Follow TV Tropes


YMMV / Mega Man X6

Go To

  • Anti-Climax Boss: The final boss, Sigma, is significantly easier than the rest of the game. His first form is a complete joke, almost to the point of being a Zero-Effort Boss, as he just lumbers around the room and fires off attacks which barely even scratch you, even worse if you use his weakness. His second form is somewhat more challenging, as his attacks can do serious damage if they connect, but he follows a predictable pattern and there are several safe spots in the room, meaning it's still quite manageable; the green blob-heads that he spawns can sometimes drop life energy (and even 1-ups!) if they're destroyed. Zero especially will have a good time attacking him with Guard Shell-enhanced normal saber attacks or Ensuizan.
  • Ass Pull:
    • Sigma being revived, seeing that he wasn't even mentioned once in the game until that point (Not counting the intro, of course).
    • The same goes for Zero's Unexplained Recovery. X wonders how he survived, causing him to state the infamous "I hid myself while I tried to repair myself" line. We never get a coherent explanation beyond that. Keep in mind that Mega Man X5 was suppose to be the last X entry, ending with his death. Furthermore, his next appearance was going to be his reemergence centuries later as seen in Mega Man Zero. It's clear that the dev team Hand Waved him into X6 with no real thought whatsoever.
  • Author's Saving Throw:
    • Alia was severely disliked in Mega Man X5 for her unskippable dialog about obvious things and for being a shoehorned tutorial too late on the series. This game makes most of her dialog skippable and the lines she has are more contextualized and less patronizing.
    • Advertisement:
    • Zero's Z-Buster was seen as weak and useless in Mega Man X5. Here, while it has the same limitations of only working on the floor and standing still it is stronger and has a faster rate of fire.
    • The parts system is improved over X5 since players can grab everything and fully empower either X or Zero.
  • Awesome Music: Many players describe the music in this game as some of the best in the franchise. Even detractors usually have no problem admitting as much. Blaze Heatnix is so rocking that it's not weird to hear people complimenting the song and hating the level.
  • Better Than Canon: The Mega Man X6 Tweaks project has been viewed by many players as a vast improvement over the original version of the game, mitigating a lot of the game's infamous difficulty, restoring some of the leftover but unused features, addressing the game's many errors, and giving players a proper localization of the game. And for those that the feel like the changes to the gameplay make X6 too easy, they can customize the patch however they like, and a workbook is available to help educate them on how the modifications work.
  • Big-Lipped Alligator Moment:
    • Dynamo. He's just there for collecting Nightmare Souls. That's all there is to his relevance.
    • After defeating the D-1000, the boss of the intro stage, it isn't completely obliterated after it explodes. Suddenly, the Zero Nightmare teleports in the room, slashes the D-1000's remains, then teleports away as the latter explodes again. This time, there is no trace left of the D-1000. As for the Zero Nightmare's sudden appearance, it's never explained why it helped X in the first place. It comes across as a poor attempt at allowing X to be aware that Zero may still be alive...for some reason.
  • Breather Boss:
    • Ground Scaravich is by far pretty easy, and is almost an apology for how infuriating his randomly generated level is.
    • Blaze Heatnix could be an apology to how annoying the Nightmare Snakes miniboss gauntlet is.
    • Just like he was in X5, Dynamo (one of the Bonus Bosses) is the easiest boss in the game, compared to the Nightmare area you have to traverse to get to him. He also falls down easily to his weakness weapons, and if you do so, he drops a big Nightmare Soul (which you normally get from the 8 bosses, for 200 points), up to 3 times. And the best part, you can engage him countless times.
  • Breather Level:
    • Shield Sheldon's stage is mercifully brief, and much more forgiving in difficulty than the rest of the game.
    • Infinity Mijinion's as well, as it's the second shortest main level of the game (after Sheldon's) and has the easiest access to its Nightmare portal; its Nightmare area is also short, allowing you to reach its boss room (and Dynamo) easily.
  • Broken Base: Depending on who you ask, the presence of Japanese voices are either a proof of how poorly executed the game was or a good thing considering the bad quality of the English dubs in Mega Man X4 and Mega Man X7.
  • Catharsis Factor: There's a big feeling of satisfaction to be had after successfully rescuing all 128 Reploids without losing one.
  • Complacent Gaming Syndrome: Difficulty or not, players often go to Mijinion's level first since that's where the Nightmare area is reached the easiest, and unlock Zero as a playable character. Speedruns especially also go with defeating just Sheldon for his Guard Shell, then go defeat High Max in one of the Nightmare stages to unlock the Gate's Lab stages early.
  • Contested Sequel: Some fans appreciate the difficulty of this game as a fun challenge, the gameplay upgrades over the previous Mega Man X PlayStation games, X4 and X5 and the more balanced focus between X and Zero, while others dislike or hate this game for its unfairness and for being an unplanned sequel that caused more confusion in the plot. Some detractors would even say that this game is worse than Mega Man X7.
  • Critical Backlash: This game has had a lot of criticism for its confusing nature and its overdone difficulty (both in the fake and legitimate difficulty), but for some the difficulty actually is a selling point.
  • Faux Symbolism: For some reason, Gate's heavily fortified lab entrance has figures/statues that resembles a semi-mechanical devil and a similarly semi-mechanical headless angel. As you progress through the stage, the devil statue gains bat wings, and finally stands as if roaring, while the angel statue gets chained and progressively stripped of materials. Probably a vague commentary on Gate's Sanity Slippage, but only comes off as tacky since religious themes barely have anything to do with the series except for X8.
  • Fridge Logic:
    • If you pay attention to the layout of Gate's boss room, you'll notice that, upon entering the room, X/Zero lands on thin air and runs to the nearest platform. They mask it by suddenly turning off the lights when you enter.
    • How the Nightmare works is incredibly inconsistent or most generously is very versatile in application, to the point that it feels like it just does whatever is convenient to the story or level design. On paper, it causes deadly hallucinations, but it can also irreparably corrupt reploid civilians, power a giant robot in such a way that it's invisible to scanners, teleport X and Zero to other areas that are effectively communications dead zones (no explanation as to why it doesn't just cut off comms entirely,) create an evil clone of Zero, and somehow allow Gate to control all of Reploidkind. About the only thing that's actually clear about The Nightmare is that it was reverse-engineered from Zero's viral DNA, effectively making it a sub-species of the Maverick/Sigma/Zero Virus.
  • Goddamn Bats:
    • Aside from being able to infect civilian reploids so you can't rescue them, Nightmare Viruses can pass through walls (in a game where your shots can't), have an aggravating projectile attack and lunge attack, and take a ton of hits to kill. And even if you kill them, if you don't grab the Nightmare Soul that's left behind in a timely manner, they'll quickly respawn.
    • Nightmare bugs that surround X/Zero. They's an Invincible Minor Minion (unless you use Yammar Option), and harmless...except they will literally get in the way of X/Zero's attacks.
  • Goddamned Boss:
    • The Nightmare Snakes of Blaze Heatnix's stage. They're not that difficult to deal with, but they have ridiculous HP and spread shots that are deceptively hard to dodge. Oh, and there's five of them, which you have to engage sequentially. If you don't have the right tools to finish the battles faster, then it becomes a total chore as you pathetically run around those things, shooting/slashing each of the four glowing weakpoints every Snake carries. The fourth one in particular is The Dreaded for being fought during a climbing sequence where half of the screen consists of fire and the other a random assortment of platforms and Nightmares that only serve to get on your way.
    • High Max in Gate's Fortress. It's not that you can't hurt him by that point in the game; but it can take some time to get a shot in on himnote  that you'll be waiting for a long ass time to get that hit in.
  • Good Bad Bugs: Due to the game's rushed development, there are plenty of ways to break it. Unsurprisingly, Zero hoards the lion's share.
    • The Guard Shell wreaks havoc with the enemy's Mercy Invincibility, letting you deal dozens of hits with Zero's standard jumping attack. Turn it on, get close enough to the bosses, and you can slash dash cancel bosses to shreds in about 3 seconds flat.
    • Ensuizan messes with Zero's invincibility, usually by cancelling it early to prevent you from spinning too much. It turns out that they make you invincible when you start it, then end it when the spin ends. Find a way to interrupt Ensuizan, and you will never lose the invincibility for the rest of the stage. (Unless you do another Ensuizan, which cancels the invincibility.)
    • X's Magma Blade resets his gravity. He can glide against otherwise uncrossable Bottomless Pits by spamming the blade while in midair.
  • Harsher in Hindsight: A subtle example regarding the release of this game. It has been noted that Mega Man X6's quality issues were partially because it was rushed out near the end of the PlayStation's life cycle, as the PlayStation 2 was on its way. It may strike some fans as this trope, as that exact thing happened to Mega Man 6 for the NES.
  • Hilarious in Hindsight:
    • One of the Mavericks you fight in the game is an aquatic creature named Sheldon.
    • Turtonator from Pokémon Sun and Moon has the exact same stance as Rainy Turtloid, which people familiar with X6 made out immediately upon its reveal.
    • A Long-Haired Pretty Boy with a red, black and gray Color Motif originally created to destroy the blue-clad titular protagonist but ends up befriending him, sent from the past to the future through hypersleep, has a brainwashing program installed in him, and ends up choosing to put himself back into hypersleep again because he believes his existence is dangerous to humanity. Are we talking about Zero or the Winter Soldier by the end of Captain America: Civil War?
  • It's Hard, So It Sucks!: The very high difficulty (both fake and legitimate) has alienated a few players, although others are actually attracted to the game because of it.
  • It's the Same, So It Sucks: For all of the changes later releases of the game have made, fixing the infamous "Blind Idiot" Translation is not one of them. Note that the original Mega Man X Collection was meant to do this (along with change the input for Zero's Sentsuizan to avoid issues in rope segments), but it was left unchanged because of plans for Mega Man Maverick Hunter X6 (which never happened).
  • It Was His Sled: That Zero is alive, which is important because Zero is explicitly destroyed in the previous game.
  • Memetic Mutation:
    • "I hid myself while I tried to repair myself." This single line failing to explain Zero's Unexplained Recovery encapsulates the game's translation in a nutshell.
    • "ZELLLO! JUSDIE!" Even the final boss is sick of Zero coming back from the dead.
    • Zero and X's reunion scene is made into a meme in Japan called "Obentou" (meaning "Lunch Box") where the caption is changed into Zero saying that he woke up early and made a lunch box for X. It's because their faces look more appropriate for such exchange rather than what's actually in the game. Parodies of this involve 2 characters from other series replacing Zero and X.
  • Mondegreen: Most of the spoken Japanese lines get this to english audiences who weren't used to Mega Man characters speaking at all, let alone in Japanese. An example is High Max's, "Death Ball" line, which sounds more like, "This moon" to some.
  • Most Wonderful Sound: Zero's victory theme, especially after an extremely difficult level.
  • Narm: In spite of the serious tone of the game, some of the resurrected Maverick names and ideas are just ridiculous. Just try saying Rainy Turtloid, Metal Shark Player and Shield Sheldon (the latter being a silly looking Clamfish styled reploid) without chuckling.note  Also, one of the bosses, Ground Scaravich, is a robot dung beetle, whose main attack is rolling his rock ball at you.
  • Polished Port: The Legacy Collection version has the Rookie Hunter mode, which cuts the difficulty to bearable levels.
  • Porting Disaster:
    • The Korean-only PC port has much higher system requirements than the ports of X4 and X5 and has noticeable screen flickering problems.
    • To a lesser extent, the version of X6 found in the Mega Man X Collection removes most of the voices, mainly to minimize the Japanese. Fans were not pleased.
  • Rescued from the Scrappy Heap: This game did the first steps on upgrading Alia by making most of her dialog skippable, more relevant and less of a shoehorned tutorial, and giving her a backstory.
  • Scrappy Mechanic:
    • Rescuing Reploids. Notable as it's a feature in a previous game that was sought to be better developed as in X5 was wasted. However, their mortality from Nightmare Virus possession ruins the fun this could have had. This is worsened by the fact that some carry with them parts that may be necessary for you to complete certain objectives, and when they die (due to the Nightmare Virus infecting them - and they may be put very close to those Reploids), so do your chances of obtaining them. It becomes so distracting to the overall gameplay experience that a few people view it as an irritation rather than a feature.
    • The Nightmare Effects. Although comparable to X1's own stage effects, they are far more detrimental here. Special mention goes to Infinity Mijinion's Nightmare Dark, which renders Commander Yammark and Rainy Turtloid's stages near unplayable. A notable runner up is the Yammark nightmare which produces little fireflies that take some immense punishment to get rid of. Zero has no trouble with them; but they love to get in X's way and hinder his shots.
    • Zero's saber being slow while attacking enemies. This is problematic when Zero goes against invulnerable targets, since it can last very long and it cannot be canceled.
    • Getting the parts is a scrappy mechanic of itself; getting the ability to USE a lot of them stinks. You have to essentially collect a ton of nightmare energy just to be able to use two parts and a limited part (over 1,200 souls, which in fairness is doable on a normal run for both X and Zero). To be able to use three or four parts, you have to collect over 5,000 and the maximum 9,999 souls respectively. The souls however only go for one by one in a nightmare infested stage or a paltry 600 per Dynamo encounter. The grind is so tedious and frustrating that many just settle for two parts and a limited upgrade.
  • Scrappy Weapon:
    • The Guard Shell is meant to protect from and reflect enemy shots, but the attacks of several enemies (including Nightmare Viruses, the most common enemy in the game) will simply pass through the shield and hit X and Zero. If the shot is compatible with the shield, it won't be reflected right away and take a moment to charge up in which the enemy can just move out of the way. Also, it is supposed to be Infinity Mijinion's weakness, but it barely does any damage to him and forces the player to rely on the boss doing specific moves to even work at all. Because of this, many consider the Yammark Option to be a better "weakness" to Mijinion than the actual weakness. However, it has a decent charged version and as noted in Good Bad Bugs above, Guard Shell somehow empowers Zero.
    • Sentsuizan has its detractors for making rope sections even harder. If you kept Up pressed and need to do a saber attack, Zero's dive would impede him to grab ropes until he falls to the floor or he dies.
  • So Okay, It's Average: If you're not turned off by its flaws, this game falls under this. The game has got a lot of ideas which could have made for a fun game, but due to a VERY rushed and tight development schedule was never ironed out or revisioned and resulted in a broken mess.
  • Spoiled by the Format: Fans used to the series traditions might have been able to tell that there's more after Gate because of how the Boss Rush hadn't happened yet.
  • Suspiciously Similar Song: Inifinity Mijinion's theme starts just like Europe's The Final Countdown and Metal Shark Player's theme sounds just like the theme from The Terminator. The Gate's Lab theme is a reprise of the second X-Hunters fortress theme from Mega Man X2.
  • That One Attack: Gate's boss battle has him shooting orbs at the player. To damage Gate at all, the player has to blow the orbs up and let the backlash orbs from each giant orb hit him. However, you're constantly above a bottomless pit during the entire fight and the orbs that launch back at him also shoot at the player who is likely too close to the orbs to get away without taking a hit. You can straight up lose the fight if you don't have two full Sub Tanks with you into the battle.
  • That One Boss:
    • Infinity Mijinion. His green bubble attack and constant replicating means he can easily get out of control and occupy almost the entire screen if you can't keep him in check, and even his weakness weapon is awkward to use against him.
    • Nightmare Mother. A boss in which even refined skills and talent at this game can still warrant utter luck on the part of the player. Imagine two squares, 1/4 in size of the entire arena circling around the arena. On Xtreme difficulty, they go even quicker, to the point where you may need the Hyper Dash and Jumper parts to avoid getting hit repeatedly. (And if you lost those Reploids that give those out, tough nuggets!) Its moveset is also at home in a Shoot 'em Up for that matter! Many of its hits are crazy in spread shot arcs, or the Mother will place itself in areas in which the player will find themselves in very uncomfortable areas just to get around and by. Finally, the Mother is impossible to read - given that its pattern can have the boss go in any direction once the pattern stops combined with shots in arcs that may be impossible to dodge based on the cellular position of the Nightmare Mother itself, the player may have no choice but to take a few hits anyway!
    • Gate. Hope you have a LOT of patience, because you're sure as hell going to need it here. Unlike the other bosses you dealt with, you can't hurt him directly, not even with Giga Attacks. So to hurt him, you must destroy his energy spheres so they break up into smaller spheres and hit him. Problem is said spheres can also hurt you and they can produce effects that can make the fight even more tedious — from making the ground slippery, to following you around, slowing the game, and spawning Nightmares on Xtreme mode. The battle takes place above a Bottomless Pit with few very small platforms that Gate can destroy temporarily if his health goes low.
  • That One Level:
    • Metal Shark Player's stage is the trash compactor stage from hell. Extremely cramped spaces flooded with enemies abound, and lots of stretches requiring extreme feats of speed and precision to clear the further you go, including one point near the end that only gives you exactly your height in wall to cling to to avoid falling into spikes. If you've beaten Blizzard Wolfang before this stage, some parts of the stage will also be riddled with slippery ice and if you clear Ground Scaravich's stage mentioned below, blocks will appear in inconvenient locations that can only be destroyed or pushed with his weapon. The Hyper Dash part, and Rekkoha in Zero's case, help to ease the pain to a significant degree, however. What really takes the cake though is the secret area, which is an auto-scrolling section.
    • Blaze Heatnix's stage is a Boss Rush of fights against the Nightmare Snakes with four weak points, some of which range from aggravatingly hard to nigh impossible to hit without taking hits or flat-out dying in turn depending on which fight you're on. Use of the Rekkoha or charged Ray Arrow and Metal Anchor, however, will shred all that HP in a matter of seconds. There's also the fact that the only enemies in the entire stage are the aforementioned Nightmare Snakes and Nightmares, which means absolutely no health or weapon powerups.
    • Ground Scaravich's stage revolves around getting teleported to random mini-stages, all of which are some half-baked platforming segments with Fake Difficulty in the form of nearly every bit of available space being packed with Nightmares and damaging asteroids. It is especially hard when paired alongside the rescue of reploids or any sidequest.
    • Gate's second stage, especially the first half. The first half is a spike-covered hellhole clogged with enemies, and full of floating columns that require constant wall-jumping to stay on, combined with totem poles that block your path and need to be destroyed in addition. With Zero, the difficulty ramps up to the 9th degree when said totem poles are always just out of reach of your Z-saber, requiring lots of tricky jump attacks. The second half, while not as hard, alternates between tight corridors with lots of enemies (and that same Descending Ceiling) bearing down on you and the acid rain from Rainy Turtloid's stage combined with precarious wall jumps over bottomless pits if you're Xnote . Zero on the other hand gets another round with the trash compactor from hell. On top of that, two of the entries in the That One Boss entry above? They're both fought here.
  • They Changed It, Now It Sucks!:
    • The downgrades done to the Falcon Armor (e.g. removing its nigh-invincible flight in place of an air-dash, charge shots can't go though walls anymore) were badly received.
    • The Mega Man X Legacy Collection 2 release completely replaced the original opening and ending songs with new tunes that many fans don't find as memorable or fitting. Even worse, even switching to the Japanese version doesn't help with this. This doesn't apply to the Japanese release of the collection, however, since all songs are kept there.
  • They Wasted a Perfectly Good Character:
    • There a few hints that imply that Isoc is actually a vessel for Dr. Wily (namely him calling Zero a "robot" instead of a Reploid), but he dies at the end and nothing comes out of this. Also, despite being shown to be able to paralyze Zero (and therefore that he has some extra powers at his disposal), he is one of the only villains in the series to lack a boss fight.
    • Sigma is so superfluous to the plot that he might as well been left out.
    • After disappearing from X5 as a Karma Houdini, Dynamo is back. Unfortunately, he's a completely irrelevant Bonus Boss, and you still can't give him his comeuppance.
  • They Wasted a Perfectly Good Plot: As it is completely possible to beat the game without unlocking Zero, the game could have taken the opportunity to explore X having to fight on his own for the first time in a while by changing his cutscenes depending on if Zero has reunited with X or not to show contrast between how he handles conflicts under his current circumstances. Instead, the only X-exclusive cutscene to be adjusted by Zero's presence (or lack thereof) is the final one, and since every other scene has to work with or without Zero, there isn't a chance to develop the impact of X fighting by himself.
  • Viewer Gender Confusion: You'd be forgiven for thinking Commander Yammark is a woman at first glance, what with those big eyelashes and slender frame. Once you get into battle you can hear his surprisingly masculine voice come through.
  • The Woobie: The villains in this game alternate between this and Jerkass Woobie with exception of Blaze Heatnix because he's just an asshole. Put simply, all of them are victims of unfortunate circumstances that ended with being unjustly labeled Mavericks, or in Gate's case, the victim of being looked down on for his creations being too powerful, despite the existence of X and Zero being accepted.


How well does it match the trope?

Example of:


Media sources: