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|
STORY |
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Ya think? |
Stupid Questions
Why does anyone think it’s smart to mass-produce Reploids with copy chips? Forget the Maverick issue; a copy-chip would allow a Reploid to circumvent with ease any sort of security. He could make himself look like an employee and steal stuff from a store. He could mimic a government official and stroll right into top-secret areas. He could turn himself into a manager and clean out a bank. I can’t fathom how mass identity theft could possibly help any society. It’s no wonder the X series world is in such a mess..
SPECIAL FEATURES |
At first glance this game is basically a traditional side-scrolling variation of Mega Man X7, without the free-range modes and the lock-on targeting cursor. This I would consider a good thing; but it’s not quite the same, though: the character models are completely different here, the duck is gone, and of course they tweaked a few other things here and there.
The game play is much closer here to the classic 2-D games than was the previous title, but it does bear some features from Mega Man X7. The tag-team is here, though you are still limited to bringing only two of the three characters with you to each stage. But now Axl plays like Bass in Mega Man & Bass (except that he hovers instead of double-jumps; Zero’s still the one with the double-jump). Note that Axl gets completely different weapons than X this time around, and he doesn’t need weapon energy for any of them. (He uses weapon energy only on his transformations.)
They also adjusted the continue system slightly. There aren’t really any “1-Ups” per se, but the “retry” system behaves in basically the same way. The main difference here is that, whenever you die, you can opt to quit the stage and return to the stage select screen (keeping any items you’d happened to pick up along the way before dying). This just means you don’t have to kill yourself off until you lose all your lives just to exit the stage like in previous games. For that matter, you can exit a stage at any time, even if you haven’t completed it, by choosing the “R&D Lab” option off the subscreen.
Game Play Notes
REVIEW |
- Play Control:
- The control’s not terrible, but it’s not terrific either. The duck is gone (why?), Zero’s dash is near useless, and characters tend to have butterfingers when it comes to grabbing onto ledges. Hmm, but I guess they’ve always had butterfingers. Okay, forget that.
- Graphics:
- The background graphics are pretty nicely rendered. They do suffer a bit from the overhead problem that plagued several of Capcom’s 2-D games, and sometimes foreground objects can get lost in the background, making them difficult to distinguish from the environment, but otherwise the graphics aren’t bad. I do like how some stages, most notably the Booster Forest, actually rotate around and fold in on themselves in interesting ways.
- Animation:
- Argh, Capcom! Why did you toss the character models from Mega Man X7? I hate to say it, but the new models look rather dippy. The new production artist isn’t quite as good either. The characters animate fairly well—they even gave Zero’s ponytail some extra attention in this regard, even if the end effect needs work—but overall I liked Mega Man X7’s artwork better.
- Music:
- The music is pretty typical. I have no complaints. It’s interesting to note they change the music during a stage in certain cases, such as when you jump into a Ride Armor.
- Sound Effects:
- A lot of the sound effects are from previous X series games. I think the voice actors may be the same as the ones in Command Mission, which rather surprises me, though it’s pretty cool.
- Plot:
- The story is executed nicely and the translation was well done. I also appreciate how they tried to bring in some consistency with the series by featuring Vile, Sigma, and other old faces. All I’m going to say about the plot itself is that copy chips are becoming way too proliferated. At this point you can’t ever be sure that the Reploid you are dealing with is actually the genuine article. It’s getting quite absurd..
- Difficulty:
(normal to hard) - Somewhat ironically, the “easy” difficulty in this game more closely matches the typical difficulty of previous X series titles..thus making the “normal” difficulty a touch above. But beyond this, this game gives me the impression that the level designers where trying as hard as possible to prevent you from actually enjoying the game. The stage design in a lot of cases is almost beyond ridiculous.
- Replay Value:
- It’s necessary to beat the game multiple times to find everything. Of course, you have to decide if it’s worth going through some of the more irritating stages all over again. On the other hand, the clear-game save does at least give you reason and motivation to play through the game more than once. Also, the stages get a lot less irritating after you’ve played through the game two or three times.
- Polish:
- There are several good features here for stages that let you enjoy them, such as the guard breaks, and the tag-team assist which lets you break out of holds. The Double Attack is kind of fun too, in the same overkill sort of way as the Final Strike from Command Mission. Also, some of the levels do have some clever features. I just didn’t like many of the stage designs.
- Overall:
80% - Like most of the recent X series games, this one requires a lot of getting used to before you begin to enjoy it. The game has a number of nifty new features that are a lot of fun, but the problem is, there are very few stages that actually let you enjoy them. Two of the levels are jet-bike levels, and two are on auto-scroll. Two more have ridiculous corridors of spikes, and one stage is a bunch of mini-games. That’s an awful lot of the game to write off before you can even think about starting to have fun. So this game is a collection of good things and bad things, and I guess you just have to decide which outweighs the other.
- + Plus:
- There are no rescuable Reploids to worry about this time around. Whee!
- - Minus:
- Can’t decide on this one. No duck. Ugly character models. Infuriating level design. Pick one.
SUGGESTED ORDER |
There, now you have all the irritating auto-scrolling stages out of the way. Finally it’s time to actually have some fun. Maybe.
TELEPORTING HATCHES |
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BOSSES |
Call me crazy, but based on its huge pincher arms, I could have guessed that. |
Why do I get a little bit of déjà vu here? |
Note: Your characters’ health is not refilled between any of the final battles. Also, if you die you have to go through the plot again (where applicable), but this means you can switch out to another character and see that character’s version of the dialogue. Or just skip it with .
ITEMS |
You get the Neutral Armor with the first capsule you find. After that, you add parts to it in a mix-and-match fashion. If you wear all of the red or blue parts together, the suit is named. All red is the Icarus suit (gives you the Giga Crash attack), and all blue is the Hermes suit (gives you the X-Drive).
Now we’re psychics? |
If you are playing on Easy mode, none of these will appear. (On Easy mode you can build most of these items right from the start anyway.)
Intro Stage:When you reach the pit there, jump out of the armor momentarily and shoot the exploding robot from the pit, then get back in the Ride Armor and jump on the first platform. When it gets even with the second platform, jump on it, then jump toward the right again immediately (don’t let the second platform get too low) and air-dash to the right. You are aiming to get on top of the ledge that goes over the moving spikes, not under it. The Ride Armor can fit, but it’s a tight squeeze. If you mess up, air-dash left again back to the platform and try again. If you need to, jump onto the leftmost platform to raise the right platform back up again. You want them about even when you make your jump. As long as you don’t let either platform get too low you can retry as often as you like until you make the jump correctly. Anyway, once you are on the ledge you are aiming for, destroy the morph-ball robot, then stand in the bottom of the vertical tunnel and jump. Your Ride Armor should break through the floor and drop onto the elevator below. Ride it up.
(Note: A reader reports that Zero’s Raikousen while equipped with the K Knuckle will break this floor without the need of the Ride Armor. You still need the Ride Armor to activate the elevator, but at least you can skip the step of using the Ride Armor to break the floor, and instead drop it onto the spikes and let them bring it to you. Thanks also to Carin.)
SAVED GAMES |
When you beat the game, you can make a clear-game save which starts at the beginning of the game even though it appears on the load and save screens to be at the end (so don’t save over your end-of-game save if you still want it).
If you were playing on Easy mode, you don’t keep your items or upgrades; the only things that carry over are your records (in the dev room) and the number of metals you had. Still, since you don’t need metals for much in Easy mode, it can be useful to play through Easy first, rack up a huge cache of metals, then begin a Normal or Hard mode clear-save with a head-start in metals. You also will take with you all that practice too..
On the other hand, when you beat the game on Normal difficulty or higher and save the clear-game data from that, you do keep all of your items and power-ups, except for your Master Weapons. You might also unlock a few things; these are detailed elsewhere on this page.
TRICKS AND SECRETS |
Good answer! |
Stage Hints
Miscellaneous Secrets
Navigators
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It seems (although I’m not sure what exactly triggers it—you’ll know when you have, though, because the Capcom logo changes) if you beat the game on Normal difficulty or higher and then restart using the resulting clear-game save, you are able to build items which let you play as the three navigators. The first one is available immediately; it appears that the navigator you used most often ends up getting chosen here. You can get the others at any time after you get the first by choosing them as your navigator multiple times in a row; you can do this on stages that you’ve already cleared and you don’t have to beat the game again before they are available. Just check your Chip Dev room frequently. Alia is basically a pink version of X without the armor. Layer plays like Zero, which leaves Pallette to mimic Axl (except without the Copy Shot).
At any rate, this is one of those things they threw into the game that you would never believe if you didn’t see it for yourself. Aside from just having fun, there is no real reason that I can see so far to play as the navigators since they don’t get all of the abilities as the main characters, and if you choose one of the three gals as a player character, you can’t select a navigator for that stage at all, even one that isn’t currently on the field. (Not that you should need it after beating the game that many times..) I thought maybe if you selected a navigator as a player character, she’d speak up during stages like normal (I mean, she’s there), but that doesn’t seem to be the case. Also, you get absolutely no plot scenes when you are using a navigator in your team, even if you have her on the bench when you trigger the scene. Note: To select a navigator as your player character, press the “Change Char” button ( by default) while on the character selection screen. Likewise, to build parts for your navigator characters, press the same button while on the Chip Dev screen. You can build all of the same parts for the navigators as for their respective main characters, although your navigators never get suits of armor.
Armors
If you are playing a clear-game save and you have a character who is at 100% (has all of his items built in the dev room), you will unlock the ultimate armor for that character. Thanks to Sean for helping to verifying this.
Codes
I have verified the following codes, but wasn’t able to get the others to work. To input these, wait for the title screen (where it flashes “Press Start”) then put in the codes mentioned; if done correctly, you’ll get an associated sound effect. Then press and select either a new game or continue (the code will be in effect for whichever game you load). These codes are saved as part of your save file if they are in effect when you save.
ENDINGS |
There is no real ending when you beat the game on the Easy difficulty. After the credits, you see a very brief cinema scene where X, Zero, and Axl are gazing at the ruins of Sigma’s body. As they stand there, Lumine walks up, looking quite insane. That’s it for Easy mode.
Normal and Hard Modes:
Lumine denies being Maverick and claims that the copy chips that the new Reploids have were derived from data from hundreds of old model Reploids..meaning Sigma was also included in the mix. Lumine also claims that Axl can’t go Maverick because he is only a prototype. Besides, he points out, was Sigma really crazy? He rebelled against the world but he had his reasons, or so Lumine thinks. Lumine adds that the new generation Reploids can go Maverick at will. Uh, that’s the stupidest thing I’ve ever heard. That’s like saying someone can go insane at will. Right..
Upon his death, Lumine declares that he may be defeated, but it’s too late to stop what has already begun. Then he goes still and starts to crack. Axl approaches Lumine, and some tentacles shoot from Lumine and hit Axl. Zero severs the tentacles with his saber while X catches Axl, then blasts Lumine. (But I suspect Lumine just transferred himself to Axl..)
X and Zero return to the orbital elevator with X still carrying a comatose Axl. Zero tells X to ignore what Lumine said. He says that even if this is the way all Reploids will eventually become, they will fight it every step of the way. They will fight their own destiny if necessary.
The game ends with a scene showing the cracked gem in Axl’s helmet, which Lumine shattered. (Anyone getting flashbacks to Zero’s gem in Mega Man X4? I know I am..)