Mega Man X3 No Dash/Minimalist Challenge - Intro Stage

Mega Man X3 No Dash/Minimalist Challenge - Intro Stage

Part 1 of the MMX3 no dash/minimalist challenge. NOTE: This commentary is OPTIONAL. Check the video response beneath this video for a music-only version of the stage. Welcome to a rather unique project to tide me over after the last living hell. This is a No Dash/Minimalist Challenge of the SNES Mega Man X games. That entails precisely what it suggests: no upgrades, items, weapons, dashing, or damage. Can't forget damage. I've been thinking of trying this since before I even began the X4-6 speed runs, and I'm going through with it now for two reasons: one, it's a simpler, smaller project to kill the time between X6 and a larger, more involved full LP, which I don't have time to plan out right now; two, although simple enough in principle, this challenge becomes perpetually harder and more interesting. X1 is a decent challenge in parts, but much of it is designed around being tolerable with or without dashing. In X2 and 3, where dashing becomes a core mechanic, refraining from it leads to some incredible imbalance when facing stretches of stage or even individual traps where dashing is expected. Boss fights in particular are certainly livened. Though this likely sounds tedious on paper, in my opinion things become progressively more interesting and fun as the games go on. Numerous precise jumps and some very intense situations regularly arise in X2 and 3, and there's enough individual moments in X1 to keep things moving. Although it's quite important to note these AREN'T speed runs, I make a conscious effort to try to go as fast as I can without actively planning the most optimal path. It's surprisingly how quickly these games move along even when you're walking through. Basically, I wanted to see if the old Mega Man system could hold up in the X series. Turns out, with a little work, it can. I hope the enjoyment I had approaching some for once unfamiliar territory is felt equally in viewing. Enjoy.