Bosses
Megaman remiX has many bosses. The general difficulty of a boss is summarized by its threat class, which goes on a range that looks like this: E-D-C-B-A-S-SA-G-GA-P. However, P is an entirely theoretical threat class, because there could certainly never be a reploid whose destructive potential exists on such a scale. So, thank goodness we'll never ever have to worry about it ever. Moving on.
The life bars of bosses have 32 visible cells, but this is not the limit of their life gauge. When in excess of this limit, the additional life will be displayed as colored cells, similar to bosses in the Megaman Zero series. A second layer will be blue, a third layer will be green, and a fourth layer will be red. When a boss is reduced to ~35% of its maximum life, it will react by increasing the difficulty of the fight, which can occur in any of three different ways, which is determined by RNGesus. TVtropes calls this Turning Red.
Turning Red modes
Mode 1: This mode occurs 50% of the time. The maverick becomes invincible to damage for 4 seconds, its attacks deal extra damage (1 to 2 points, depending on the boss), and it moves at 150% of its normal speed for the remainder of the fight.
The maverick also produces an effect that changes the battle area, typically hampering the player's movement options or altering the structure of the area.
Mode 2: This mode occurs 40% of the time. A second maverick arrives to assist the injured maverick. You must fight them simultaneously. If no other bosses are available, this becomes Mode 1.
If the first maverick is destroyed, the second one flees. If the second maverick would be destroyed, it flees and has less starting life when you encounter it later. If the second maverick would be destroyed with its weakness, it is destroyed.
Mode 3: This mode occurs 10% of the time. The maverick becomes invincible to damage for 4 seconds, its attacks deal extra damage (1 to 2 points, depending on the boss), and it moves at 130% of its normal speed for the remainder of the fight.
After the maverick's life reaches 0, it begins its normal destruction animation, then stops partway through. Control is returned to the player, and the maverick unleashes a massive, highly damaging final attack before being destroyed.
Stages and Boss Locations
The stages of remiX are more open than in most Mega Man games, although not quite as open as MMZ. I like to think I have a decent middle ground. Each stage is very large and has two distinct zones.
Arctic Zone/Research Facility
Icestorm Aurochs
Overdose Jellyfish
Volcanic Zone/Waste Reclamation Center
Plasma Pangolin
Hijack Millipede
Oceanic Zone/Hydroelectric Plant
Singularity Leviathan
Battery Bee
Desert Zone/Energen Mine
Nil Basilisk
Solar Serpent
Airfield/Military Base
Tempus Tercel
Kiloton Gorilla
Stellar Observatory/Black Ops Station
Celestial Scorpius
Shadow Caracal
Nature Conservatory/Central Computer
Silk Spike
Supercell Phoenix
City Ruins/Derelict Waterway
Exos Viper
Scrap Packrat
When you deploy to a mission, you choose the stage you're going to, and you remain in that stage either until you die too many times, or until you can reach an extraction point and exit. When you do exit the stage, you will be given a post-mission score based on the time you spent there, the number of enemies defeated, number of bosses defeated, amount of damage taken, and number of reploids rescued. Based on your score, you will earn points toward a promotion, and a reward of zenny for your hard work.
Defeating a boss does not end the mission and the stages will not be constructed with a simple left-to-right run in mind. Large portions of stages will be sampled from existing maps, but many of their features will be changed based on the needs and style of the game.
Bottomless pits will be removed; if it looks like a bottomless pit, then there's either spikes or some other horrible thing in there, a floor, or it leads to somewhere else in the stage. Much of the empty space in many stages will be eliminated or filled in with content such as enemies or features. Empty space will be reserved to give players breathing room and will be positioned accordingly. Naturally, entirely new scenic regions and layouts will also be added.