Game Systems: Difference between revisions

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Unlike standard MMX titles with boss selection, the game uses a non-linear structure similar to the ones in MMZ1 or ZX games. After completing the intro stage (for [[Characters/X|X]] or [[Characters/Zero|Zero]]), you start in the [[Locations#Temporary_Maverick_Hunter_Outpost|Hunter Base]] and are tasked with stopping the eight Mavericks.
Unlike standard MMX titles with boss selection, the game uses a non-linear structure similar to the ones in MMZ1 or ZX games. After completing the intro stage (for [[Characters/X|X]] or [[Characters/Zero|Zero]]), you start in the [[Locations#Temporary_Maverick_Hunter_Outpost|Hunter Base]] and are tasked with stopping the eight Mavericks.
[[File:Map_feature.png|right|352x352px]]
[[File:Map_feature.png|right|352x352px]]
It is up to you which direction you want to go in and which mavericks to seek out, but some (namely [[Bosses/Sparking Scorpio|Sparking Scorpio]], [[Bosses/Plasma Puffer|Plasma Puffer]], and [[Bosses/Neurohack Mosquito|Neurohack Mosquito]]) will be more easily accessible than others.
It is up to you which direction you want to go in and which Mavericks to seek out, but some (namely [[Bosses/Sparking Scorpio|Sparking Scorpio]], [[Bosses/Plasma Puffer|Plasma Puffer]], and [[Bosses/Neurohack Mosquito|Neurohack Mosquito]]) will be more easily accessible than others.


Weapons gained from defeated mavericks and changes in the world caused by their defeat will allow more paths to open up as you progress through the game. For example, defeating [[Bosses/Force Starfish|Force Starfish]] gives you a weapon that can break hard blocks and crystals, which may be necessary to enter [[Bosses/Crystal Rafflar|Crystal Rafflar]]'s stage. The world is non-linear and many paths are dependent on the defeat of certain bosses. A detailed map on the pause menu providing information on points of interest fills out automatically as you explore the world.
Weapons gained from defeated Mavericks and changes in the world caused by their defeat will allow more paths to open up as you progress through the game. For example, defeating [[Bosses/Force Starfish|Force Starfish]] gives you a weapon that can break hard blocks and crystals, which may be necessary to enter [[Bosses/Crystal Rafflar|Crystal Rafflar]]'s stage. The world is non-linear and many paths are dependent on the defeat of certain bosses. A detailed map on the pause menu providing information on points of interest fills out automatically as you explore the world.


===Checkpoints and Save Capsules===
===Checkpoints and Save Capsules===

Latest revision as of 20:23, 9 January 2026

This page lists features found in Corrupted that are new or unusual to MMX gameplay.

Standard Game

Difficulties

When starting a new game, you may choose the difficulty most suited to your style of play. Higher difficulties will cause enemies to provide more experience for skill upgrades.

Difficulties.png
  • C Class: Casual mode: enemies deal less damage and have less health than normal.
  • B Class: Normal mode: for most players comfortable with MMX-style gameplay.
  • A Class: Hard mode: more difficult enemy placement, and bosses have more health.
  • S Class: Very Hard mode: akin to A Class, but all foes have additional attacks and behavior, and bosses have even more health.
  • Σ Class: Ultimate mode: akin to S class, but all eight Final Four effects are in effect from the beginning of the game. Bosses will always start with their strongest attack, also known as their "Desperation Attack." Additionally, since each of the main 8 bosses fights are altered by their Final Four effect, all eight of those fights will be altered as well.

World Map

Unlike standard MMX titles with boss selection, the game uses a non-linear structure similar to the ones in MMZ1 or ZX games. After completing the intro stage (for X or Zero), you start in the Hunter Base and are tasked with stopping the eight Mavericks.

Map feature.png

It is up to you which direction you want to go in and which Mavericks to seek out, but some (namely Sparking Scorpio, Plasma Puffer, and Neurohack Mosquito) will be more easily accessible than others.

Weapons gained from defeated Mavericks and changes in the world caused by their defeat will allow more paths to open up as you progress through the game. For example, defeating Force Starfish gives you a weapon that can break hard blocks and crystals, which may be necessary to enter Crystal Rafflar's stage. The world is non-linear and many paths are dependent on the defeat of certain bosses. A detailed map on the pause menu providing information on points of interest fills out automatically as you explore the world.

Checkpoints and Save Capsules

Unlike some games in the series, MegaMan X: Corrupted shows you where checkpoints and save points are. Save points are of particular note, as they can be used as fast-travel and let you exchange skill points and armors.

Missions

In addition to the Mavericks to hunt down and defeat, you'll be able to keep track of other objectives through the Mission Menu, such as rescues and item collection. This integrates with the map view so you can always keep track of where to go next. For details on particular missions and objectives, see the Structure page.

Skill System

Buster skills.png

After the intro stage, the player character (X or Zero) is equipped with a new chip that utilizes their unique attributes to direct their recovery. Defeating enemies and bosses will level up your character and grant skill points, which can be used to purchase character-specific upgrades. Some higher-end skills will be locked by level requirements, making their strongest abilities available towards the end of the game.

  • X will be able to upgrade his special weapons and core systems.
  • Zero can upgrade acquired techniques and other saber skills.
  • Axl does not use the Skill System, and instead uses a skill shop.
  • Synthia would use the skill shop but she's broke.

SubTank.png Sub-Tank Expansions

Unlike the canon games in the MegaMan X series, the player only gets one Sub-Tank in MegaMan X: Corrupted, and they have it by default. This is counterbalanced by the fact that the Sub Tank capacity can be increased via Sub-Tank Expansions and the fact that the player has the option to only use part of it instead of draining the entire Tank.

Character Specific Systems

Gauntlet Mode

There is an additional game mode that allows you to fight every boss and mini-boss in the game in rapid succession, but the order is randomized, and dying forces you to start over from the beginning. After each fight you will be able to choose from a random selection of health upgrades, armor parts, saber skills, and other abilities to give you a fighting chance in this brutal test of endurance.

The method for unlocking this game mode is currently undecided.