Little X in the Giga City – Let’s Play the Mega Man X Series

Part 6: Hyenard and Mighty

The Lava Factory is in trouble? Say it ain’t so! X and Zero rush off to stop the Reploid in charge, who seems in desperate need for some migraine medication.

Part 7: I’m Still in a Dream, Anteater

Cyber space isn’t new territory for the Maverick Hunters anymore, but familiarity isn’t going to stop them from going there again! Snipe Anteater loves collecting data, and must be stopped before he learns more things. Because god forbid an old man has hobbies.

Part 8: Tonion Fun

Okay, so we’ve got this radio tower, right? Well there’s an onion Reploid on top of it doing some dances. This may not sound like a pressing issue, but that onion is a mercenary so we’ve got to kill him. That’s just the kind of situation we’re in.

Part 9: Warfly on the Horizon

We’re on the last of Red Alert’s Reploids, and this one has a fleet of battleships at his disposal. Said battleships don’t seem to stand up well to the force of two guys and their fairly regular-sized guns, or the destruction of Red Alert assets.

Part 10: Second to Last Alert

You know, it is the cleanup episode. But this one feels like it hates you less than X6’s cleanup. Heck, most of these Reploids have been pointlessly starving for weeks because I could have saved them at the time and simply didn’t!

Part 11: Red Space

Most of Red Alert has been taken out, and only its leader remains. Well, its leader and the mysterious Professor we’ve heard so much about. And the inevitable boss rush. But we’ll take things one step at a time and start by fighting Red himself.

Part 12: MaSigma Z

The death of Red means the end of Red Alert, but not the end of this crisis. The Professor, which is obviously Sigma and we all know it, still stands defiantly within Crimson Palace. Naturally, the Maverick Hunters can’t allow him to get off lightly, so X and the gang are off to kill him once again.

Hold on tight, Axl! We’re blastin’ off to the moooooon!

Humanity has bounced back from the Eurasia incident. A new generation of Reploids has been produced; these new Reploids are, apparently, resistant against viruses and are in no danger of going Maverick. With these developments, humanity once again sets its sights towards space. They begin the Jakob Project, which aims to build an elevator that reaches the moon itself in order for humans and these new Reploids to migrate away from the Maverick-infested Earth. But unfortunately, those old Mavericks have designs on the moon as well. And while the threat of Sigma seems to be gone for good, an old rival has arrived on the scene to make sure the Jakob Orbital Elevator doesn’t wind up in the hands of humans.

At last, we’ve reached the final Mega Man X platformer. After X7 didn’t go over particularly well, its successor reigned in a decent bit. The 3D sections are mostly gone, and the game as a whole leans towards 2.5D levels. That’s not to say this feels entirely like an SNES game with 3D graphics, though. There’s more emphasis on the partner system, including additional special attacks that can be used as long as both characters are active. X, Zero and Axl are also just a touch more distinct in their gameplay styles, and you don’t have to wait half the game to have everyone available. It’s an interesting step forward that doesn’t exactly feel like what came before it. And considering this is the last game in the series, we never saw what could have come after, either.

Part 1: Park of the Covenant

Part 2: Abominable Snow Stage

Now that the eight Mavericks have revealed themselves, it’s time to pick a guy to start with. And what worse guy to choose than Avalanche Yeti, who waits at the end of a vehicle stage. Granted we’ve started with the vehicle stages for a while now, but this one manages to be particularly bad.

Part 3: Rule the Rooster

Hey, remember how junkyards are basically Reploid graveyards? X has visited a few in the past, but now Zero and Axl are going to one that’s a volcano! For some reason, the Mavericks are trying to mess with this trash-melting magma, so now we’ve got to fight the guy in charge of this attack.

Part 4: Trilobyte and Error

Things have gone awry at a Canadian mine. There’s a big robot that’s gone mad, and now the Maverick Hunters have to take care of it. Earthrock Trilobyte is probably behind it, but he’s not the only Maverick on site.

Part 5: Center of Gravity

Welcome to Primrose, Australia’s premier anti-gravity laboratory. We still don’t know exactly why Mavericks are occupying it, but anti-gravity technology probably has something to do with their moon plans, so we’d best get around to stopping them. Thankfully X and Zero are at least somewhat well-versed in gravity shenanigans, because gimmicks like that kinda run in the series.

Part 6: Man-o-War About Town

The city’s in danger! A jellyfish is flying around and inadvertently causing an overload. If this Maverick isn’t stopped, the whole place is going to blow. And, unfortunately for everyone involved, stopping this means using a ride chaser. Ah, heck.

Part 7: Panda-ring to the Audience

There’s an old facility in China known as the Rocket Ruins, on account of all the rocket-based science that happened there. It’s now up and running once again thanks to Bamboo Pandamonium, which means it’s up to X and Axl to head on down there and take him out. And while there is a vehicle we can use there, it’s not a ride chaser this time.

Part 8: Bad Optics

Hey, so you know how every time we enter the internet or something similar, there’s a series of mini-challenges that determine where we go through the stage? Yeah that’s what we’re doing here in Troia Base. Optic Sunflower’s hidden himself deep within the facility and won’t come out unless we conquer his eight trials. That sorta thing.

Part 9: Mantis Place is Dark

The last Maverick has hidden himself away in a shadowy weapons factory. He blends well into the darkness, but we’ve got a pretty solid set of items that could help shine a light into the facility. We’ll just need to sneak in before we can actually do something about that.

Part 10: Backyard Cleanup

What’s this? The final cleanup episode of the Mega Man X series? It’s true! Today we’ll be picking up what was passed, and perhaps making sure I don’t play through Central White for a third time.

Part 11: Sigmoon Rising

Sigma’s thrown down the gauntlet, and now he’s waiting for the Maverick Hunters on the moon. X, Zero and Axel take off on the Jakob Orbital Elevator in order to take on their nemesis once more, hopefully for the final time. Of course, it wouldn’t be like Vile to not throw his helmet in the ring once again, since he’s still breathing and all.

Part 12: Lumine the Fighters

The time has come to take on Sigma… for real this time. There’s plenty of Copy Reploids around taking his form, sure, but we’re aiming for the real guy. X, Zero and Axl set out for their final battle, but with an army of new generation Reploids in their way, can we really say Sigma is the only major threat here?

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Postmortem

Well, that’s all of the Mega Man X games that aren’t on a handheld. It’s been a long road for X and his friends, and as far as we can tell it’ll be a long time still until their fight is over. But we’re out of games,* which means we’re done with this ordeal! Time to look back on the bumpy road that is the eight Mega Man X games.

*We are not, in fact, out of X games. Hope you like RPG spinoffs, because X had one and I’m playing it!

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