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Mega Man X6

Platform : PlayStation
Rated: Everyone
4.1 out of 5 stars 56 customer reviews
Metascore: 65 / 100
65

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  • Playstation Original Black disk
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Product Description

Mission complete ... Zero is missing ... search and rescue. It's been 3 weeks since Earth's near collision with the space colony Eurasia. The disaster was averted by Zero's heroics, but it seems it may have cost him his life. Now, on a bruised and battered planet, tales of rampaging reploids are surfacing. It's up to Mega Man X to investigate these mysteries but it's not going to be easy. Mega Man X must battle through a maze of levels to avenge his cyborg pal and rescue reploids along the way. Return to battle again and again with the new Nightmare System, which randomizes level maps, enemies and endings based on how you play the game. Mega Man X6 — he's back and this time it's personal!

Product Information

ASIN B00005NCCZ
Customer Reviews
4.1 out of 5 stars 56 customer reviews

4.1 out of 5 stars
Best Sellers Rank #17,232 in videogames
#244 in Video Games > More Systems > PlayStation > Games
Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price.
Product Dimensions 5.6 x 4.9 x 0.4 inches
Media: Video Game

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Customer Reviews

Top Customer Reviews

I am a long time fan of Capcom's Mega Man X series, owning almost all of them, excluding the rare X3, which I only rented, and the new PSX2 Mega Man X7. Mega Man X-X3 on the SNES where just great, and Mega Man X4 was "mind-blowing" great.
However, a strange thing started to happen, and it happened when X5 came out. X5 was decent, but the storyline became too far-fetched and anyone with a brain could tear holes in it. This is even way more apparent in X6.
Now we have X6, and I'm just gonna flat out and say it is probably (well, actually) the worst in the series, no doubt. It is easy to tell this game was doomed from the beginning...
Here are my basic arguments:
#1. No English voice actors for cut scenes or battle cries! - this is just SO unforgivable, Mega Man is as much a US game icon as a Japanese icon, this a royal slap in the face compared to the awesome cut scenes in X4. Capcom obviously didn't want to spend the money - lazy, pure laziness.
#2. The whole "Zero's missing/return" thing was so dumb. Capcom built this scenario up so much in X5 and X6 and failed to deliver any kind of interesting and credible reason for his return. I could write a better storyline, man!
#3. Zero's new sword is just way too powerful, it shreds anything in seconds, like his crescent weapon in X5. Basically, he has no need to use the weapons he acquired at all, you're gonna kick butt with practically no effort at all, meaning no actual challenge.
#4. Ok, I know some people are sick of Sigma, and yeah, it's unimaginative to put him in again, after building up the whole "Dr. Wily" thing in X5, but Gate was ten times worse. Gate and Isoc were lame enemies. You never even get to fight Isoc either!
#5. The way you have to defeat High Max was so annoying and over complicated.
#6.
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[I want to apologize for making this review so long, but I felt as though this game needed to be explained thoroughly.]
Mega Man X6(2001). Part six of seven.
After the somewhat disappointing X5, another sequel appeared less than a year later. How is this possible? According to another reviewer, apparently both X5 and X6 were created at the same time by two different teams under Capcom. For the most part, X6 is a combination of X5's style and X3's complexity. It contains the same graphics and classic gameplay as the previous two X games, but there are several features to this game that set it apart from the others. Here's the breakdown:
PROS:
-THANKFULLY, THERE ARE NO MORE MANDATORY ALIA MESSAGES! Capcom realized this mistake from X5 and made this feature optional. A small "!" appears in the corner when you reach key points in the stage and if you ever need them (true MM junkies don't) just press select. Finally, we get completely uninterrupted gameplay!
-The difficulty has been Vamped up drastically. This can be a good thing and a bad thing (more on the bad later). The good thing is that the game is no longer a cake-walk to beat like X4 and X5. The enemies will definitely give the player something to keep busy with.
-Perhaps the most non-linear X game in the series. By that I mean all the levels are vast, containing two different exits, and large arena-rooms to explore. Plus, the secret items are all cleverly scattered. You have to do more thinking than ever before to obtain some of them.
-The sound effects are slightly different than before. Now the explosions really let out a BANG! Also, some of the stage tunes are a return to X4's techno hardrock style, namely the Heatnix, Wolfgang, Mijinion, and Shark stages.
-Rescuing the 128 different reploids.
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I'm a more casual fan when it comes to Megaman games, and the X series was by far my favorite, but X6 was, in short, absolutely ridiculous. Compared to the previous Megaman X entries, this is easily by far the hardest in the worst ways possible.

Level Design. It's confusing and way too complex for a platformer. That's probably just me, but those blue teleporters that transport the players down alternate paths is just downright confusing. It was a lot better when we could just manually choose between different paths on the stage rather than choosing to go through a portal or not. If they were all for different colors (e.g. Blue to enter a secret area, green to exit back to the main stage), then I wouldn't complain as much. Furthermore, many armor parts and hearts are in these hidden areas and require some insane luck to get to. Areas also seem to change, open, or close new paths all the time, I can't really tell because I was that frustrated with the game. It's annoying because those areas often contain reploids to rescue among other exclusives that are otherwise unobtainable. Even more senseless, some parts WITHIN the secret areas are unreachable with certain characters.

Rescuing reploids. I love how these reploids have several goodies to give out when you rescue them, such as extra heart tanks, and even upgrade chips. So tell me, why in the world are the reploids gone forever if they have been taken over just once by the opponent? I know that would make sense, but this is a GAME. C'mon Capcom, we shouldn't have to restart an entire save file for just failing to rescue one reploid in time.

Difficulty. Now this is where the bomb was dropped. The stages are insanely difficult, requires ridiculous execution, and most Mini-bosses are TOO HARD TO BEAT.
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