FROM THE FIRST DASH TO THE TRILOGY

The path forward.

The full vision, verified deliveries, and what remains for each milestone.

PROGRESS BY VERIFIED DELIVERIES

Every milestone counts.

First, complete X1. Then, expand the same game with new campaigns and major additions.

20%on the project scale4 of 20 X1 deliveries verified
In development100%
X20 / 100
Planned200%
X30 / 100
Planned300%

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.

Major expansions

+0% delivered · +500% planned
X1 in detail

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.

Game foundations
  • ✓ Done within the stated scopeIdentity and paths for all 13 stages
  • ✓ Done within the stated scopeControls and options
  • ✓ Done within the stated scopeSaves and passwords
  • ✓ Done within the stated scopeBoss and reward catalogue
  • ↻ PartialComplete campaign, from the opening to the credits
Movement and combat
  • ✓ Done within the stated scopeVerified dash, wall-jump and wall-shot corrections
  • ✓ Done within the stated scopeArmor damage reduction
  • ↻ PartialImpact placement for the seven special weapons
  • ↻ PartialFidelity across all movement and encounters
Enemy attacks
  • ✓ Done within the stated scopeStretch Bird: attack launch and recovery
  • ✓ Done within the stated scopeDeck turret: aiming, shots and impact effect
  • ✓ Done within the stated scopeMad Pecker: aiming, cadence and a projectile that survives hitting X
  • ↻ Partial3 of 6 attacks in the observed group integrated; complete parity still open
  • ○ PendingExact turret and Mad Pecker projectile sounds
  • ↻ PartialBody collision and shared projectile allocation
Stages and bosses
  • ✓ Done within the stated scopeFirst grounded passage through the Flame Mammoth door
  • ○ PendingSecond door and transition into the Flame Mammoth fight
  • ↻ Partial2 of 8 bosses integrated into the campaign
  • ↻ Partial213 of 639 enemy placements use real definitions
  • ○ PendingReplace the remaining 426 provisional placements
  • ↻ PartialComplete stage, camera and object parity
References and verification
  • ↻ Partial2 of 13 reference recordings available
  • ✓ Done within the stated scope199 C++ and 2,146 Python tests passed; 2 skipped
  • ↻ PartialPlaytesting and audio review of the complete campaign
  • ○ PendingFinal fidelity acceptance for the complete X1 game
See full acceptance criteria below ↓
How we calculate it: view the X1 checklist

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.

  1. X1 pack with 13 stages, typed identity, and safe paths

    5 / 5
    ✓ Verified

    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.

    X1 manifest private materialsPack contract private materialsPath contract private materialsIdentity contract ↗Measured project state private materials
  2. Controls and options with validation and persistence

    5 / 5
    ✓ Verified

    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.

  3. Slots, persistent progression, and password

    5 / 5
    ✓ Verified

    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.

  4. Typed X1 boss and reward catalog

    5 / 5
    ✓ Verified

    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.

    Catalog contract private materialsX1 catalog ↗Catalog types ↗Route declared in manifest private materials
  5. Final X1 package with extracted-folder smoke

    0 / 5
    ↻ Partial

    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.

    Release criterion private materialsRelease procedure private materialsCurrent state and limits private materials
  6. Complete X1 player locomotion

    0 / 5
    ↻ Partial

    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.

    Locomotion ghost private materialsDash ghost private materialsWalk-start contract private materialsMeasured prefixes and limits private materials
  7. Complete jump, wall, damage, death, and respawn

    0 / 5
    ↻ Partial

    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.

    Jump-arc contract private materialsWall-jump contract private materialsDamage ghost private materialsDeath contract private materialsPlayer limits private materials
  8. Complete camera, locks, and scrolling

    0 / 5
    ↻ Partial

    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.

    Movie camera ghost private materialsX1 camera law private materialsVertical contract private materialsCamera and door state private materials
  9. All 13 stages pass geometry and pixel gates

    0 / 5
    ↻ Partial

    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.

    Gate definitions private materialsAnchor registry private materialsPixel gate private materialsDecoded stage example private materialsFidelity state private materials
  10. All census spawns have a real definition

    0 / 5
    ↻ Partial

    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.

    Chill Penguin census private materialsPlaceholder contract private materialsPlacement verification private materialsCurrent census count private materialsRoster goal private materials
  11. Complete regular roster: art, movement, attack, and collision

    0 / 5
    ↻ Partial

    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.

    Enemy definitions private materialsEnemy runtime ↗Drone contract private materialsSnowball contract private materialsRoster limits private materials
  12. Complete Buster and projectiles in both directions

    0 / 5
    ↻ 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.

    Buster ghost private materialsProjectile contract private materialsBuster and projectile limits private materialsFlame Mammoth hurtbox private materials
  13. All eight weapons, rewards, ammo, and damage matrix

    0 / 5
    ↻ Partial

    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.

    Weapon contract private materialsWeapon-get timeline private materialsWeapon-get presentation private materialsEight-weapon goal private materialsDamage work order private materials
  14. Reachable and populated Mavericks, Vile, and Sigma

    0 / 5
    ↻ Partial

    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.

    Declared bosses private materialsBoss route ↗Route contract private materialsCurrent boss coverage private materialsBoss goal private materials
  15. FSM, damage, death, reward, and clear for every boss

    0 / 5
    ↻ Partial

    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.

    Chill Penguin FSM private materialsStorm Eagle loop private materialsDeath and stage clear private materialsCombat limits private materialsBoss goal private materials
  16. Complete hearts, subtanks, capsules, upgrades, and pickups

    0 / 5
    ↻ Partial

    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.

    Pickup rendering private materialsUpgrade contract private materialsCapsule cutscene private materialsHeart-tank placement private materialsCollectibles goal private materials
  17. X1 entry, weapon-get, clear, BGM, and SFX

    0 / 5
    ↻ Partial

    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.

    Audio loop private materialsAudio state private materialsWeapon SFX private materialsWeapon-get presentation private materialsPresentation goal private materials
  18. Hazards, destructible terrain, ladders, ride armor, and vehicles

    0 / 5
    ↻ Partial

    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.

    Rock model ↗Mine-cart model ↗Ride-armor model ↗Destructible terrain private materialsLadder ghost private materials
  19. Final pixel, ghost, statistical, video, and fixture gates

    0 / 5
    ○ Pending

    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.

    Gate definitions private materialsFidelity anchors private materialsPixel gate private materialsStatistical contract private materialsFixture validation private materials
  20. Complete X1 campaign and final showcase

    0 / 5
    ○ Pending

    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.

    Final checklist private materialsDeclared game state ↗Current measured state private materialsDefinition of done private materials

THE PROJECT VISION

Three campaigns.
One game.

Bring Mega Man X1, X2 and X3 together and allow new combinations of weapons, abilities and characters across campaigns.

X1In development

+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.

X2Planned

+100 POINTS

Mega Man X2

Bring the second campaign into the same engine and integrate its weapons, mechanics and new features.

What completes this milestone

The complete, integrated X2 campaign, with verified progression and content.

X3Planned

+100 POINTS

Mega Man X3

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.

What completes this milestone

The complete, integrated X3 campaign, with verified progression, content, and playable Zero in X1.

Beyond the trilogy.

New ways to play and create. These are roadmap goals; they are not being presented as finished features.

Planned+100 POINTS

Shared weapons and abilities

Use weapons and features from X1, X2 and X3 across all three campaigns, with compatibility and balance rules.

What completes this milestone

Shared equipment and mechanics working across all three campaigns, with compatibility checked.

Planned+100 POINTS

Unlockable Vile

Unlock Vile as a playable character, with his own controls, attacks, and progression.

What completes this milestone

Unlockable and playable Vile, with his own controls, attacks, and progression validated.

Planned+100 POINTS

Bloody Palace

An arena mode with successive combat challenges, separate from the campaigns.

What completes this milestone

A complete mode with entry, challenge progression, defeat, completion and restart.

Planned+100 POINTS

Roguelike

Runs with randomly generated maps, offering different paths and encounters on each attempt.

What completes this milestone

Playable map generation and a complete loop of starting a run, progressing, losing and trying again.

Planned+100 POINTS

Map editor and community

Create maps inside the game, then export or import stages made by other people online.

What completes this milestone

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

What changed in the game.

A checklist of what has been verified, what is being fixed, and what is still missing.

Implemented and verified

  • Flame Mammoth hit detectionX's shots also hit the boss's trunk and head.
  • Two stage populations correctedThe already populated records returned to the correct stages: Flame Mammoth and Spark Mandrill.
  • Music with intro and loopThe Flame Mammoth stage plays the intro once and repeats the loop section.
  • Stage entry and presentationFixes to READY, X's materialization, and the boss presentation.
  • X movement and combatRevisions to walking, dashing, damage, airborne poses, and the direction of wall shots.
  • Wall-pose pixelsFour wall-shot frames corrected from the original sprites.
  • Axe Max log collisionContact from above, from the sides, and from below in the test scene.

In progress

  • The two Flame Mammoth doorsOpening, automatic walking, closing, and camera control.
  • Checkpoint between the doorsIntegration of the marker and the return after death.
  • Enemies and conveyorsReproduction of ground contacts, movement, and the behavior of each object.
How to read this progress

Passing tests measure the verified parts. The campaign and the integration of all enemies are still in development.