the stage, but I ended up touching the crystal and fought against Highmax, then finished. After that, I fought against Dynamo and finished as well. There are stages that don’t spawn as I aimed for due to random elements, so when I think back, there were enjoyable parts, but it was definitely not wrong to call it a bad game.
Don’t get absorbed while I’m dead!
I quite like the setting of boss 8.
Mother is strange too.
I think a considerable number of people probably can’t even reach Mother and are being thrown out by the research facility.
Retrying is surprisingly casual, giving it a unique flavor similar to a death game.
No matter which stage’s memories I trace, the memory of X saying “Oooooooh!!!” and disappearing comes to mind first.
Don’t think you can just spread instant death!
You can break through the terrible stage, terrible gimmicks, and terrible enemies by overpowering them with performance, so in a way, there’s a sense of refreshment.
There are some things that can’t be helped, but…
I feel like the research institute’s opening wall with the falling hole was quite crazy as well.
Did it arrive with Normal and Falcon?
Somehow, Aizok just became satisfied on its own and stopped functioning.
It’s terrible that even the mother and the mid-boss that breaks about four cores are almost just a single illustration, with the animation simply being a sliding effect.
When I was a kid, I was obsessed with it, but now that I think about it, there are definitely a lot of problems.
But I’ve played it enough, so I don’t really want to call it a bad game.
I really like the refreshing feeling of the ending; it’s among the best in the series.
Although Mega Man itself has such aspects,
The type of fun is like that of a memory game or a die-and-restart game.
Once you clear it, you don’t want to play it for a while.
Ice serves as the footing, but if you’re equipped with Albas, it turns into a charge, so there were times when it got you out at the opening wall.
It’s really fun to deck out the basic X with option parts. When you add high-speed, hyper dash, and high jump, you can move quickly and greatly reduce charge time, blasting away with charge busters makes boss battles super enjoyable.
Adding unlimited bug options and increasing damage is just the absolute best.
It’s really fun, but there are stages like the Gate Stage where clearing them in bare form is extremely tough, so I’ll be using the Shadow Armor for those…
I honestly didn’t find it that tough because I pushed through using a sub-tank against Nightmare Mother.
At zero time, it’s poop.
I really hate the Central Museum.
I feel like there were places where you couldn’t get hearts unless you died, but was there a way to do it without dying?
It’s clear that using the blade skillfully makes one strong.
However, before I even think about experiencing something like that, a mountain of problems comes crashing down…
The cheap movements of various enemies can honestly be ignored over time.
The cheap movements of characters like X and Zero are a bit difficult to handle.
The reasons for the degradation are understandable both in terms of the settings and the game, but Falcon’s aerial maneuvers are just so terrible that it makes me sad.
The charge attacks of X are all strong and it’s fun!
I’m going to unleash full-screen attacks with Charge Meteor and Charge Metal!
The Zero Buster is surprisingly strong.
If options like Yanmar come out, it might be recognized as the strongest weapon because it’s so easy to handle.
You can use Ultimate and Black Zero without hesitation.
Conversely, if I’m tied up, I can’t do it.
A gate that makes you feel the staff’s misunderstanding of action games.
“Just explain it simply! The gimmick of Highmax is also quite trashy.”
Everyone who has played this game thinks Hou Tsui Zan’s commands are terrible.
You press the up key to climb the rope!
The press stage has its quirks, but I wonder if it’s really that deadly.
Rather, the stressful part was jumping off the wire outside the screen to perform the rescue.
Mach Dash is really fun!
It’s fun, but could you make it so that we can use it from the start in the second round? I don’t want to use Falcon Armor…
Which element is X5 and which is X6 again…?
X4 is not like that, but I get confused only here.
When I hear the sound “fuhhho!”, it makes me feel incredibly nostalgic.
It’s a sinful game that frustrates people who have played Mega Man into thinking they have to carefully maneuver with Bass, awakening them to the power of brute force.
The base that can be equipped with a lot of parts from Falcon is stronger, after all…
Huh, you got killed by Nightmare and didn’t get any parts? That’s unfortunate…
There is a spear charge shot!!
I wonder if that was helpful in any way…
It’s not that you can crouch or use ropes, but it’s an action that ties up everything else, so I don’t really want it to happen.
Collecting parts and customizing is pretty fun, but it feels strange that if you fail to acquire something, that’s it.
When I hit the boss with a charge shot, the aftershock makes a ringing sound like “kin kin kin kin kin kin kin.”
It’s not something to be concerned about, but I feel like it’s not good and doesn’t make me feel comfortable.
The press really has a tight clearance on a different route or something, it’s irresistible.
I got genuinely angry at that place, not as a joke or anything.
There are various complaints, but I definitely want to voice my frustration that if we don’t help immediately, we’ll get paralyzed and it will become impossible to rescue.
It’s great that it dies a lot but is easy to retry.
I was really surprised the first time I saw the learning skill you can get from the turtle.
It started spinning around with a motion like a fast replay of an X4 aerial rotating slash on the ground, so at first, I thought it was a bug.
I seriously think it’s the job of an idiot to instantly die after releasing the squat on the press machine.
In a proper action game, the behavior should be such that you cannot release it while crouching.
It’s a shame that by the time I gather all the armor, I’ve already cleared the stage.
If this were something effective for each conventional part, that would be one thing…
Why is the saber used by X so incredibly unreliable?
I wish I could break a block on the OP stage with just one swing…
In the first place, since Ghosts ‘n Goblins is a defensive game, the development philosophy was to eliminate crouching at first for the sake of the exhilarating feeling of Mega Man being an offensive game, so it’s surprising that crouching was later adopted.
The option is strong with Yanma, but it’s impressive that Yanma is weak.
HELP! It’s great at the end of the nightmare area in the shark stage where you need a charge attack with the metal anchor to help Kun!
I can’t get the metal anchor unless I defeat the shark first, right?
It’s nice that the behavior of the press machine can make rescue efforts too late… wait, it’s not nice at all. What was I even thinking?
What really annoyed me during my first playthrough was the infinite resurrection of the mantis.
Yen Water Slash is a dangerous technique because it makes the enemy’s invincibility disappear when it occurs, allowing for continuous attacks that feel great, but it also makes our invincibility disappear, which carries the risk of dying in an instant.
It is first difficult to slip through the wall with both hands and hit.
As someone who dislikes that kind of thing, I cannot affirm it.
I have no choice but to postpone the water flea because it’s getting dark.
Isn’t there a place that looks like a stage shaped like a king where the turtles are?
I wonder what I’m doing over there now.
The nightmare phenomenon is crap.
The moment I see it, if I’m not attacking the Nightmare to kill it, I’ll die; if I’m pushing too far forward with the rescue and press, I’ll end up dead waiting for the press. I can’t defend against setups that assume death in the rescue or item collection no matter how hard I try, which is frustrating.
I really like the ending theme song.
Why did you make it so that the Buster doesn’t penetrate walls here, but the Nightmare can penetrate walls in the Pacolepkin style?
Unlike the ineffective 5, the Zero Buster is still difficult to use, but its strangely high attack power makes it very effective against foolish CPUs like Volfang.
What the hell is Kuro Zero?
If Yanmar creates a special weapon ranking for the X series, the top three are solid.
There’s no way I could fall in love with a mere blackened zero…
Stop the nightmare phenomenon that contributes nothing to the fun.
Specifically, the phenomenon of darkness.
I understood that the blade armor is strong if you can master it.
But my fingers and brain can’t keep up, so I’ll use a shadow…
It’s strong enough to clear it super easily with Shadow, you know…
It’s nice to be punished by High Max when you’re charging too much…
I thought the controls felt quite good.
Shadow is probably easy, huh?
For example, the so-called strongest enemy, Mother, is much easier with Blade.
But wasn’t Shadow’s giga attack a special attack against the Mother?
With the controls being terrible at this point, I can’t bring myself to enjoy the gameplay of 7 leisurely.
I liked that Shadow didn’t have to think about unnecessary things.
I remember getting really angry at a place in the Gate Stage where the sticking feature ended up being a disadvantage.
It’s inevitable because it’s a numbering, but I think one reason X6 is unpopular is that the armor is “weaker than expected.”
Things like wall kicks, switching planes, hyena battles, and red battles, and their behaviors and compositions make it clear that these guys are not good at action games!
I think it’s a game where you break through the totally uncalculated mass of enemies in a shitty arrangement with the ultimate armor.
I really liked it back then, but a few years later, when I saw the reviews online, they were extremely bad and I was puzzled.
By the time the armor was completed and could be equipped, there was almost only the final stage left.
Honestly, I like 7 more than 8 since it doesn’t have action stages.
The one that didn’t match the most was 8.
7 can be judged as not a bad game because there aren’t any major issues.
I think that having no interesting elements on the other side means it is fundamentally disqualified as a game.
I think 7 is enjoyable at about 1.5 times speed.
Everything is held too much… and the stage visuals look really cheap.
I liked that you could change Zero’s weapons.
I quite like the later Conan, although I don’t think the copy really works.
The non-action parts like results, enhancements, and saving in 7 were extremely slow and painful.
The Charge Blade, which was included in the name and written like an eyeball, isn’t that great after all.
“Oh, speaking of which, there are some useful mismatched things like being able to charge special weapons!”
I really love the background music of the Armadillo stage.
Because of randomness, if you get stuck with Scarlabich, you can’t even go to the parts room…
I will never forgive the person who thought up the command for Spiral Cut.
What I realized in 8 is that what made the previous Mega Man X games enjoyable was being able to set my own pace.
When I first touched the X7, it was so slow that I thought it was a joke.