the cutting room mirror

Mega Man X6

This article has a talk page!
view on tcrf.net

This page details pre-release information and/or media for Mega Man X6.

To do:

  • Add comparisons to available prototype or final.
  • Add missing prerelease images and videos.

Development of Mega Man X6 began to capitalize on the higher-than expected sales of Mega Man X5 (and likely to recover from the lower-than-expected sales of Mega Man Legends 2). Because of Zero's revival, this did not bode well for series co-creator Keiji Inafune, as he was well underway on his Zero-centered work Mega Man Zero, which was made with X5's scenario in mind, leading to a change in its narrative due to this and Inti Creates' decision to change a part of the story. Development of X6 was done under a tight schedule, as mentioned by some of the game's staff.

Back Cover#

To do:

  • Find a higher-resolution scan.
  • Crop to the highlighted screens. Perhaps we don't need the full back cover scan.

The back cover of the international game includes screenshots from an earlier build; strangely, these images aren't present in the Japanese back cover. Most of the changes can be seen in the intro stage, which had a different background earlier in development.

E3 2001 Screens#

Speaking of the intro stage, these are the earliest known screens of the stage when X6 was first unveiled at E3 2001, being available on the earliest sites made for the game by Capcom before sites were updated to show images of later builds. Most of the stage graphics shown appear to differ, with the background from early on into the stage later being a variation of the one used for the final version's boss area, and the large structure from the indoors area remaining in final.

The layout, enemies and boss appear to be near final, save for the boss being able to use Shot (Fire Pillar) twice, as in the final game, D-1000 only does this on Xtreme difficulty. Similarly, the Junkroid enemy is shown to fire an indestructible, ignited shot, which it only does on Xtreme difficulty in final, as the Easy and Normal versions of the enemy use a different, destructible shot.

MMX6-Prerelease-Eurasia_1.jpgMMX6-Prerelease-OpeningStage_1.jpgMMX6-Prerelease-Eurasia_2.jpgMMX6-Prerelease-OpeningStage_2.jpgMMX6-Prerelease-Eurasia_3.jpgMMX6-Prerelease-Eurasia_4.jpgMMX6-Prerelease-Eurasia_5.jpgMMX6-Prerelease-Eurasia_6.jpgMMX6-Prerelease-Eurasia_7.jpgMMX6-Prerelease-Eurasia_8.jpgMMX6-Prerelease-OpeningStage_3.jpgMMX6-Prerelease-OpeningStage_4.jpgMMX6-Prerelease-OpeningStage_5.jpgMMX6-Prerelease-OpeningStage_6.jpg

Trailer#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: This section could use a full breakdown with screens and .GIFs from the footage.

Watch on YouTubeA trailer included in Mega Man X Legacy Collection 2, showcasing lots of differences from the final:

  • X's voice is recycled from X5.
  • The "READY?" and "WARNING" sounds are recycled from X5.
  • Nightmare Viruses, Injured Reploids, certain hazards (such as in Blizzard Wolfang's stage) and minibosses seem to be absent.
  • In the intro stage, a piece of debris in front of the foreground at the beginning is missing.
  • The first enemy encountered in the intro stage is closer to the ledge.
  • The D-1000 robot uses the skull health bar instead of the crystal health bar.
  • In general, the in-doors part of the opening stage has a different design, with the red flickering lights also being static.
  • Metal Shark Player's crusher has a different design to the final.
  • The flames in Blaze Heatnix's stage lack detail.
  • The first cave section of Commander Yammark has a different layout, and a later cave section seems to be very unfinished in terms of art.
  • Blaze Heatnix's stage has an overall bluer palette and some different stage art.
  • Blaze Heatnix and Metal Shark Player's stages are both unfinished in terms of art, featuring different, simpler backgrounds and foregrounds.
  • The last slope before the pit sections in Blizzard Wolfang's stage has a spike on its end.
  • The way ice blocks work in Blizzard Wolfang's stage is different, being able to move horizontally in the first two pits, and not filling the empty square in the third pit.
  • X is seen being able to diagonally air dash with the Falcon Armor upwards, something that was disabled in the final.
  • Falcon Armor's charged shot still retains its X5 full piercing properties. The final removed the piercing properties entirely.
  • Ground Scaravich's stage is also lacking many details, and a room that features the Light Capsule in final seemingly lacks any objects save for the Totem Exit.
  • The Z-Saber sound effect is entirely different, likely a placeholder before the final sound is implemented.