Mega Man X6
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How sad… even the futuristic version of the Super Fighting Robot himself couldn’t escape being in a disaster of his creator’s own making.
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"I hate this game."
— ClementJ64
"Mega Man X6 is one of the worst videogames i have every played in my entire life. Sonic 06, i play in an instant over this garbage."
— J's Reviews
"So this is it right? It's not exactly a secret that Mega Man X6 is often considered the bottom of the barrel both the X franchise and Mega Man in its entirety."
— SomecallmeJohnny
"I didn't always feel this way towards X6. There was even a time where i praised it as one of the coolest games i've played, but this was back when my age was in the single digits. But come on, a direct sequel to one of my favorite X games at the time, whose plot was a direct result of the events that transpired in X5, boasting an original villain who wouldn't even exist if it weren't for the Eurasia Colony crash? Direct continuity like this is a rarity in Mega Man games, at least the ones that i had grown up with and if the game had a bit more time to cook, then i think that it would have been something truly special, but instead it became infamous for all of the wrong reasons."
— That Trav Guy
Mega Man X6, known as Rockman X6 (ロックマンX6 RokkumanX6) in Japan, is a 2D, Side-Scrolling, Action game made for the PlayStation 2. It is the sequel to Mega Man X5 and the sixth game in the Mega Man X series, released in late 2001 for the PlayStation, and later ported to Microsoft Windows in Korea in 2002. It is the sixth game in the Mega Man X series and the final title in the series to be released for the original PlayStation. The game was later re-released as part of the Mega Man X Collection for PlayStation 2 and GameCube, and it was released on the PlayStation Network as part of the PSOne classics in Japan on July 8, 2015.
Series artist and producer Keiji Inafune was not involved in the game's production, as he had originally intended for the series to end with Zero's death in Mega Man X5. As such, X6 caused a change of plans in the Mega Man X series, since it was originally intended to have Zero resurrected in the Mega Man Zero series.
In 2018, Mega Man X6 was re-released as part of Mega Man X Legacy Collection 2 for PlayStation 4, Xbox One, Nintendo Switch and Steam.
Bad Qualities
- The inclusion of the sixth entry for the Mega Man X series was very unnecessary, as Mega Man X5 was supposed to be the final installment of the Mega Man X series.
- It was clearly rushed in time for Christmas, as the entire project took ten months to finish. Because of the rushed development, the difficulty is more cheap and unfair compared to the previous entries.
- The English localization was pretty much rushed. In fact, the Japanese and North American release dates are only five days apart. This also can't be helped by the fact that it was released late in the original PlayStation's lifecycle and the fact that the PlayStation 2 had already been out for a year and the fact that it was released one month after the Nintendo GameCube and original Xbox.
- Due to this, the game has some incredibly laughable dialogue with no proofreading or copy editing. One infamous example is the scene where X meets Zero, Zero says "I hid myself while I tried to repair myself,". In the original script, however, Zero stated that he does not know how he came back. In a conversation with Dr. Light, is it implied that someone else repaired him.
- The game has lots of spelling and grammar mistakes in the text, making it hard to know what they are saying at times.
- They even misspelt the word overwrite! Here, it's written as overwright.
- You can tell also that the developers became lazy. One notable example is after defeating Illumina in Infinity Mijinion's stage, touch the teleporter to go to the alternate route. After loading in, simply go left to find not only a Heart Tank, but also an Armor Part.
- The English localization was pretty much rushed. In fact, the Japanese and North American release dates are only five days apart. This also can't be helped by the fact that it was released late in the original PlayStation's lifecycle and the fact that the PlayStation 2 had already been out for a year and the fact that it was released one month after the Nintendo GameCube and original Xbox.
- No English dub, voice acting is only in Japanese and it cannot be changed. This is due to the game going through a rushed localization. The voices (possibly due to storage limitations) are removed from the version featured on the Mega Man X Collection for 6th gen consoles (though brought back in the second X Legacy Collection for 8th gen consoles and PC).
- Poor writing, as the story has some glaring plot-holes that go unexplained like Zero suddenly being alive despite dying at the end of X5 and the reason for him being alive is that he repaired himself despite the fact that he would've likely have never even could've done that after his death since he was torn in half with his body literally missing, and it messes with the continuity of the Zero series and makes no sense for Zero to be even alive in the first place because the X series was supposed to end at X5 and this game doesn't do a good job at following up the events of the last entry with the retcon of Zero's death, which is still confusing for a long time fan in general and could result in a lot of potential theories being made out of it as a whole.
- For the entire game, we were led to believe that Gate would be the true villain, but after the boss battle with him, there is a generic plot twist revealing that Sigma is the true villain again.
- The controls are incredibly stiff and unresponsive, as they suffer from severe in-put lag and have slippery movement that's hard to handle in most platforming sections, and sometimes, they can make the game very difficult to adjust to and some parts of the game become impossible due to how terrible they are, and they make some stages a chore to complete when combined with the terrible level design overall. This applies to both X and Zero, who handle much worst than previous games and are almost impossible to control due to how fast they move, which can make certain parts like Reploid Rescues a pain due to the terrible controls.
- When listening to a Light Capsule, the game will lock your control, and the enemies can walk to you and can damage you.
- X's use of the Z-Saber is usually only ever effective when either using a dash to perform slashes rapidly, or when used in conjunction with the buster.
- It is one of the buggiest Mega Man games, with one glitch that could probably be discovered by anyone. The rest you would certainly have to know how to pull off, however. Some of those glitches may be fixed in the Legacy Collection Fortunately. In fact, the glitches are everywhere but are easily avoidable, but they can hinder the entire game overall, so it's best for players to avoid them.
- If a Reploid gets infected by a virus, it is destroyed and gone for the entire game unless you restart the game back up. So if you're too late, you might as well hit Reset because you're screwed!
- Getting some of the Armor Parts can be a real pain. Examples:
- In Shield Sheldon's stage, there is a wall (that by the way is no different than any other wall in the stage) that you can go through in order to get the capsule for the Blade Armor Chest Part. The problem is that you wouldn't be able to know that unless you fell into that wall or something.
- In Rainy Turtloid's stage, the Chest Part for the Shadow Armor is hidden behind two narrow spike-covered passages. To get past you must either have extremely good timing with the Blade Armor's dash, or let an enemy hit you and quickly move through.
- In Metal Shark Player's stage, you must have either the Ultimate Armor (unlocked via a code), use Ice Burst, or have two specific upgrade parts equipped to even reach the capsule that contains the Shadow Armor Head Part.
- If you defeat High Max early on (take a stage's alternate route after unlocking Zero), you will immediately unlock Gate's Laboratory. Not only does this greatly shorten the game, but going there without Parts and special weapons greatly increases the stage's already high difficulty. (see #23)
- Some lame, uninspired and/or poorly designed boss battles.
- Many have very little health and die in under a minute when using the best techniques.
- High Max is a serious pain in the butt. He hits like a truck, his attacks are hard to avoid, and you need to destroy one of his two shields (or wait until he launches his shields at the sides), hit him with a charged X Buster, then use one of the Maverick's weapons to damage him. This battle can get tedious very quickly, as (A), he takes very little damage from the weapons and (B), you wouldn't be able to even know how to defeat him unless you looked it up or experimented via trial-and-error.
- Dynamo's battle is alright but was reused from X5.
- Commander Yammark is a decent boss as his fight isn't cheap and is kind of fun, but he is still an easy opponent as all you have to do is just spam the shoot button over and over again and his attacks won't even hit you. It's the boss that players should fight first.
- Infinity Mijinion is incredibly annoying as he multiplies himself constantly, making this boss battle very clustered.
- Ground Scaravich is too easy, as all he does is roll a giant boulder at you. He is also very dumb, as he will continuously roll the boulders, even if you are not in front of him.
- Metal Shark Player is easy as you can just jump over his dig attack.
- Blizzard Wolfang is too easy if you're playing as Zero as you can quite literally spam the Z-Buster at him. It also destroys the ice balls that he spews at you. Of course, you would have to know to do this.
- The Nightmare Mother(s) is/are a humongous pain in the neck as it/they will rarely, but possibly, switch from going clockwise to counterclockwise (or vice versa) with essentially no warning.
- Gate's battle is X-tremely annoying. You are on narrow platforms and Gate is immune to all of your attacks, including special weapons. In order to damage him you need to wait until he fires an energy ball, then shoot at it multiple times in order for it to split into smaller balls and make Gate hit one of them. This boss is also a pain for the following reasons:
- As stated before, this battle takes place on smaller platforms, so you must watch you step.
- Gate has a tendency to not fire energy balls, as he will sometimes spend the battle simply flying around like an idiot.
- If you destroy one of the energy balls, they can sometimes miss, meaning you must start all over again.
- As stated earlier, the energy balls will split, and they can hurt you, so you must be cautious to avoid them.
- Once Gate loses about one third of his HP, he begins using an attack that can destroy one or two platforms. The platforms reappear after a few seconds, though.
- If you get destroyed at any point, you have to start the battle right from the beginning!
- The final boss against Sigma is one of the weakest final boss fights in the Mega Man X series:
- Sigma's first form is kind of neat due to the concept of how Sigma was thought to be destroyed and now has returned all beaten up, but while designed well enough, is much too easy, as he only walks forward and cannot practically deal damage with his body.
- Sigma's second form is a bit better due to his intimidating appearance and size, the fact that it's slightly harder, and that his attacking, green, Sigma-head-slug enemies drop health for sub tanks if you're having trouble, but it's still too simple. He can fire either massive dark energy balls, huge green laser walls and/or giant green energy beams from his mouth, despite his huge size, he doesn't do anything else. The dialogue after the fight is excellent, however.
- Some of the stages can be either annoying, tedious or easy. Examples:
- Infinity Mijinion's stage is nothing but battling hordes of enemies while a giant Reploid called Illumina in the background is firing yellow lasers as you.
- Blaze Heatnix's stage is little more than a gauntlet of battling five mini-bosses (six if you take the hidden route).
- In Metal Shark Player's stage, there are many insta-kill trash compactors, and due to a few annoying enemy placements, can cause cheap moments. Thankfully, there is Ride Armor in this stage that stops the compactors.
- Shield Sheldon's stage is nothing but flipping around mirrors for lasers to fire at the right direction, and while the concept is cool and can be fun, the stage is either extremely short or drags on (alt path) and is easy.
- In Blizzard Wolfang's stage there are ice physics, avalanches, you cannot wall jump anywhere, there is a section where you need to jump between narrow platforms while avoiding avalanches, and the last part of the stage involves avoiding falling ice blocks or else you get insta-killed. Due to the ice physics, it can be hard to do so.
- In Ground Scaravich's stage, you need to go through holographic totem poles that take you to a different area in order to progress. While these areas are brief, they are completely random, meaning that if you want to take the hidden route or unlock the Armor Part, you may have to replay the stage a few times.
- The Nightmare Phenomenons, while you can either use weapons to eliminate them or manipulate them to change, can make some stages frustratingly hard. Examples:
- If you beat Commander Yammark's stage and then to go to Blaze Heatnix's or Shield Sheldon's stage, you will get surrounded by bug-like mechs that can block your shots. These mechs can only be destroyed with the Yammar Option
- If you beat Blaze Heatnix's stage and then go to Blizzard Wolfang (as he is weak to fire), fireballs will be raining down all over the place, making it hard to navigate through due to its vertical design.
- If you beat Infinity Mijinion's stage, Commander Yammark's and Rainy Turtloid's stages will occasionally get enveloped in darkness, making it difficult to navigate.
- If you beat Shield Sheldon's stage and head to Blizzard Wolfang's or Rainy Turtloid's stage, various holographic Zero/X (depending on who you play as) enemies will appear at random and will attack you in tight situations.
- Abrupt difficulty spikes that cause a lot of the levels in this game feel unfair and cheap due to bad level design and abysmal programming, with some levels even being filled with numerous one hit death spikes placed in the worst places imaginable as if it were a classic Mega Man game, whereas it actually worked in those games since they were well-implemented and could be easily avoided aside from a couple of trial and error moments but in this game, it feels jarring since the X series is supposed to be an evolution of the classic series and the way how this game handles the overuse of death spikes is way too similar to the first Mega Man game, making X6 the most downgraded version of the X series to date aside from X7.
- There's also no replay value, since the game is so frustrating that most people will only play it once and since there isn't much to unlock in this game aside from a few collectibles, there isn't much of a point to replay some of the levels since most of them are poorly-designed and the collectibles in them are so rare that trying to replay this game can be even worse than an actual causal playthrough, and since the game was released unfinished and is very glitchy, it makes the game feel lacking and unrewarding in comparison to other Mega Man games like the original NES hexalogy and the SNES X trilogy itself.
- Annoying enemy AI, since many of the enemies act like bullet sponges and spam a lot of unavoidable attacks that can hurt either X or Zero and send them falling through a bottomless pit, with the Nightmare viruses being a primary example of how annoying the enemies can be in general.
- The Nightmare enemies can be incredibly annoying as they can fire small energy balls that can be hard to avoid, and even worse, they can go through solid walls.
- Crappy camera movements in a handful of areas that can mess up a simple platforming section and cause a cheap death out of nowhere, which can get very annoying at times and became a nightmare for new players in general.
- The voice acting gets ear-bleeding in the scene after the boss fight with Gate, where he screams bloody murder after being blasted by Sigma.
- Gate's Laboratory, which is divided into two stages, has several issues:
- The beginning of the first stage is a part where there are many spiked walls. It is impossible to progress as X unless you either (A), unlocked the Shadow Armor for X to climb the walls, (B), find the Jumper Part to jump higher, or (C), unlocked Zero as he can jump higher than X.
- Something that should be mentioned about this is that in previous games, Armors and Parts were always optional. (not inherently a bad thing, but many are frustrated by this.) But due to this one stage, if you want to go through as X you are forced to unlock these Parts and Armors. To make matters worse, two of the Shadow Armor parts basically require having the Blade Armor to reach them, so you basically need to unlock all four parts for both armors.
- Also as mentioned in #11 you can beat High Max early on and skip to Gate's stage, but you wouldn't be able to beat the stage without the Shadow Armor and/or Jumper Parts, making this entire concept of battling High Max to get to Gate's stage early completely pointless.
- There is another part in the first stage where the game will lock your controls in a small room filled with lava. You would think that there will be some kind of boss fight, but it's really just a pointless obstacle where you must avoid the lava flow that is rising down or up. This caught some players off guard as they would get destroyed by the lava flow at this part because they thought there would be a cutscene or boss.
- The second stage is actually two stages mixed into one (with two bosses), making it needlessly long.
- There is one part in the second stage that by default is impossible to get past with regular X or with the Shadow Armor as well unless you use an exploit that requires an air dash or having both the Jumper and Hyper Dash Parts equipped, and abuse of the menus (as well as extremely good timing). This means that if you mess up, you have to exit the stage and pick Zero (who gets an entirely different section of the stage at this point) or a different armor, or find those parts, and go through the entire level as well as fighting High Max all over again. This is odd, given that the Shadow Armor was extremely useful in the first stage due to its abundance of spikes.
- The beginning of the first stage is a part where there are many spiked walls. It is impossible to progress as X unless you either (A), unlocked the Shadow Armor for X to climb the walls, (B), find the Jumper Part to jump higher, or (C), unlocked Zero as he can jump higher than X.
- Some characters or other parts of the game were treated disrespectfully:
- Despite Zero being at his best in this game as mentioned below, when he returns, no fanfare, or revealing music is heard, he just (in Somecallmejohnny's words) shows up like a office co-worker late for work.
- X was nerfed to the point where he's far worse to play than Zero in almost very aspect (which is the opposite of X7 where X is the strongest character and Zero is the weakest) as his Buster Shots are underpowered and the Charge shots don't do much damage when not armored, and his dashes are way more finicky and harder to control than last time, making jumps very difficult at times and results in the game being unfair at times when playing as X.
- Some of the Maverick designs are rather poorly made in comparison to previous games, such as Ground Scaravich who looks like a bizzare combination of both Heracross from Pokémon and Toad Man from Mega Man 4 mixed with a Dung Beetle which results in this design being rather dumb looking. The worst offender is got to be Infinity Mijinion, a small Maverick that was supposed to be based on a water flea, but end looking nothing like one. His name doesn't help as well, as many casual players have no idea what a Mijinion is.
- Speaking of Infinity Mijinion, his theme is blatantly plagiarised from the 80's hair metal classic The Final Countdown by Europe, as evident from when the track begins to play, which bears similarities to that iconic track. Capcom did this without crediting Europe for the track or asking them permission to use a snippet of it, which apparently they didn't get sued for but still.
- A majority of the special weapons in this game are quite weak and nowhere as strong as the other special weapons in previous games, such as Guard Shell (which is easily one of the worst weapons in the entire series due to how useless it is, as it's meant for blocking enemy attacks, but due to poor programming and coding, it doesn't work and the charged version isn't any better either, making the weapon very difficult to use) and some of the techniques that Zero learns from the mavericks aren't any better, making the weapons feel very situational and hard to use during a playthrough of the game.
Good Qualities
- Good graphics though mostly recycled from X4 & X5.
- The soundtrack is among one of the best the series has ever had (like Infinity Mijinion's stage theme and Sigma's first form's theme).
- Zero is very strong in this game, he is fast and strong (with some really bad delays in his 3rd slash).
- Alia gets a lot of character development. She no longer bugs you by calling you throughout stages as you can know ignore popups if you want.
- The parts/upgrades system has been simplified and along with other aspects, improved from X5.
- While the process of getting most of the armor parts in the game is a pain, the Armors introduced in this game are quite interesting: The Shadow Armor is totally a great looking one with nice move set as well as sticking to walls and ceilings and being impervious to spikes, and the Blade Armor has a useful multi-directional air dash plus a powerful Giga Attack.
- If you don't mind using codes, you can unlock the Ultimate Armor before starting a New Game. Said armor makes the game less frustrating and has the very powerful Nova Strike from the last two games and can easily take out High Max (In the main menu, input Left Left Left Right on the D-Pad. A noise will play if you did it correctly. Then select New Game, and you will start with the Ultimate Armor).
- There is also another cheat code that unlocks the Black Zero armor which gives Zero a defense boost, gives him an extra spinning slash, and makes the Z buster extremely powerful. (Note: Only one of the cheats can be active in a play through).
- The port in Mega Man X Legacy Collection 2 gives the option to turn off the voices if you like, and has Rookie Hunter mode, which reduces some of the frustrating difficulty for those who want to learn it efficiently.
- In 2018, a mod called Mega Man X6 Tweaks was released by acediez, which fixes most of the game's padding and limitations, makes adjustments to the stages and bosses to make the difficulty more balanced, and adds some quality-of-life improvements, such as the ability to use the armor parts before completing the armor set, an option to disable the Nightmare Phemonenons, and a completely retranslated script.
- The PC version is less buggy and most of the flaws are fixed from the original PSX version.
- The front cover looks absolutely great, especially for a Mega Man X game.
- The Japanese voice acting is kind of okay (at least better than Mega Man X4's English dub).
Reception
Despite receiving mixed-to-positive reviews from critics and positive reviews from gamers[1], Mega Man X6 has been panned by web reviewers for its poor translation, bad stage design, many glitches all over the place and bland story. It is memorable for being one of YouTuber ClementJ64's most hated games besides Sonic 06, which both coincidentally has the number 6 in their title, as well as also formally being one of YouTuber J's most hate video games.
Trivia
- The game was released on the original PlayStation in December 2001 (February 2002 in Europe), which made it the last Mega Man game for that console, the only reason why the game was released on the original PlayStation was because it was made as a quick budget title and was developed in a vacuum by a small team at Capcom to spite Keiji Inafune at the time, who wanted to end the series with X5 and give Zero his own series as a continuation of the X series.
- In the original Japanese version version of the game, the eight bosses' names are said by an announcer after the player selects the stage.
- Zero's sprite set was redesigned for Mega Man X6. Although his gameplay is mostly identical to that in Mega Man X4 and Mega Man X5, his Z-Saber no longer has an arcing curve, appearing more straight during gameplay. His saber swipes move in a new pattern, and his idle pose changes his hand positions. His Z-Buster has also been improved from the previous title. Although Zero can still only fire mid-charged shots with limited range while stationary, it can now be fired in quick succession with the charge-up time reduced to near-instantaneously.
- Zero Nightmare, however, still uses Zero's old sprite set from Mega Man X5, although recolored purple.
- Zero dons a new saber in this title, as his old saber is now wielded by X. It functions like a typical lightsaber seen in the Star Wars series, and heavily resembles Sigma's saber in the first Mega Man X game.
- The color of Zero's feet is wrong and becomes white in the scene of the confrontation between Zero and Isoc.
- This is one of the few games that doesn't feature Sigma as the main villain, a first in the Mega Man X series. That honor goes to Gate, though Sigma was still included as the final boss.
- This is the first game in which the Reploids in the game could be corrupted, collected, or be missing. It was also the first to mention they could give X and Zero upgrades.
- Zero's ending in Mega Man X6 is not actually an ending of Mega Man X6; instead, it is supposedly the true ending of the entire Mega Man X series, serving as a replacement of sorts for Keiji Inafune's intended conclusion from Mega Man X5. It was never officially stated when the ending takes place, allowing two sequels (Mega Man X7 and Mega Man X8) to be made so far.
- This is the first game in the Mega Man X series where most of the eight Maverick's names were not differentiated from the Japanese release for the US release.
- The rescuable Reploids in Blizzard Wolfang's stage share the names of characters from other Mega Man titles as well different Capcom franchises, such as Mega Man Legends, Street Fighter, Final Fight, Resident Evil, Devil May Cry, Rival Schools, Breath of Fire, Ace Attorney, Ghost and Ghosts and Onimusha.
- Due to a continuity error, the game's intro states that the events of Mega Man X6 took place three weeks after the events of Mega Man X5, whereas in X's ending of Mega Man X5 (if Zero does not become Maverick), it is stated that it took place three years later. Although it may represent that X's ending on X5 took place after the events of X6, thus following the ending in which X does not find Zero.
- Interestingly, the area where the game's ending takes place seems to be similar to the area where Zero is discovered if the player defeats the Zero Nightmare.
- Oddly, this game has the most themes for the bosses in Gate's Laboratory stages.
- Sigma is the only boss in the game to have a Sigma/Maverick insignia on his life bar.
- If one defeats High Max in the Nightmare Area (easily done with X's Ultimate Armor), the way to Gate's Laboratory will open. This means one can effectively reach the end of the game without fighting a single Maverick.
- This game and Mega Man X5 are the only games in the entire series which do not fully require the player to defeat all of the eight Mavericks to unlock the final stages.
- The opening of this game shows a detailed script between Sigma and Dynamo before the opening scene of Mega Man X5, describing Sigma's observation of the Colony to Dynamo, to the battle between X and Zero, and the aftermath of the Earth Crisis.
- Like in Mega Man X2, there seems to be a translation error where X discovered Zero. In the English version, Zero claims that he "hid himself while trying to repair himself", whereas in the original Japanese version, he said no such thing, but compared his survival to X's, possibly implying that he was repaired by either the same person who repaired X or even his own creator.
- From this game to Mega Man X8, Zero has a rolling double-jump present by default.
- In the original release, and the Mega Man X Legacy Collection 2 release, the cutscenes have the original Japanese voice actors. This was dropped from the Mega Man X Collection release.
- Although the original American release retains the Japanese opening and ending vocal themes, they have been removed in the Mega Man X Legacy Collection 2 revision, with new-recorded instrumental tracks replacing them (possibly due to copyright concerns of Japanese songs), with the exception of playing the English version of the game in the Japanese release.
- Incidentally, the Mega Man X Legacy Collection 2 re-release uses the original Japanese version of the opening stage theme, rather than the slightly altered international version. It is unknown whether or not this was an oversight or if it was intentional.
- This makes Mega Man X6 the only game to not have an official English dub after Mega Man X4.
- This is one of the few games in the Mega Man X series that does not change the background music of the Stage Select screen once the final stages become accessible, the other ones being the spin-offs Mega Man Xtreme and its sequel, thus also making Mega Man X6 the only main game of the series to not have this feature.
- It is technically possible to have both X's Ultimate Armor and Black Armor Zero in the same save file, as there are conditions that allow the latter to be unlocked during gameplay. However, these requirements involve defeating the Zero Nightmare at LV4, which is triggered by collecting 5,000 Nightmare Souls; because the final stages unlock after collecting only 3,000 souls, after which the Zero Nightmare will no longer appear, it is impossible to actually meet these conditions.
- The soul requirement was actually 5,000 in the 9/28/2001 prototype build; Capcom changed this after the prototype build, probably because it would take too much time to collect 5,000 souls. Also in the 9/28/2001 prototype build, Zero Nightmare/High Max can still be fought even if the final stage is unlocked via the collection of 3000 souls.
- Sting Chameleon, Magna Centipede, Blast Hornet and Storm Eagle make a cameo appearance in this game, the former three being summoned during battle by Metal Shark Player, the latter in one of X's Special Weapons, the Metal Anchor.
- Like Mega Man X5, the original PlayStation version of Mega Man X6 is only capable of interacting with memory cards in the slot 1. That makes both games big exceptions when compared to other games released on the same platform, such as Mega Man X4, Mega Man 8, Mega Man Legends, which can read and save data in memory cards in both slots.
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