Sans the delay, the upwards air-dash was fine. I don't know why they didn't continue with that upgrade. Or why they didn't start X out with horizontal air-dashing.
One born of a gamer who evidently never played ZX...
Oh, I did. I also didn't like it that much, but that's a different topic.
Rarely do Mega Man boss gauntlets restore weapon energy between rounds. And even rarer still does such a restore fill an entire weapon bar.
Considering the inherent requirements of the Boobeam fight, I think an exception would be reasonably necessary. But if that's not acceptable, then the only other option is farming areas, Like Final Stage 4 in X1 or pretty much any other final stage.
The thing about X6 is that while you ARE required to collect some manner of upgrades, IN NO WAY WHATSOEVER is one specific upgrade required at any point in the game. Each and every obstacle in the game has multiple solutions.
Unless you're X, in which case you either have to go on an expedition to find the part you need (assuming the Reploid in question wasn't killed), or use Pause exploit. The latter shouldn't even be considered an option, since the design of how the game should pause--or how a weapon is coded--has no intended (read: intuitive) bearing on how you clear platforming obstacles.
In other words, it encourages you to experiment, THINK, and apply the method that suits your personal play style.
Even if it means the above.
Also, rather than choose to skip in a menu such as X5, X6 requires that you earn the right to skip either by defeating High Max or by spending an extensive amount of time farming for Nightmare Souls, either of which should familiarize yourself with the type of curve-balls that the game is expected to throw at you, and provide any intellegent gamer with an incentive to get equipped before facing the unfamiliar.
Any "intellegent" gamer would realize how easy it is to short-circuit the game's design when all that's needed to defeat High Max is one single weapon. If the game punishes you for doing that anyways, then it's a trap. Why put that there? Is the point to give us the option and then chastise the player for taking advantage of it? It's a case of mixed messages.
In the rare event that you are truly stuck in a level and not just giving up too easily (which outside of Gate's Lab can only happen on optional, alternate paths), the whole must-die thing? It's called Use Previous Data. Unless you're subject to X Collection's tomfoolery (if so, make a habit of saving), there is no excuse to not know the game's menu. I'll admit that removing the "stage already cleared" exit restriction would have been more intuitive, but Start/Select to the Title gets you the same result. X6 does not require suicide (which, if you are a completionist, X5 does).
Yes it does. If you unwittingly find the secret path in any stage before getting a weapon, after defeating Nightmare Zero, that will lead you to High Max. That not only means you have to kill yourself, but it also means you've wasted your time.
Finally, in before "the reploid with the part I need was killed", because that's a popular myth. The most valuable thing you can possibly lose is Speedster, which is useful ONLY for physics exploits that you have no reason to be attempting once you've got Hyper Dash.
True, but between needing Blaze Heatnix's Nightmare Effect AND Blizzard Wolfang's weapon to get the vital Jumper part, the whole ordeal is just bullshit.