+100 POINTS
Mega Man X
Complete the X1 campaign: stages, bosses, controls, weapons, progression and returning after death.
What completes this milestone
A complete campaign, from the start to the credits, with its acceptance checklist verified.
FROM THE FIRST DASH TO THE TRILOGY
The full vision, verified deliveries, and what remains for each milestone.
PROGRESS BY VERIFIED DELIVERIES
First, complete X1. Then, expand the same game with new campaigns and major additions.
100% = complete X1 · 200% = X1 + X2 · 300% = the complete trilogy. Each major expansion adds another 100 points in its own color. Extras are tracked separately.
Status checked on September 10, 2026. Open a group to see each item.
These marks track specific features. They do not add points automatically: X1 remains at 20 accepted points out of 100, and an enemy with a working attack can still have unresolved collision, audio or other differences.
This scale measures verified deliveries, not remaining hours or pixel-perfect fidelity. An item earns its points only when its entire acceptance criterion is evidenced. A partial delivery still receives zero points.
The X1 checklist totals 100 points. X2, X3 and the extras have no accepted deliveries on this scale yet. New blocks get their own checklists; test, commit and file counts do not increase the percentage.
Reviewed September 10, 2026. Source available on GitHub; captures and references that are not distributed are marked as private materials.
The X1 manifest lists all 13 stage configurations, every referenced file exists, StageId/BossId/WeaponId remain distinct types, and paths outside the root are rejected.
Verified as an infrastructure contract. This does not certify visual parity, enemies, weapons, or progression; the manifest's weapons and enemies arrays remain empty.
Default keyboard and gamepad bindings are safe; valid remappings persist; conflicts are rejected; bounds, language, and option bindings preserve valid state.
Verified in the data and configuration contract. Physical QA and complete combined interaction remain outside this criterion.
Named and numbered slot safety, progression and weapon save/load, new-run reset, and password cursor/digit state are covered by direct contracts.
Verified as a data contract. It does not claim that a complete campaign was saved, restored, and finished through every route.
The catalog maintains eight unique Maverick relationships between stage, boss, reward, and weakness, plus four unique Sigma route entries, with corrected source cursors.
Verified as a catalog. A correct table does not prove that every encounter is reachable or complete in-game.
The current baseline must be packaged, have its checksum verified, start in an empty folder, answer --help, and pass an extracted-folder autotest without carrying the ROM or raw KB.
A historical package verification exists, but there is no receipt for this acceptance on the R371 baseline. The manual title-to-selection step also remains separate.
Idle, walking, dash, reversal, landing, and terrain behavior must match the source in every X1 traversal context.
Measured CP/SE prefixes and walking/dash controls exist. They do not close locomotion for the whole campaign.
Jump, wall slide/jump/shoot, hurt/death, and post-respawn return variants must match the source on every X1 path.
Jump, hurt, death-burst, and some wall boundaries have accepted contracts. Pose coverage, wall shooting, and complete return remain open.
Camera X/Y, dead zones, locks, transitions, and stage-specific scrolling must match the source throughout X1 traversal and presentation.
The first grounded Flame Mammoth passage was verified. The second door, boss transition and airborne cases remain open.
Every X1 traversal anchor and video must pass the native 256×224 gates with decoded geometry and layer evidence where required.
Decoded stage files and some anchors exist. The complete anchor sweep and videos for every stage are not closed.
The 706 census events across 13 stages must be placed with real definitions, with no provisional placeholder in the parity roster.
The placeholder policy and placement infrastructure work, but the current state records 213 current IDs and 426 provisional entries; therefore this line remains at zero.
Every regular census enemy must have an authenticated identity, complete visual sequence, movement/attack law, damage/collision, and dedicated proof.
3 of 6 attacks in the observed group are integrated: Stretch Bird, deck turret and Mad Pecker. Body collision, audio and complete parity remain partial.
Normal and charged Buster forms and relevant projectiles must have source-backed birth, movement, art, collision, damage, and miss behavior on both sides.
A normal right-facing Buster birth correction and Flame Mammoth upper hitbox exist. These slices do not close charged, special, or generic projectiles.
All eight weapon campaigns must close acquisition, normal/charged forms, art, ammo, enemy/boss damage, collision, and statistical coverage.
A typed catalog and weapon contracts exist, with some measured damage rows. The 8/8 campaign gate remains open.
Every X1 boss encounter must be reachable through normal progression with measured spawn, room, and transition.
2 of 8 bosses are integrated into the campaign. The eight-boss catalogue does not prove all eight in-game encounters.
Every boss must match in attack selection/timing, hit response, death, reward, clear, and persistence.
Source-backed CP/SE laws and a Flame Mammoth upper-body response exist. Complete FSMs, projectiles, trunk destruction, and rewards remain open.
Every X1 collectible and upgrade must have authenticated placement, acquisition, persistence, rendering, and correct return/death behavior.
Rendering, upgrade, capsule, and one heart-placement contracts exist. They do not cover the entire roster or every return path.
All presentation scenes and audio classes must have timing, assets, routing, and behavior without duplication or absence in X1.
Intro PCM/onset, the Flame Mammoth loop, and some routing have acceptance. This does not close all presentation or prove hardware playback.
Every hazard or vehicle interaction must match in activation, movement, collision, damage, rendering, despawn, and stage integration.
Isolated models and contracts exist. They do not prove integration of every hazard and vehicle in every stage.
The X1 baseline must pass every pixel anchor, ghost trace, statistical limit, traversal video, and fixture validation.
Gates and partial comparisons are defined, but the final X1 gate package is not closed.
A person must complete X1 from the title through stages, upgrades, bosses, Sigma, ending, and credits, with a final longplay and side-by-side evidence for each stage.
Bounded routes and showcases exist, but the canonical state still leaves population, bosses, gates, and end-to-end play open.
THE PROJECT VISION
Bring Mega Man X1, X2 and X3 together and allow new combinations of weapons, abilities and characters across campaigns.
+100 POINTS
Complete the X1 campaign: stages, bosses, controls, weapons, progression and returning after death.
A complete campaign, from the start to the credits, with its acceptance checklist verified.
+100 POINTS
Bring the second campaign into the same engine and integrate its weapons, mechanics and new features.
The complete, integrated X2 campaign, with verified progression and content.
+100 POINTS
Complete the trilogy, including Zero and the ability to play as him in X1 as well. This integration is part of X3, with no separate milestone.
The complete, integrated X3 campaign, with verified progression, content, and playable Zero in X1.
New ways to play and create. These are roadmap goals; they are not being presented as finished features.
Use weapons and features from X1, X2 and X3 across all three campaigns, with compatibility and balance rules.
Shared equipment and mechanics working across all three campaigns, with compatibility checked.
Unlock Vile as a playable character, with his own controls, attacks, and progression.
Unlockable and playable Vile, with his own controls, attacks, and progression validated.
An arena mode with successive combat challenges, separate from the campaigns.
A complete mode with entry, challenge progression, defeat, completion and restart.
Runs with randomly generated maps, offering different paths and encounters on each attempt.
Playable map generation and a complete loop of starting a run, progressing, losing and trying again.
Create maps inside the game, then export or import stages made by other people online.
Edit, save, export and import maps, validate their format and play a shared creation.
Fixing X1 bugs remains the priority. Expansion order may change with contributions and available reference material; no release dates are promised.
01 / REAL PROGRESS
A checklist of what has been verified, what is being fixed, and what is still missing.
Passing tests measure the verified parts. The campaign and the integration of all enemies are still in development.