Warning: Rapid flashing lights on the Sigma Beast fight, from 49:00 to the end of the video. Done on Extreme for both games, Rapid Fire enabled. For Xtreme 2, the dash button patch was used. Charge shots were used against Sigma Beast as it cannot be hit otherwise. I'll only talk about the bosses here, as the midbosses are all relatively simple and similar to their 16-bit counterparts. MEGA MAN XTREME Vile: Him having a sound effect and a long animation for his charge attack is a bit overkill. Storm Eagle: In Xtreme 1, most bosses take just 1 damage from uncharged shots, so fights like this one can take a while as you aren't going to be constantly damaging the boss. That said, it is an easy fight regardless. Armored Armadillo: Due to him not being able to bounce around as much as the original counterpart, this boss is simple. Keep in mind that he can fire shots if you're not careful. Zain: Both versions of this fight don't pose much of a threat. Flame Stag: Once his flames turn blue, he will be far faster and can use some devastating attacks if you stay on walls for too long, so be careful and don't get greedy with shots. Magna Centipede: Mash all buttons if he tries to grab you and be prepared for him teleporting or jumping on top of you, he can move rather quickly. The Magnet Mines are a bit unpredictable. Spark Mandrill: If he slams the ground, he'll likely punch you: later on into the fight, he will do two punches consecutively. After this, he can become a bit unpredictable, so be on your guard. Geemel: The first version of this fight is rather simple, but in the second one, keep in mind that his shurikens have a rather large hitbox and his movement is rather erratic until he attempts to ram you, so avoid getting cornered at all costs. Wheel Gator: This is the hardest of the main 8 in Xtreme 1. The shot attack turns him invincible here, the oil can sometimes hide him appearing and and even the drill attack makes him invulnerable, and the Spin Wheels can potentially corner you due to the smaller arena. Chill Penguin: Similarly to Gator, the smaller arena can make this fight harder than the original. Morph Moth: This fight, to my knowledge, requires the leg upgrade to dodge the Scrap Absorption move and there's also no way to concretely tell whether he'll do it clockwise or counter-clockwise. Aside from that, this fight is very fun and in this game, you can damage him during Dash Scrap-Scatter and his beam attack is far more complex: combined with the powder, it's best to stay in the upper corner and then react accordingly based on his horizontal position. Bospider: This boss is rather dangerous. Early on into the fight, it moves rather slowly, but speed increases as you deal damage to it, so it's best to adapt the strategy of staying on the upper corner opposite to the boss if you can't immediately recognize the pattern used. Keep in mind that if it drops spiders, you can destroy them with dash shots, but it's dangerous so it's best to try dodging them and change sides, however, that can allow Bospider to have an advantage. Be very quick. Serges Tank: This is the hardest battle in the game. Do your best to prioritize causing it to use the bottom two turrets at the start and try to destroy the upper three as soon as possible. Do not let it combine the upper attacks or spawn too many of the upmost one, as that will create incredibly difficult situations to deal with. Once only the bottommost turrets is left, stay on the right platform and prepare to jump as it gets close to it. If it fired a second laser after you dodged one, it will usually fire a laser early next time. Once the turrets are taken out, he will use the Split Bullets that alternate between + and x patterns. For vertical + patterns, the left corner is a safespot and the large orbs cannot reach that point either, but there can be scenarios where, due to the smaller bullet hitboxes being a bit larger than they seem, you will have to do very risky dodges to survive. If you're cornered by an x pattern, you can try dashing in the corner. If one of the orbs gets far enough, the next one will be dispensed early and potentially activate as the previous one is still on screen. The boss can also repeat the same positions at times, but the platforms tend to "desync" with time so you have to keep that in mind. Sigma 1st: In contrast, this battle is very easy as it is a single-form, predictable battle that is more tedious than anything. Very exploitable. Wolf Sigma: This version of the fight is not only possible to defeat with uncharged shots, but also oddly simple. The Lightning and Electric Shock Bullet are new attacks and can be consistently dodged without issue, and the claws are generally far less aggressive, though keep in mind that they can still ram or corner you. There's actually a new flame attack exclusive to this version that I didn't get to show.