If Zero does not go Maverick, Sigma decides to make the Hunters' victory for naught by taking them down with him. X tries to save Zero but is ambushed by Sigma and both Hunters are critically damaged. Zero manages to finish Sigma off, then the endings diverge again depending on the player character. If Zero defeats Sigma, he reflects on his origin and life before dying.
If X defeats Sigma, he inherits Zero's beam saber weapon and continues to fight as a Maverick Hunter. The main gameplay remains the same. Unlike X4, the player has access to both the shooter X and the swordsman Zero when starting the game. Depending on which character the player uses to start it, the other one will be affected negatively with X losing his X4 armor and Zero losing his buster.
There are four armors for X—his Ultimate Armor, the upgraded armor from Mega Man X4, and two others that must be assembled from capsules. However, X cannot wear parts of these armors separately.
X can also no longer shoot his buster through walls, and each character has the ability to duck. Zero is able to find and use the capsules. Besides regular enemies and bosses, X and Zero can be chased by a phantom virus that will try to infect the characters.
If X is sufficiently infected by enough viruses, he will enter a state where his health rapidly declines. However, if Zero is sufficiently infected, he will become invincible and gains much more attack strength. The effects of the virus subside after a few moments for both characters, after which they return to normal.
The most prominent difference in this iteration is the time limit of 16 hours, until the space station Eurasia crashes into Earth. Every time the player enters a stage, one hour expires. At any point between levels, the player has the option of firing the Enigma at the Eurasia. If the Enigma misses, then the player has the option of launching the shuttle. Whether the crash is prevented or not is determined by random chance.
If the crash is not prevented, the course of the story is changed. Due to the nature of the storyline, there are multiple endings. Whether X or Zero is used to defeat the last boss also affects which ending is seen.
As stated by producer Keiji Inafune, «I had very little to do with X5. I just told the team to 'finish off the series with this title,' and left it at that. That's why the game itself has a real feel of finality to it. While incomplete, they'll be displayed as unarmored X with a custom palette see details below - Gameplay: - Dark Hold: can be cancelled. Dash speed penalty removed. While incomplete, they'll be displayed as unarmored X with a custom palette.
Since we're keeping the flight as a complete armor bonus, the Leg Parts will give you a customized Air Dash instead. It does contact damage and gives you invincibility. You get to keep it when the armor is complete. Since that doesn't do much for the game's balance except being annoying, and the Gaea has enough drawbacks as it is, the penalty was removed. FAQ: Current status of the project?
August Keeping an eye out for any remaining bugs in the v2. No new major features are being worked on. Status on the retranslated script? It is what it is. This script wasn't edited by me, and I'm not personally making edits to it now. You still have the option to play the hack with the original game's script. Why keep the Falcon Armor's flight and the Giga Attacks for the completed armors instead of the individual armor parts?
I thought having the full Falcon flight from pretty much the start of the game was too unbalanced. Besides that, there's also a technical limitation: there's no underlay sprites unarmored X for those moves. I could theorically import them from X6, the Falcon Armor ones at least, but the player graphic files are compressed, and I don't currently have the tools or knowledge to handle compressed graphics files.
Why can't the Falcon Armor charge special weapons? Can the Gaea Armor have special weapons at all? They can be activated, but the graphics for them don't display correctly. And, again, modifying them would require editing compressed graphics files. Will you ever make the armors actually be displayed by parts, like in X1-X4? I don't know. I haven't really tried yet, and I don't currently plan to. It's a big leap in technical difficulty. Is there gonna be a patcher tool like in X6 Tweaks?
No, I prioritized working on the actual hacks this time. I don't like thing Besides the included patch variants, the readme has a bunch of instructions to revert some of the changes manually.
I want to work on my own hacks for this game I made my documentation available in the download page. Sniffing through stage select stuff now, will probably have a TCRF article up in a few days.
These always interest me. I just have to wonder why the Battle Network games are never among the Mega Man games that get beta dumps. GBA carts are very difficult to come by. The PSX betas we are usually massed produced discs sent to the press. Character Select: Oh man, I like that a lot better. They probably thought the chime hits weren't edgy enough.
Admittedly, they used too much later on. Good loop, but oh yeah, the main portions feel completely empty. Intro Stage Z : Oh yeah, definitely onto something there at the beginning!
Gets ugly, though. Axle: Superior instrumentation and key change, but those progressions and the melody lines are just inferior. Too much backup synth. Duff: Honestly, this is pretty nice and appropriate for the stage.
But nothing brought a wider smile to my face than Bubble Crab's theme remixed. Also there's a melody in here that sounds too much like Axle's. Mattrex: Nah, weak, I was hoping for the guitar to kick in way harder than what we wound up getting, which isn't hard at all.
I would like Mattrex's theme if it had some very hard guitar driving the rhythm and main melody. Adler: Ooh. This is far superior already, all they needed to do is tone down the volume on the synths and the rhythm guitar. Boss: EUGH, no. Dynamo: Ha, makes him sound like a hero. What we got nailed it. X vs Zero: My favorite, I'm so excited, let's see what this sounds like! Stage Start: About the same. Maybe better? Mission Report: Ouch, that howling synth is offensive.
This would be good for maybe the initial blast to Zero, then use the one we got for the Zero ending. Light: Neat. Maybe a little overbearing and too bright, but certainly appropriate otherwise. Weird regardless. Good find, all in all! A lot of this music is really interesting, mostly because the composer has instrumentation and rhythm down, but the melodies are all TERRIBLE and dissonant. Like the first step was "this feel of song" and the second step yet to be taken was "OK now actually write the song".
It would seem that one alternate track was glossed over in the initial announcement.
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