CURRENT RECORDING LIST

What is still missing, request by request.

Each row is one recording the project asks for in Mega Man X, X2 and X3: the file name, the steps and the status of each request.

This is the current list. It replaces the text lists sent before. The recording pack has the same requests as text. Only this page shows what has arrived and what is done.

Status checked on 2026-10-16.

Name of each recording: the file name is the request name, exactly: X1-S3-vile.mmo. If you split it into parts: X1-S3-vile-b.mmo, X1-S3-vile-c.mmo. In the movie description (the text box when recording), write the same name.

How to record and send: follow the steps in Play and record. Zip the recordings folder and email it to davidluky@davidluky.com. Do not send the ROM.

Mega Man X 1 of 55 open · 16 received · 33 automatic · 5 done

Golden rule for bosses: a hit only counts if the boss's life bar goes down. For each weapon on the list, 2 hits that take life. Almost everything needs a complete X: all 8 weapons and the arm part (to charge the special weapons). Use passwords freely. N = normal shot, C = charged shot.

No need to record: shots that do not take the boss's life; the 8 bosses with weapons not on this list (we have them already); a "beautiful" run (dying and mistakes are useful too).

What is still left to record in X1 2 of 13 open · 1 automatic · 3 under analysis · 7 done

Before asking, the project checked every recording it already has and what it can generate by itself. By the survey of 2026-10-12, with the new requests of 2026-10-14, 2 requests are still missing: the 2 for the serpent Utuboros, which add up to 6 hits nobody has recorded yet (2 of 6 have been seen). The 3 Ride Armor punches (2 in Chill Penguin's stage and 1 in Sting Chameleon's) have been under analysis since 2026-10-16: from what the recordings show, the armor probably cannot reach those enemies without altering the game's memory, and the project will check this in the game's code. For now, there is no need to record them.

Off the list: Spark Mandrill's rare moment. The project got it by itself, in an automatic test, and his block stays here only to show the forced GIF. Off the list earlier: Boomer Kuwanger's move (the game itself never uses it), the charged Shotgun Ice on Thunder Slimer and the three uncharged shots on Utuboros' body (already in recordings that arrived). On 10/15/2026 seven requests left the list, with a volunteer's recordings: the two fights where X loses a life and comes back, and five charged weapons on Utuboros.

Spark Mandrill in the rare moment this request looks for, in a situation forced in the emulator.
Forced in the emulator, only as an illustration: this is how that rare Spark Mandrill moment looks. The project reached it later with an automatic test, forcing nothing; no person recorded it.

Spark Mandrill Spark Mandrill stage

Solved by the project on 2026-10-12: an automatic test in the emulator gave Spark Mandrill a charged buster shot at the exact moment of an attack, and he entered that rare state. No recording is needed.

  1. Automatic: no recording needed
    Spark Mandrill: the rare moment (solved by the project)

    No recording is needed. An automatic test by the project made Spark Mandrill enter that rare state, and the 15 missing parts were checked.

    File name: X1-F-spark-mandrill

    Step by step and why it helps
    1. There is nothing to do in this request.
    2. The project repeated the fight in the emulator, giving Spark Mandrill charged buster shots during his attacks, and hit the rare moment in 20 of 31 tries.

    Why it helps: He only enters that state when a charged buster shot hits him at one exact moment of one of his attacks. That is now checked, frame by frame, against the original game.

    Status on 2026-10-12: automatic, the project generates this with its own tools; no recording is needed.

    Technical details

    Closed on 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): 20 of 31 automatic hunts, starting from the three verified rematch movies, reached state +01=04 +02=08. A charged buster shot (values 01 and, twice, 02 in H30's record) that hits Spark Mandrill at +02=04 +03=02 puts him in it (88:9DF2). The 15 parts are witnessed in h30-sm-m1-1088-l-hunt (WRAM equal 2408 of 2408, frame gate 2408 of 2408, frames 2407 of 2407, no differing frame): 31:fight:21 at frame 2259, 31:choice:22 at 2260, 31:choice:23 at 2291 and cells 31:cell:91:AFDE9F to 31:cell:91:AFDEC0 at frames 2260 to 2285. The state lasts 32 frames. Ledger L106: boss.spark-mandrill.selection 30 of 30.

    Parts (15): boss.spark-mandrill.attacks 31:fight:21; boss.spark-mandrill.selection 31:choice:22 and 31:choice:23; boss.spark-mandrill.presentation, 12 cells from 31:cell:91:AFDE9F to 31:cell:91:AFDEC0.

    Fight state +01=04 +02=08 at 88:A20B, with no object, sound or move of its own; entered from +01=04 +02=00 +03=06 by 88:A37D, with a random roll in handler 88:A36B. No recorded take holds the state that calls this one (H26 0x31 145:1). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. Being checked: vol-sf3-mandrill-1, -2 and -3, received movies that still have only the light intake (the full intake is task R133).

    The block's GIF: W7's forced situation (build/W7/manifest.json, entry spark-mandrill_31_state_02_08, recording vol-sf3-mandrill-1, write at frame 1087). W7 label, exact: Forced in the emulator: we wrote +02 = 08 and +03 = 00 on Spark Mandrill (7E:0E6A, 7E:0E6B), what the hit branch 88:9DF2..9DF6 stores; the game then ran the rare state 88:A20B by itself (sprite 91, records DE9F..DEBD) and went back to state 02. Does not happen in normal play in this recording.

No GIF of this fight: the site does not have a checked clip of it yet, and the recordings we have keep the game's data, not the pictures.

Utuboros, the sea serpent Launch Octopus stage

Two charged special weapons on three parts of the serpent (head, body and tail): that is 6 hits. The project has already seen 2 in a volunteer recording (charged Storm Tornado on the head and the tail); 4 are missing. On the body the shot bounces off and the serpent loses no life: that hit is what is missing. The uncharged shots already arrived in a recording.

  1. Done
    Utuboros: charged Homing Torpedo

    Hit the serpent's head, body and tail with a fully charged Homing Torpedo shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: already seen by the project (volunteer recording, 10/15/2026).
    • Tail: already seen by the project (volunteer recording, 10/15/2026).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Homing Torpedo and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Homing Torpedo.
    3. Charge fully and hit the head, the body and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: This hit was missing from the recordings of this fight. It arrived in a volunteer recording on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:3, 24:weapon:3 and 25:weapon:3 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-1-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. Done on 10/15/2026 (card R157, game record L253).

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): the automatic hunts with charged weapons (42, over the 21 parts, from two verified recordings of this fight) reached only 2 parts, 24:weapon:7 and 25:weapon:15; the other 40 stopped at the 2400-frame input limit. This weapon still has all three parts open.

  2. Done
    Utuboros: charged Rolling Shield

    Hit the serpent's head and tail with a fully charged Rolling Shield shot. The project has already seen the body: the shot bounces off and the serpent loses no life, as expected.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: already seen by the project (the shot bounced off, as expected).
    • Tail: already seen by the project (volunteer recording, 10/15/2026).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Rolling Shield and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Rolling Shield.
    3. Charge fully and hit the head and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: This hit was missing from the recordings of this fight. It arrived in a volunteer recording on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:7, 24:weapon:7 and 25:weapon:7 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-3-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. Done on 10/15/2026 (card R157, game record L253).

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): part 24:weapon:7 (body) was witnessed in h30-utu-d1-24-3-c-hunt, from frame 1232: charged shot, deflected on the body (object 0x24), life 24 equal to 24; 1362 of 1362, 1362 of 1362, 1361 of 1361. 23:weapon:7 and 25:weapon:7 stay open.

  3. Open
    Utuboros: charged Fire Wave

    Hit the serpent's head, body and tail with a fully charged Fire Wave shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway.

    • Head: still to be seen.
    • Body: still to be seen.
    • Tail: still to be seen.

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Fire Wave and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Fire Wave.
    3. Charge fully and hit the head, the body and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: A recording of this fight already arrived and the project checked it: this hit is not in it. Without it, the damage of this weapon on the serpent cannot be checked.

    Status on 2026-10-12: open, still to be recorded.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:9, 24:weapon:9 and 25:weapon:9 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-4-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. This item is part of request X1-S1-utuboros, which stays open.

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): the automatic hunts with charged weapons (42, over the 21 parts, from two verified recordings of this fight) reached only 2 parts, 24:weapon:7 and 25:weapon:15; the other 40 stopped at the 2400-frame input limit. This weapon still has all three parts open.

  4. Open
    Utuboros: charged Storm Tornado

    Hit the serpent's head, body and tail with a fully charged Storm Tornado shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: still to be seen.
    • Tail: already seen by the project (volunteer recording, 10/15/2026).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Storm Tornado and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Storm Tornado.
    3. Charge fully and hit the head, the body and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: A recording of this fight already arrived and the project checked it: this hit is not in it. Without it, the damage of this weapon on the serpent cannot be checked.

    Status on 2026-10-12: open, still to be recorded.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:11, 24:weapon:11 and 25:weapon:11 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-5-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. This item is part of request X1-S1-utuboros, which stays open.

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): the automatic hunts with charged weapons (42, over the 21 parts, from two verified recordings of this fight) reached only 2 parts, 24:weapon:7 and 25:weapon:15; the other 40 stopped at the 2400-frame input limit. This weapon still has all three parts open.

  5. Done
    Utuboros: charged Electric Spark

    Hit the serpent's head, body and tail with a fully charged Electric Spark shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: already seen by the project (volunteer recording, 10/15/2026).
    • Tail: already seen by the project (volunteer recording, 10/15/2026).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Electric Spark and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Electric Spark.
    3. Charge fully and hit the head, the body and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: This hit was missing from the recordings of this fight. It arrived in a volunteer recording on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:13, 24:weapon:13 and 25:weapon:13 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-6-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. Done on 10/15/2026 (card R157, game record L253).

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): the automatic hunts with charged weapons (42, over the 21 parts, from two verified recordings of this fight) reached only 2 parts, 24:weapon:7 and 25:weapon:15; the other 40 stopped at the 2400-frame input limit. This weapon still has all three parts open.

  6. Done
    Utuboros: charged Boomerang Cutter

    Hit the serpent's head and body with a fully charged Boomerang Cutter shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway. The project has already seen the tail.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: already seen by the project (volunteer recording, 10/15/2026).
    • Tail: already seen by the project (4 hits, with the same damage as the game's table).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Boomerang Cutter and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Boomerang Cutter.
    3. Charge fully and hit the head and the body; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: This hit was missing from the recordings of this fight. It arrived in a volunteer recording on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:15, 24:weapon:15 and 25:weapon:15 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-7-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. Done on 10/15/2026 (card R157, game record L253).

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): part 25:weapon:15 (tail) was witnessed in h30-utu-d1-25-7-c-hunt, at frame 619 (B15 reducer: 4 hits, equal to the table; 739 of 739, 739 of 739, 738 of 738). 23:weapon:15 and 24:weapon:15 stay open.

  7. Done
    Utuboros: charged Shotgun Ice

    Hit the serpent's head, body and tail with a fully charged Shotgun Ice shot. On the body the shot bounces off and the serpent loses no life: that is expected, and the hit counts anyway.

    • Head: already seen by the project (volunteer recording, 10/15/2026).
    • Body: already seen by the project (volunteer recording, 10/15/2026).
    • Tail: already seen by the project (volunteer recording, 10/15/2026).

    File name: X1-S1-utuboros

    Step by step and why it helps
    1. Have Shotgun Ice and the arm part.
    2. In the Launch Octopus stage, reach the serpent Utuboros and select Shotgun Ice.
    3. Charge fully and hit the head, the body and the tail; keep playing a few seconds after each hit.
    4. You can put several weapons in one recording or split it into parts (-b, -c...).

    Why it helps: This hit was missing from the recordings of this fight. It arrived in a volunteer recording on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Parts: boss.utuboros.damage 23:weapon:17, 24:weapon:17 and 25:weapon:17 (each boss object, 0x23, 0x24 and 0x25, counts separately). B15 stop b15-utuboros-23-8-charged: needs a recording of this fight with the weapon and the arm part (boss_step_sweep_2026-10-04_b45.json). Source: build/R130/volunteer.json, class H.

    Checked on 2026-10-11 (S23, build/S23/check.md): recording_events.py, the H25 scan of the 156 movies without a capture and the r109 intake show this part in no recording. The two verified recordings of this fight (vol-b5-utuboros-1 and vol-b5-utuboros-death-1, intake r109 of 2026-10-09) hold no charged special-weapon shot while Utuboros is active, and object 0x24 loses no life in either. No light-intake movie shows this fight. Done on 10/15/2026 (card R157, game record L253).

    Update of 2026-10-12 (task H30, knowledge_base/mmx1/rom/boss_hunts_2026-10-12_h30.json): the automatic hunts with charged weapons (42, over the 21 parts, from two verified recordings of this fight) reached only 2 parts, 24:weapon:7 and 25:weapon:15; the other 40 stopped at the 2400-frame input limit. This weapon still has all three parts open.

No GIF of this fight: the site does not have a checked clip of it yet, and the recordings we have keep the game's data, not the pictures.

Thunder Slimer Spark Mandrill stage

We already have a recording where X loses a life in this fight, but it ends right after X comes back, before the fight starts again. What is missing is the fight starting again.

  1. Done
    Thunder Slimer: lose a life and keep recording

    Lose a life in the fight against Thunder Slimer and keep recording after X comes back, until Thunder Slimer is fighting again.

    File name: X1-S2-thunder-slimer-morrer

    Step by step and why it helps
    1. Enter the Spark Mandrill stage and reach Thunder Slimer.
    2. Lose a life during the fight against him.
    3. Do not stop the recording when X comes back: keep going until Thunder Slimer is fighting again.

    Why it helps: A recording where X loses a life in this fight and comes back to try again was missing. It arrived on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Ledger step: boss.thunder-slimer.outro (losing a life and the return). Source: knowledge_base/mmx1/rom/boss_loss_retry_2026-10-12_b35.json (card B35, fields stops and volunteer_lines).

    vol-b5-thunder-slimer-death-1: death at frame 2356, inside the run of object 0x03 [43, 2611] (Thunder Slimer, level 6); return at frame 2620 (checkpoint 0). The recording ends at frame 2886, 266 frames after the return, with no new 0x03 run: there is no restore. B35 line, exact: Thunder Slimer (0x03, level 6): lose a life in the fight and keep recording after the respawn until the slimer is fighting again (the -death-1 take stopped 266 frames after the respawn).

    Done on 10/15/2026 (card R157, game record L253).

No GIF of this fight: the site does not have a checked clip of it yet, and the recordings we have keep the game's data, not the pictures.

The sub-boss before the submarine Launch Octopus stage

None of our recordings shows X losing a life while this sub-boss is still in the fight. That is what is missing.

  1. Done
    Sub-boss before the submarine: lose a life and keep recording

    Lose a life while this sub-boss is still in the fight and keep recording after X comes back, until you face him again.

    File name: X1-S1-subchefe-morrer

    Step by step and why it helps
    1. In the Launch Octopus stage, reach the sub-boss that appears before the submarine.
    2. Lose a life while he is still alive.
    3. Do not stop the recording when X comes back: keep going until you face this sub-boss again.

    Why it helps: A recording where X loses a life in this fight and comes back to try again was missing. It arrived on 10/15/2026 and the project checked it.

    Done on 2026-10-15: no need to record it.

    Technical details

    Ledger step: boss.lo-midboss-0x21.outro (losing a life and the return); object 0x21, level 1, seen before the submarine in vol-b5-submarine-death-1, frames 57 to 746. Source: knowledge_base/mmx1/rom/boss_loss_retry_2026-10-12_b35.json (card B35, fields stops and volunteer_lines).

    No recording has an X death inside a 0x21 run: vol-b5-anglerfish-death-1 and -2 hold only 0x1D in the owner pool; the frame-1248 death of vol-b5-submarine-death-2 comes 33 frames after the 0x21 run [47, 1215] ended, with 0x21 +27 at 0 (R16's death rule needs an owner run). B35 line, exact: The 0x21 midboss of level 1 (met before the submarine, vol-b5-submarine-death-1 f57-746): lose a life while 0x21 is still alive, keep recording until it is fought again after the respawn.

    Done on 10/15/2026 (card R157, game record L253).

No GIF of this fight: the site does not have a checked clip of it yet, and the recordings we have keep the game's data, not the pictures.

The Ride Armor in Chill Penguin's stage Chill Penguin stage

None of our recordings shows the Ride Armor landing a punch on this stage's spike balls or snowballs. In the recordings, the armor stays in the stretch where it shows up, and the automatic searches could not take it to those enemies either. So these requests are under analysis: the project will measure, in the game's code and with the armor's real size, whether it can get there. For now, there is no need to record them.

  1. Probably impossible: under analysis
    Ride Armor: punch a spike ball

    Get into the Ride Armor, take it back to the left to the stretch with the spike balls, which comes before the armor, and hit a spike ball with an armor punch.

    File name: X1-RA-chill-penguin-esfera

    Step by step and why it helps
    1. In the Chill Penguin stage, defeat the soldier piloting the Ride Armor and get into it.
    2. With the armor, go back to the left to the spike balls.
    3. Hit a spike ball with an armor punch and keep playing a few seconds after the hit.

    Why it helps: It is the last thing left to check for the spike ball: the sound of the armor's punch hitting it. In the recordings we have, X is never in the armor while a spike ball is around.

    Status on 2026-10-16: probably impossible without altering the game's memory; the project is checking it in the game's code. No need to record it for now.

    Technical details

    Ledger step: enemy.intro_spikeball.visual (39 of 40 parts); the missing part is sound 84:9E6A from a Ride Armor punch (X shot OID $19) on an object 0x15. Source: knowledge_base/mmx1/rom/ride_armor_reach_2026-10-14_ai8b.json (card AI8b): the stage's spike balls sit at x 2357 to 2716, before the armor's soldier (x 4608).

    Automatic search (card AI8, 2026-10-13): start HN3 chill-penguin-new-game_10382, frame 11055, X already in the armor; 100000 nodes in 1488 s without a find; the closest state left X 2628 px from the first spike ball.

    On 2026-10-16: treated as unreachable until card AI8g's proof (the armor's real body and jump, read from the game's code, after 2026-10-21). No ledger credit until then.

  2. Probably impossible: under analysis
    Ride Armor: punch a snowball

    Take the Ride Armor to the right to the stretch with the snowballs, which comes after the armors, and hit a snowball with an armor punch.

    File name: X1-RA-chill-penguin-bola-de-neve

    Step by step and why it helps
    1. In the Chill Penguin stage, defeat a soldier piloting a Ride Armor and get into it.
    2. Keep going to the right in the armor, without leaving it, until the snowballs.
    3. Hit a snowball with an armor punch and keep playing a few seconds after the hit.

    Why it helps: It is the last thing left to check for the snowball: the sound of the armor's punch hitting it. In the recordings we have, X is never in the armor while a snowball is around.

    Status on 2026-10-16: probably impossible without altering the game's memory; the project is checking it in the game's code. No need to record it for now.

    Technical details

    Ledger step: enemy.cp_snowball.visual (19 of 20 parts); the missing part is sound 84:9E6A from a Ride Armor punch (X shot OID $19) on an object 0x54. Source: ride_armor_reach_2026-10-14_ai8b.json (card AI8b): the snowballs sit at x 6463 to 7280, after the armor's soldiers (x 4608 and 5580).

    Automatic search (card AI8, 2026-10-14): start HN3 chill-penguin-new-game_10382, frame 11537; 85839 nodes in 1800 s without a find; the closest state left X 848 px from the first snowball.

    On 2026-10-16: treated as unreachable until card AI8g's proof (the armor's real body and jump, read from the game's code, after 2026-10-21). No ledger credit until then.

No GIF of this fight: the site does not have a checked clip of it yet, and the recordings we have keep the game's data, not the pictures.

The Ride Armor in Sting Chameleon's stage Sting Chameleon stage

None of our recordings shows the Ride Armor landing a punch on a Mad Pecker, this stage's robot woodpecker. In the recordings, the armor stays in the stretch where it shows up, and the automatic search could not take it to it either. So this request is under analysis: the project will measure, in the game's code and with the armor's real size, whether it can get there. For now, there is no need to record it.

  1. Probably impossible: under analysis
    Ride Armor: punch a Mad Pecker

    Get into the stage's first Ride Armor, take it back to the left to the Mad Peckers, which come before it, and hit one with an armor punch.

    File name: X1-RA-sting-chameleon-mad-pecker

    Step by step and why it helps
    1. In the Sting Chameleon stage, defeat the soldier piloting the first Ride Armor and get into it.
    2. With the armor, go back to the left to the Mad Peckers.
    3. Hit a Mad Pecker with an armor punch and keep playing a few seconds after the hit.

    Why it helps: It is the last thing left to check for the Mad Pecker: the sound of the armor's punch hitting it. In the recordings we have, X is never in the armor while a Mad Pecker is around.

    Status on 2026-10-16: probably impossible without altering the game's memory; the project is checking it in the game's code. No need to record it for now.

    Technical details

    Ledger step: enemy.oid_1e.visual (36 of 37 parts); the missing part is sound 84:9E6A from a Ride Armor punch (X shot OID $19) on an object 0x1E. Source: ride_armor_reach_2026-10-14_ai8b.json (card AI8b): the Mad Peckers sit at x 3368 to 3624, before the first armor soldier (x 4739).

    Automatic search (card AI8, 2026-10-14): start HN3 sting-chameleon_15117, frame 15256; 100000 nodes in 1200 s without a find; the closest state left X 1534 px from the first Mad Pecker.

    On 2026-10-16: treated as unreachable until card AI8g's proof (the armor's real body and jump, read from the game's code, after 2026-10-21). No ledger credit until then.

Session 1 · Launch Octopus stage with everything

The most valuable one. Go back to the stage with all 8 weapons and the arm part: the sub-bosses are there again.

  1. Open

    ★ Utuboros, the sea serpent

    Hit the head, the body and the tail with each weapon on the list.

    File name: X1-S1-utuboros

    Update of 2026-10-16: of this request, only what is listed in What is still left to record in X1, at the top of the X1 list, is still missing.

    Step by step and why it helps
    1. Enter the Launch Octopus stage with all 8 weapons and the arm part.
    2. Hit the head, the body and the tail, each part with: Homing Torpedo N and C, Rolling Shield N and C, Fire Wave C, Storm Tornado N and C, Electric Spark C, Boomerang Cutter C and Shotgun Ice C.
    3. Two hits that take life for each weapon: it only counts when the life bar goes down.
    4. It is a lot of work: you can split it into several recordings (-b, -c...).
    5. Fire Wave N and Shotgun Ice N are not needed: the project looks for them with its own tools.

    Why it helps: The project has not yet seen these weapons taking life from each part of the serpent in the original game. Without that, we cannot check that our game deals the same damage.

    Status on 2026-10-05: open, still to be recorded.

  2. Received

    ★ Die to the serpent and come back

    Die in the fight, come back from the checkpoint and fight again.

    File name: X1-S1-utuboros-morrer

    Step by step and why it helps
    1. Die in the fight against the serpent.
    2. Come back from the checkpoint and fight again.

    Why it helps: It is easy and closes a whole item: what the game does when X loses a life in this fight and tries again.

    Received on 2026-10-09: the project is checking it.

  3. Received

    ★ The big submarine

    Hit the big ship/submarine with each weapon on the list.

    File name: X1-S1-submarino

    Step by step and why it helps
    1. In the Launch Octopus stage, reach the big ship/submarine with everything.
    2. Hit it with: Homing Torpedo N and C, Rolling Shield N and C, Fire Wave C, Storm Tornado N and C, Electric Spark C, Boomerang Cutter C and Shotgun Ice C.
    3. Two hits that take life for each weapon: it only counts when the life bar goes down.
    4. Buster, Chameleon Sting N and the normal shots of Electric Spark, Boomerang Cutter and Shotgun Ice are not needed: the project looks for them with its own tools.

    Why it helps: These weapons taking life from the submarine are still missing, so its damage can be checked against the original.

    Received on 2026-10-09: the project is checking it.

  4. Received

    ★ Die to the submarine and come back

    Die in the fight against it and try again.

    File name: X1-S1-submarino-morrer

    Step by step and why it helps
    1. Die in the fight against the submarine.
    2. Come back and try again.

    Why it helps: We still need to see what the game does when X loses a life in this fight and tries again.

    Received on 2026-10-09: the project is checking it.

  5. Automatic: no recording needed

    The anglerfish

    Hit the fish with the weapons on the list; in another recording, die to it.

    File name: X1-S1-peixe

    Step by step and why it helps
    1. The anglerfish appears twice in the stage.
    2. Hit it with: Homing Torpedo C, Rolling Shield N and C, Fire Wave C, Electric Spark C and Shotgun Ice C.
    3. Fire Wave N is not needed: the project looks for it with its own tools.
    4. In another recording (same name with -b at the end), die to it and try again.

    Why it helps: These weapons on the fish are still missing, and so is what happens when X loses a life to it.

    Status on 2026-10-11: automatic, the project generates this with its own tools; no recording is needed.

Session 2 · Spark Mandrill stage with everything

  1. Received

    ★ Thunder Slimer

    The charged weapons on the list and Rolling Shield; in another recording, die to it.

    File name: X1-S2-thunder-slimer

    Step by step and why it helps
    1. Hit it with: Homing Torpedo C, Rolling Shield N and C, Fire Wave C, Storm Tornado C, Electric Spark C, Boomerang Cutter C and Shotgun Ice C.
    2. The rest (Buster, Chameleon Sting N, Storm Tornado N, Electric Spark N and its attacks) is not needed: already seen, or the project looks for them with its own tools.
    3. In another recording (same name with -b at the end), die to it and come back.

    Why it helps: These weapons taking life from it are still missing, and so is the return after losing a life.

    Received on 2026-10-09: the project is checking it.

  2. Automatic: no recording needed

    The firefly

    Make the firefly appear, touch it and kill it, with the stage lit and dark.

    File name: X1-S2-vagalume

    Step by step and why it helps
    1. Around the 25th screen of the stage (very high up), make the firefly appear on screen.
    2. Touch it and kill it.
    3. Do it with the stage lit and with the stage dark.
    4. Kill several fireflies along the stage until one of them drops an item.

    Why it helps: Some of this enemy's movements are still missing, along with its end and one spot of the stage where it appears.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

Session 3 · Sigma's fortress with everything

On bosses that have more than one part, hit each part.

  1. Received

    ★ Vile, in the fortress

    Every requested weapon has arrived. Only the ride armour is still missing: being interrupted by a hit, the attack that this provokes and five changes of attack choice.

    File name: X1-S3-vile

    Step by step and why it helps
    1. All the weapons are in already: no need to repeat them.
    2. A long fight with Vile on the ride armour, so it uses all its attacks: take your time.
    3. In the middle of one of its attacks, hit the armour to interrupt it and provoke an attack that has not appeared yet.
    4. Five changes of the armour's attack choice are also missing, which the automatic game did not reach.

    Why it helps: Fortress recordings showed every requested weapon taking life from the ride armour and from Vile out of it. The check of all the recordings is finished: still not seen are the ride armour being interrupted by a hit, the attack that this provokes, and five changes of its attack choice.

    Received on 2026-10-07: the project is checking it.

  2. Received

    ★ D-Rex

    One half has been hit with all special weapons, N and C. The other half is still missing.

    File name: X1-S3-d-rex

    Step by step and why it helps
    1. On one half the special weapons, N and C, are in already: no need to repeat them.
    2. The other half still has to be hit with the special weapons, N and C. Careful: many shots hit it without taking life. It only counts when the bar goes down.

    Why it helps: The recordings showed every special weapon, N and C, taking life from one half. The other half has not been hit in any recording yet.

    Received on 2026-10-09: the project is checking it.

  3. Received

    ★ Rangda Bangda

    Every requested weapon has arrived. Only one attack and one change of attack choice are still missing; the project looks for them with its own tools.

    File name: X1-S3-rangda-bangda

    Step by step and why it helps
    1. All the weapons are in already: no need to repeat them.
    2. One of its attacks and one change of its attack choice are still to be seen; the project looks for them with its own tools.

    Why it helps: The recordings and the automatic tests showed every requested weapon taking life from the mouth and the side parts. One of its attacks and one change of its attack choice have not appeared yet.

    Received on 2026-10-08: the project is checking it.

  4. Automatic: no recording needed

    Wolf Sigma, the final fight

    Fire Wave C, Electric Spark N and C, Shotgun Ice N and C.

    File name: X1-S3-sigma-final

    Step by step and why it helps
    1. In the final fight (Wolf Sigma), hit it with: Fire Wave C, Electric Spark N and C and Shotgun Ice N and C.
    2. Two hits that take life for each weapon: it only counts when the life bar goes down.

    Why it helps: These five weapons taking life from it are still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  5. Received

    Launch Octopus, the rematch

    Boomerang Cutter N and Shotgun Ice N have arrived taking life. Fire Wave N and C are still missing.

    File name: X1-S3-launch-octopus

    Step by step and why it helps
    1. Boomerang Cutter N and Shotgun Ice N are in already: no need to repeat them.
    2. Fire Wave N and C hitting Launch Octopus and taking life are still missing: in the recordings the fire was shot, but no shot hit him.

    Why it helps: The rematch recordings showed Boomerang Cutter N and Shotgun Ice N taking life from him. Fire Wave N and C were shot, but no shot hit him.

    Received on 2026-10-09: the project is checking it.

  6. Received

    Velguarder

    The death in this fight has arrived in a recording: no need to repeat it.

    File name: X1-S3-velguarder

    Step by step and why it helps
    1. Dying in the fight against Velguarder and trying again is in a recording already: no need to repeat it.
    2. The weapons are not needed either: the project already has some of them in recordings and looks for the others with its own tools.

    Why it helps: A recording showed X losing a life in this fight and the fight starting again. Now the project checks it with its own tools.

    Received on 2026-10-09: the project is checking it.

  7. Received

    Bospider

    Homing Torpedo N has arrived. Fire Wave N and Storm Tornado N taking life are still missing; the project looks for them with its own tools.

    File name: X1-S3-bospider

    Step by step and why it helps
    1. Homing Torpedo N is in already: no need to repeat it.
    2. Fire Wave N and Storm Tornado N taking life, while it is vulnerable, are still missing; the project looks for them with its own tools.

    Why it helps: A fortress recording showed Homing Torpedo N taking life from it. Fire Wave N and Storm Tornado N have not yet appeared taking life in a way that matches the original game.

    Received on 2026-10-08: the project is checking it.

  8. Received

    Spark Mandrill, the rematch

    The charged Buster has been used against him, but the charge levels cannot be told apart yet.

    File name: X1-S3-spark-mandrill

    Step by step and why it helps
    1. The charged Buster has been shot at him in two recordings: no need to repeat just that.
    2. Each charge level hitting him, one at a time, is still missing.

    Why it helps: Two rematch recordings show the charged Buster being shot during the fight, but the game cannot yet tell the charge levels apart.

    Received on 2026-10-09: the project is checking it.

  9. Received

    Vile, in the opening stage

    In a new game, the fight against Vile; if you can, lose a life in it.

    File name: X1-S3-vile-abertura

    Step by step and why it helps
    1. Start a new game and play the opening stage up to the fight against Vile.
    2. If you can, lose a life in that fight before Zero's scene.

    Why it helps: Still missing: the return after losing a life in this fight, if the game allows it. The project looks for Vile's missing attack and choices with its own tools.

    Received on 2026-10-09: the project is checking it.

★ Session 4 · Cancel the charged shot

For each of the 8 special weapons, both ways. Way 1: start charging with it selected, switch weapons (L or R) while still holding the shot, and release. Way 2: start charging with another weapon (or the Buster), switch to it while still holding, release and shoot again. Do each way standing, walking and in the air.

  1. Automatic: no recording needed

    Homing Torpedo: cancel the charge

    Both ways of switching weapons while holding the charge, with Homing Torpedo.

    File name: X1-S4-homing-torpedo

    Step by step and why it helps
    1. Way 1: start charging with Homing Torpedo selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Homing Torpedo while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  2. Automatic: no recording needed

    Chameleon Sting: cancel the charge

    Both ways of switching weapons while holding the charge, with Chameleon Sting.

    File name: X1-S4-chameleon-sting

    Step by step and why it helps
    1. Way 1: start charging with Chameleon Sting selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Chameleon Sting while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  3. Automatic: no recording needed

    Rolling Shield: cancel the charge

    Both ways of switching weapons while holding the charge, with Rolling Shield.

    File name: X1-S4-rolling-shield

    Step by step and why it helps
    1. Way 1: start charging with Rolling Shield selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Rolling Shield while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  4. Automatic: no recording needed

    Fire Wave: cancel the charge

    Both ways of switching weapons while holding the charge, with Fire Wave.

    File name: X1-S4-fire-wave

    Step by step and why it helps
    1. Way 1: start charging with Fire Wave selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Fire Wave while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  5. Automatic: no recording needed

    Storm Tornado: cancel the charge

    Both ways of switching weapons while holding the charge, with Storm Tornado.

    File name: X1-S4-storm-tornado

    Step by step and why it helps
    1. Way 1: start charging with Storm Tornado selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Storm Tornado while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  6. Automatic: no recording needed

    Electric Spark: cancel the charge

    Both ways of switching weapons while holding the charge, with Electric Spark.

    File name: X1-S4-electric-spark

    Step by step and why it helps
    1. Way 1: start charging with Electric Spark selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Electric Spark while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  7. Automatic: no recording needed

    Boomerang Cutter: cancel the charge

    Both ways of switching weapons while holding the charge, with Boomerang Cutter.

    File name: X1-S4-boomerang-cutter

    Step by step and why it helps
    1. Way 1: start charging with Boomerang Cutter selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Boomerang Cutter while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  8. Automatic: no recording needed

    Shotgun Ice: cancel the charge

    Both ways of switching weapons while holding the charge, with Shotgun Ice.

    File name: X1-S4-shotgun-ice

    Step by step and why it helps
    1. Way 1: start charging with Shotgun Ice selected, switch weapons (L or R) while still holding the shot, and release.
    2. Way 2: start charging with another weapon (or the Buster), switch to Shotgun Ice while still holding, release and shoot again.
    3. Do each way standing, walking and in the air.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  9. Automatic: no recording needed

    Get into the robot armour while holding a charge

    With the charge held, get into the robot armour.

    File name: X1-S4-ride-armor

    Step by step and why it helps
    1. Hold a charged shot.
    2. While still holding it, get into the robot armour (Ride Armor).

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  10. Automatic: no recording needed

    Charge held when the stage ends

    Defeat a boss with the charge held at the moment the stage ends.

    File name: X1-S4-fim-de-fase

    Step by step and why it helps
    1. Defeat one of the 8 bosses in a game where it has not been defeated yet.
    2. Be holding the charge at the moment the stage ends.
    3. If you can, hold a different weapon on each boss.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  11. Automatic: no recording needed

    Without the arm part

    Repeat ways 1 and 2 in a game without the arm part.

    File name: X1-S4-sem-braco

    Step by step and why it helps
    1. Use a game without the arm part.
    2. Repeat ways 1 and 2 of this session.

    Why it helps: Some weapon sounds only play when a charge is cancelled. The project has not yet heard all of them in the original game.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

★ Session 5 · X getting hit at rare moments

Many short attempts. The goal is to take the damage.

  1. Automatic: no recording needed

    Die while control is locked

    With low life, take the final hit at the instant the game takes control away from X.

    File name: X1-S5-morrer-travado

    Step by step and why it helps
    1. Get low on life.
    2. Take the final hit at the instant the game takes control away from X: picking up an item, a capsule or a Heart Tank; entering a boss door with a shot in the air; in the Rangda Bangda, D-Rex and Zero scenes.

    Why it helps: The game handles these instants in a special way. We still need to see X dying in them.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  2. Automatic: no recording needed

    The same, with life to spare

    Take damage at those same instants, without dying.

    File name: X1-S5-travado-com-vida

    Step by step and why it helps
    1. At the same instants as the previous request, take the damage with life to spare, without dying.

    Why it helps: We still need to see the damage at those instants when X survives.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  3. Automatic: no recording needed

    Die crushed

    Die pressed against a wall or ceiling by something that pushes.

    File name: X1-S5-esmagado

    Step by step and why it helps
    1. Die pressed against a wall or ceiling by something that pushes.
    2. For example: the sliding platforms and the laser trap (Boomer Kuwanger stage and fortress); the mine cart (Armored Armadillo); the long pillars (Storm Eagle); the conveyor belt; the submarine (Launch Octopus); the two halves of D-Rex; Bospider.

    Why it helps: We still need to see X being crushed to death by these things.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  4. Automatic: no recording needed

    Damage when getting off the robot armour

    Take damage at the instant you get off the robot armour.

    File name: X1-S5-descer-armadura

    Step by step and why it helps
    1. Get off the robot armour (Up + Jump).
    2. Take damage at exactly that instant.

    Why it helps: We still need to see the damage at that instant.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  5. Automatic: no recording needed

    Robot armour punch on Axe Max

    Hit the axe enemy with the robot armour's punch.

    File name: X1-S5-axe-max-soco

    Step by step and why it helps
    1. In the Chill Penguin or Sting Chameleon stages, hit the axe enemy (Axe Max) with the robot armour's punch.
    2. Once without killing it, once killing it.

    Why it helps: We still need to see that punch on this enemy.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

Session 6 · From scratch

  1. Automatic: no recording needed

    The opening stage, from power-on

    Record from power-on and play the whole opening stage.

    File name: X1-S6-power-on

    Step by step and why it helps
    1. Under Record from, choose Power on.
    2. Leave the title screen for 10 seconds, choose NEW GAME and play the whole opening stage.
    3. Kill the giant bees in different ways.
    4. Kill several cars and robots on the highway until they drop items.
    5. Go slowly past the crusher around the 8th screen.

    Why it helps: Some movements and attacks of the opening stage are still missing, and so is one enemy that has not appeared on screen yet.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  2. Automatic: no recording needed

    Flame Mammoth: the whole stage

    One whole stage without cuts, from stage select until you beat the boss.

    File name: X1-S6-flame-mammoth

    Step by step and why it helps
    1. Record without cuts, from the stage select screen until you beat the boss.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  3. Automatic: no recording needed

    Boomer Kuwanger: the whole stage

    One whole stage without cuts, from stage select until you beat the boss.

    File name: X1-S6-boomer-kuwanger

    Step by step and why it helps
    1. Record without cuts, from the stage select screen until you beat the boss.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  4. Automatic: no recording needed

    Spark Mandrill: the whole stage

    One whole stage without cuts, from stage select until you beat the boss.

    File name: X1-S6-spark-mandrill

    Step by step and why it helps
    1. Record without cuts, from the stage select screen until you beat the boss.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  5. Automatic: no recording needed

    Armored Armadillo: the whole stage

    One whole stage without cuts, from stage select until you beat the boss.

    File name: X1-S6-armored-armadillo

    Step by step and why it helps
    1. Record without cuts, from the stage select screen until you beat the boss.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  6. Automatic: no recording needed

    Launch Octopus: the whole stage

    One whole stage without cuts, from stage select until you beat the boss.

    File name: X1-S6-launch-octopus

    Step by step and why it helps
    1. Record without cuts, from the stage select screen until you beat the boss.
    2. Do this one with the Sting Chameleon stage already flooded.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  7. Automatic: no recording needed

    The last fortress stage

    The whole last fortress stage, up to the final fight.

    File name: X1-S6-fortaleza-final

    Step by step and why it helps
    1. Record the last fortress stage without cuts, up to the final fight.

    Why it helps: A whole stage, without cuts, shows the way to the boss as a player sees it. One detail of this boss's entrance is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

Session 7 · Enemies, stage by stage

For each one: make it appear on screen, touch it, scroll away and back to see if it reappears, and destroy it. In every stage, also destroy the enemies that release "babies" while the baby still exists.

  1. Received

    Enemies in the Armored Armadillo stage

    The missing enemies in the Armored Armadillo stage.

    File name: X1-S7-armored-armadillo

    Step by step and why it helps
    1. The bat right at the start of the stage, below, and another around the 12th screen.
    2. One excavator destroyed before it starts moving and another in the middle of the digging.
    3. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Received on 2026-10-05: the project is checking it.

  2. Automatic: no recording needed

    Enemies in the Storm Eagle stage

    The missing enemies in the Storm Eagle stage.

    File name: X1-S7-storm-eagle

    Step by step and why it helps
    1. The breakable glass (5th/6th screen).
    2. The gas tank (3rd/4th screen, below).
    3. The cannon and the long pillar.
    4. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  3. Automatic: no recording needed

    Enemies in the Sting Chameleon stage

    The missing enemies in the Sting Chameleon stage.

    File name: X1-S7-sting-chameleon

    Step by step and why it helps
    1. The armoured soldier around the 18th screen.
    2. The woodpecker bird and the rock man: kill several until they drop an item.
    3. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  4. Automatic: no recording needed

    Enemies in the Chill Penguin stage

    The missing enemies in the Chill Penguin stage.

    File name: X1-S7-chill-penguin

    Step by step and why it helps
    1. The igloo around the 21st screen: touch the igloo.
    2. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  5. Automatic: no recording needed

    Enemies in the Boomer Kuwanger stage

    The missing enemies in the Boomer Kuwanger stage.

    File name: X1-S7-boomer-kuwanger

    Step by step and why it helps
    1. The robot ladder, the sliding platform and the laser.
    2. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  6. Automatic: no recording needed

    Enemies in the Flame Mammoth stage

    The missing enemies in the Flame Mammoth stage.

    File name: X1-S7-flame-mammoth

    Step by step and why it helps
    1. The rolling enemy: destroy it.
    2. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  7. Automatic: no recording needed

    Enemies in fortress 1

    The missing enemies in fortress 1.

    File name: X1-S7-fortaleza-1

    Step by step and why it helps
    1. The spring.
    2. For each one: make it appear on screen, touch it, scroll away and back, and destroy it.

    Why it helps: Some of these enemies have not appeared on screen in a recording yet, or part of what they do is still missing.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  8. Received

    Enemies in fortress 3

    The bat on the 3rd screen has appeared in a recording. Touching it, scrolling away and back, and destroying it are still missing.

    File name: X1-S7-fortaleza-3

    Step by step and why it helps
    1. The bat on the 3rd screen has appeared on screen: no need to just make it appear.
    2. Still missing: touch it, scroll away and back, and destroy it.

    Why it helps: A fortress recording showed the bat on screen. Touching it, scrolling away and back, and destroying it cannot be checked yet.

    Received on 2026-10-09: the project is checking it.

Session 8 · For explorers

Hard: only if you know a trick.

  1. Received

    Chill Penguin: two high places

    Reach two high places in the stage that nobody has reached.

    File name: X1-S8-chill-penguin-alto

    Step by step and why it helps
    1. Place 1: the east face of the mountain near the pillar. About 110 pixels above the "pillar jump" are still missing. Idea: get on the sled of the charged Shotgun Ice and jump from it to the wall.
    2. Place 2: the ledge at the far east of the stage. About 93 pixels of height are missing.

    Why it helps: Nobody has reached these places yet. The project needs to see how the game behaves there.

    Received on 2026-10-09: the project is checking it.

  2. Automatic: no recording needed

    Sting Chameleon: the shaft

    Go down the shaft below the cave and record what happens.

    File name: X1-S8-sting-chameleon-poco

    Step by step and why it helps
    1. Go down the shaft below the cave, and also through a second opening a bit before it.
    2. Record what happens, even if it is just falling and dying.

    Why it helps: We still need to see how the game behaves in that part of the stage.

    Status on 2026-10-08: automatic, the project generates this with its own tools; no recording is needed.

  3. Received

    Glitches, tricks and curiosities

    Every glitch, trick and curiosity you know.

    File name: X1-Z-<what-it-is>

    Step by step and why it helps
    1. Record each glitch, trick or curiosity in its own recording, with a name that says what it is (for example: X1-Z-softlock-vile).
    2. Send one sentence along explaining what happens.

    Why it helps: Our game has to repeat even the bugs of the original.

    Received on 2026-10-08: the project is checking it.

Whole X1 (optional)

No need to record: the project owner has already recorded the whole X1, every boss included. What is still missing is in the sessions above.

  1. Done

    Opening optional

    From power-on to the boss select screen.

    File name: X1-B-01-abertura

    Step by step and why it helps
    1. Under Record from, choose Power on.
    2. Leave the title screen for 10 seconds and play until the boss select screen.

    Why it helps: A whole X1 playthrough, recorded stage by stage, is comparison material for everything the game shows.

    Done on 2026-10-08: no need to record it.

  2. Done

    The 8 stages optional

    One recording per stage, numbered 02 to 09.

    File name: X1-B-02-<stage> … X1-B-09-<stage>

    Step by step and why it helps
    1. Record each of the 8 boss stages in its own recording.
    2. Number them 02 to 09, in the order you play them.

    Why it helps: A whole X1 playthrough, recorded stage by stage, is comparison material for everything the game shows.

    Done on 2026-10-08: no need to record it.

  3. Done

    Arsenal optional

    Each weapon: 3 normal shots on the ground, 3 jumping, 1 charged.

    File name: X1-B-10-arsenal

    Step by step and why it helps
    1. For each weapon: 3 normal shots on the ground, 3 jumping and 1 charged.

    Why it helps: A whole X1 playthrough, recorded stage by stage, is comparison material for everything the game shows.

    Done on 2026-10-08: no need to record it.

  4. Done

    Fortress optional

    One recording per fortress stage, until the end of the credits.

    File name: X1-B-11-fortaleza-1, -2, …

    Step by step and why it helps
    1. Record each fortress stage in its own recording, numbered in sequence.
    2. On the last one, let the credits roll to the end.

    Why it helps: A whole X1 playthrough, recorded stage by stage, is comparison material for everything the game shows.

    Done on 2026-10-08: no need to record it.

  5. Done

    Challenges optional

    The spirit of this list: all weapons on all bosses, dying and coming back, getting hit by everything.

    File name: X1-B-12-desafios

    Step by step and why it helps
    1. All weapons on all bosses.
    2. Dying and coming back; getting hit by everything.

    Why it helps: A whole X1 playthrough, recorded stage by stage, is comparison material for everything the game shows.

    Done on 2026-10-08: no need to record it.

Mega Man X2 11 of 12 open · 1 received

The main full playthrough. Play normally, without hurry: dying is useful too. Pick up the items you find. As soon as you get a new weapon, use it in the following stages, with normal and charged shots. If an X-Hunter (Agile, Serges or Violen) shows up in the middle of a stage, fight it: winning or losing, it helps.

Opening

  1. Received

    Opening

    From power-on to the selection screen of the 8 bosses.

    File name: X2-01-abertura

    Step by step and why it helps
    1. Under Record from, choose Power on.
    2. Leave the title screen still for about 10 seconds, press Start, begin a new game and play the opening stage.
    3. It ends on the boss selection screen: do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Received on 2026-10-04: the project is checking it.

The 8 boss stages

In the order below: it is the easiest, because each defeated boss gives the weapon that is the next one's weakness.

  1. Open

    Wire Sponge

    The whole stage until you defeat the boss. Weakness: Sonic Slicer. As it is the first one, go with normal and charged shots.

    File name: X2-02-wire-sponge

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Wire Sponge.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  2. Open

    Wheel Gator

    The whole stage until you defeat the boss. Weakness: Strike Chain, Wire Sponge's weapon.

    File name: X2-03-wheel-gator

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Wheel Gator.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  3. Open

    Bubble Crab

    The whole stage until you defeat the boss. Weakness: Spin Wheel.

    File name: X2-04-bubble-crab

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Bubble Crab.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  4. Open

    Flame Stag

    The whole stage until you defeat the boss. Weakness: Bubble Splash.

    File name: X2-05-flame-stag

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Flame Stag.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  5. Open

    Morph Moth

    The whole stage until you defeat the boss. Weakness: Speed Burner.

    File name: X2-06-morph-moth

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Morph Moth.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  6. Open

    Magna Centipede

    The whole stage until you defeat the boss. Weakness: Silk Shot.

    File name: X2-07-magna-centipede

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Magna Centipede.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  7. Open

    Crystal Snail

    The whole stage until you defeat the boss. Weakness: Magnet Mine.

    File name: X2-08-crystal-snail

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Crystal Snail.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  8. Open

    Overdrive Ostrich

    The whole stage until you defeat the boss. Weakness: Crystal Hunter.

    File name: X2-09-overdrive-ostrich

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Overdrive Ostrich.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

Arsenal and fortress

  1. Open

    Arsenal

    With all 8 weapons, each weapon with normal shots, jumping and charged.

    File name: X2-10-arsenal

    Step by step and why it helps
    1. Once you have all 8 weapons, press F1, record with Current state and enter an easy stage you have already finished.
    2. Right at the start, for each weapon (including X's normal shot): 3 normal shots standing on the ground, 3 jumping, 1 charged if possible, and hit a few enemies.
    3. About 5 to 10 minutes. Finish the stage or leave through the pause menu (EXIT), do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

  2. Open

    Final fortress

    The final stages, one recording per stage, until the credits.

    File name: X2-11-fortaleza-1, -2, -3, …

    Step by step and why it helps
    1. Record each final stage in its own recording, numbered in sequence.
    2. Before each one, save the starting point with Shift+F1.
    3. On the last one, let the credits roll to the end and only then do Stop.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

Extras (optional)

  1. Open

    Things to see at least once optional

    Only what did not happen in the other recordings.

    File name: X2-12-extras

    Step by step and why it helps
    1. Die by falling into a pit and die on spikes.
    2. Use a Sub Tank.
    3. Jump on the walls on both sides (wall jump) and do dash + jump.
    4. Use the robot (Ride Armor) and the bike (Ride Chaser) when they appear.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X2.

    Status on 2026-10-05: open, still to be recorded.

Mega Man X3 11 of 11 open

Optional, only after X2. Same thing, with the X3 ROM. If Vile or the pair Bit and Byte show up, fight. You can switch to Zero when the game allows it: that is useful too.

Opening

  1. Open

    Opening

    From power-on to the selection screen of the 8 bosses.

    File name: X3-01-abertura

    Step by step and why it helps
    1. Under Record from, choose Power on.
    2. Leave the title screen still for about 10 seconds, press Start, begin a new game and play the opening stage.
    3. It ends on the boss selection screen: do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

The 8 boss stages

In the order below: it is the easiest, because each defeated boss gives the weapon that is the next one's weakness.

  1. Open

    Toxic Seahorse

    The whole stage until you defeat the boss. Weakness: Frost Shield. As it is the first one, go with normal and charged shots.

    File name: X3-02-toxic-seahorse

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Toxic Seahorse.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  2. Open

    Tunnel Rhino

    The whole stage until you defeat the boss. Weakness: Acid Burst.

    File name: X3-03-tunnel-rhino

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Tunnel Rhino.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  3. Open

    Volt Catfish

    The whole stage until you defeat the boss. Weakness: Tornado Fang.

    File name: X3-04-volt-catfish

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Volt Catfish.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  4. Open

    Crush Crawfish

    The whole stage until you defeat the boss. Weakness: Triad Thunder.

    File name: X3-05-crush-crawfish

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Crush Crawfish.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  5. Open

    Neon Tiger

    The whole stage until you defeat the boss. Weakness: Spinning Blade.

    File name: X3-06-neon-tiger

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Neon Tiger.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  6. Open

    Gravity Beetle

    The whole stage until you defeat the boss. Weakness: Ray Splasher.

    File name: X3-07-gravity-beetle

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Gravity Beetle.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  7. Open

    Blast Hornet

    The whole stage until you defeat the boss. Weakness: Gravity Well.

    File name: X3-08-blast-hornet

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Blast Hornet.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  8. Open

    Blizzard Buffalo

    The whole stage until you defeat the boss. Weakness: Parasitic Bomb.

    File name: X3-09-blizzard-buffalo

    Step by step and why it helps
    1. Without recording, press F1 to go back to the selection screen.
    2. Start recording with Current state and choose Blizzard Buffalo.
    3. Play until you defeat the boss and return to the selection screen.
    4. Do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

Arsenal and fortress

  1. Open

    Arsenal

    With all 8 weapons, each weapon with normal shots, jumping and charged.

    File name: X3-10-arsenal

    Step by step and why it helps
    1. Once you have all 8 weapons, press F1, record with Current state and enter an easy stage you have already finished.
    2. Right at the start, for each weapon (including X's normal shot): 3 normal shots standing on the ground, 3 jumping, 1 charged if possible, and hit a few enemies.
    3. About 5 to 10 minutes. Finish the stage or leave through the pause menu (EXIT), do Stop and then Shift+F1.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.

  2. Open

    Final fortress

    The final stages, one recording per stage, until the credits.

    File name: X3-11-fortaleza-1, -2, -3, …

    Step by step and why it helps
    1. Record each final stage in its own recording, numbered in sequence.
    2. Before each one, save the starting point with Shift+F1.
    3. On the last one, let the credits roll to the end and only then do Stop.

    Why it helps: Full playthroughs are the comparison material for when the project reaches Mega Man X3.

    Status on 2026-10-05: open, still to be recorded.