X-Men Walkthrought
Here’s the deal: I’ll guide, you play. In X-Men on the Sega — yep, the Mega Drive one — rushing gets you killed faster than the enemies do. Breathe, manage your power, and move step by step. It’s not just where to go, it’s where the game loves to trip you: a tricksy Danger Room, weird jungle switches, Mojo World’s TV shenanigans, and that infamous Reset secret. Let’s roll.
Savage Land: from vines to ruins
Kick off to the right of spawn, past the first shrubs and pop-up spikes. Don’t aggro endless small packs — X-Men respawns here are brutal. Your best landmark is the hanging vines at ledges: they’re safe for “ferrying” across gaps, but don’t linger — rocks rain from above. In the first cave, look for a cracked wall near the ceiling: Nightcrawler can blink through it, and Cyclops can tag the switch behind the rock with a ranged shot. That opens a clean shortcut up top with no blind leaps.
Next is stone platforms over a waterfall. Gambit’s cards beat Wolverine’s claws here: from the slope below you can pick off fliers without risking a slip. The falls have soapy edges — a late jump slides you into the drink. Plant your foot in the middle, do a short hop, then instantly turn toward the next ledge. Keep one assist in the tank for safety — Storm or Archangel shred vertical lanes when the screen fills with pterodactyls.
The temple ruins are a floor-tile puzzle: wrong order, spikes pop. No hard spoilers: test the edges first, then the center. Beneath the ruins there’s a corridor with rolling spike drums: dash past them and don’t jump — there’s a second row up top. At the end you’ll see two consoles; the right one disables turrets in the next area. Playing Cyclops? Hit the panel from the far edge so you don’t eat a burst.
The flying boss at the jungle finale dive-bombs on a strict diagonal. Safest spot: by the wall, about half a screen from the corner, with short hops into his line. Gambit tosses a card upward at the bottom of his dive; Cyclops lands a quick charge as he turns. Don’t face-tank with Wolverine: two hits, back out, let regen breathe. And skip the middle platforms — his wind stream will blow you clean off them.
Danger Room: short breaks and smart swaps
After passing through the Danger Room, take a second to swap your lead for the next area. It’s not just a hub — it’s great for resetting rhythm and tuning your plan. For the TV station in Mojo World, Nightcrawler shines: vertical shafts and dead walls cost way less health if you teleport carefully — skim the top edge of the ceiling so you don’t drop into a trap. Long halls with static turrets? Cyclops is the comfy pick.
Mojo World: belts, cameras, current
The first room greets you with conveyors dragging you back into zappers. Use the “three short hops beat one big jump” rule: a long leap dumps you into the current, short hops break belt momentum. Those pole cameras aren’t just set dressing — mini-turrets hide behind them. Put Gambit on point and snipe the camera from the far edge of the screen, or the turret spawns behind you.
In vertical blocks with TV towers the game slips in fake walls. Probe corners with Nightcrawler’s blink: a soft up-right nudge drops you into a stash with a health kit and power charge. Don’t burn Storm’s assist in hallways — save it for the audience “applause” wave when mobs spawn from both sides. Her barrage clears half the threat and gives you a window to hop the electrified floor.
Crucial: at the end of Mojo World a terminal will tell you to reboot. Not a TV gag — it’s the real Mega Drive mechanic. Press Reset on the console. Not Power. After the soft reset, jump back into the game — you’ll continue on a new stage. On an emulator, use its soft reset — same effect. This “Reset secret” is intentional; without it, the door simply won’t open.
Asteroid M: the final push
Right after Reset, it’s a string of rooms on the orbital base. The first with magnetic platforms loves to punt you back to spawn: stay on the lower lanes and disable turrets via the side consoles. They’re tucked behind thin panels — ping the wall with a quick shot; the hit sound gives it away. Blue airlocks have gusts — don’t jump at the animation peak, wait half a cycle and take a low step, buffering a blink if you’re Nightcrawler.
Zero-G rooms are all about cadence: one thrust, two tiny corrections, or you’ll drift into ceiling spikes. The generator row on the right wall is best deleted by Cyclops without changing altitude: from the bottom lip, his beam tags all three nodes and the top fire stops. When the corridor forks, pick the path with floor grates — there’s a medkit there. And remember Jean Grey: if you tumble into a pit, she sometimes yoinks you out, but it’s limited — don’t bank on it.
Before the last arena, take a micro-break: steady your breathing and make sure your lead has ability meter in reserve. The Asteroid M fight comes in waves with short vulnerability windows. When his shield flickers, that’s your cue. Ranged is safer than a clinch. Watch the scrap metal he arcs across the room: it ricochets and comes back like a boomerang, so don’t hug the edge — stand on the second platform from the side. Nightcrawler should only blink behind him when the field dips, or the vented air from the breached hatch will toss you into the pit.
If the tempo slips, don’t try to force it. In X-Men on Mega Drive, patience beats aggression. One or two safe hits per cycle beat a heroic overextend. The finale checks your route discipline: shut down turrets on the way, ration assists, and skip the panic. That’s how X-Men really sings — less pain, more of that CRT-glow Sega victory high.
If you want to soak in the context and vibe, swing by /history/ and /gameplay/ — the run lands even better when the whole picture clicks into place.