Author Topic: [X2] Broken Teleporter Mystery  (Read 6119 times)

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Offline Joseph Collins

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[X2] Broken Teleporter Mystery
« on: September 12, 2012, 03:53:13 AM »
Alright, I've got one for you guys...

In the Counter-Hunter 4 stage, after the long, vertical shaft in the beginning of the level, there's a pair of teleporters.  One leads to the copy Irregulars.  The other one... is broken.


It's the only broken teleporter in the entire game, despite the fact you'd think the teleporters in the next room would break when you defeat the bosses.

So, my question...  ... where does it lead, or did it lead?  Or alternately, where would you have teleported in from to get there?  Any theories?

Offline VixyNyan

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Re: [X2] Broken Teleporter Mystery
« Reply #1 on: September 12, 2012, 04:05:58 AM »
I can't say about the SNES version, but in the GBC Mega Man Xtreme 2 (X2 Soul Eraser), the teleporter would send you to a fight against the Mega Man Xtreme 1 (X1 Cyber Mission) bosses in the Boss Attack Mode (after beating Extreme Mode).
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Offline Hypershell

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Re: [X2] Broken Teleporter Mystery
« Reply #2 on: September 13, 2012, 03:36:46 AM »
Well, what Vixy said, if you want the straight facts.

I guess I always envisioned that teleporter as a sign that some evil dude (read: Sigma) escaped without wanting to be followed.

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Offline Protoman Blues

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Re: [X2] Broken Teleporter Mystery
« Reply #3 on: September 13, 2012, 04:17:28 AM »
IT WAS WAM-X.

He's been biding his time till now to torture us!

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Re: [X2] Broken Teleporter Mystery
« Reply #4 on: September 13, 2012, 04:25:42 AM »
IT WAS WAM-X.

He's been biding his time till now to torture us!
The moment I saw this I thought of Vile's warehouse exploding in X3.  Don't know why.

Offline Gaia

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Re: [X2] Broken Teleporter Mystery
« Reply #5 on: September 13, 2012, 04:36:18 AM »
My guess for that teleporter is that where they would be keeping Zero/Fake Zero and the robot managed to escape via teleporter. Then again, I don't know but it was a nice touch in Xtreme 2.

Though, if Xtreme 3 DID happen.. Think of the wild ride with an 18-boss attack mode from all three SNES games!
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Offline Flame

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Re: [X2] Broken Teleporter Mystery
« Reply #6 on: September 13, 2012, 06:39:04 AM »
Maybe it led to wherever the main control room is for the whole damn place, and Sigma destroyed it so X would have to go in through the defenses of all the boss teleporters.
...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.

Offline Treleus

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Re: [X2] Broken Teleporter Mystery
« Reply #7 on: September 13, 2012, 09:38:16 AM »
Great excuse for "we couldn't/didn't want to think of an interesting way to build upon how we did final stages in X1, so here's the boss rush mode from Mega Man Classic. Enjoy!"

It was kinda neat that they had you go back to the Central Computer stage with the Intro Stage music (that made it awesome), but also a blatant rehash.

Offline Cherrykorock

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Re: [X2] Broken Teleporter Mystery
« Reply #8 on: September 14, 2012, 01:08:35 AM »
It brought you to a world where Megaman x had no plot holes. Capcom feared they might have to put effort into the stories and freaked out destroying the portal hoping no one would question it.   

Offline Flame

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Re: [X2] Broken Teleporter Mystery
« Reply #9 on: September 14, 2012, 01:11:15 AM »
Great excuse for "we couldn't/didn't want to think of an interesting way to build upon how we did final stages in X1, so here's the boss rush mode from Mega Man Classic. Enjoy!"
The same could be said for X1 you know... It followed the exact same pattern of Boss re-fighting that the original Mega Man did.
...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.

Offline Treleus

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Re: [X2] Broken Teleporter Mystery
« Reply #10 on: September 14, 2012, 02:37:43 AM »
That's true. It could've completely done away with it, and I doubt many would've missed it. But it at least skirted the line between neat throwback and clear rehash instead of crossing over it. It took the iconic boss rush, spread it out, and gave it different contexts. But now that you bring it up, I don't think even the straight-up boss rush needed to come back regardless how it's rearranged.

What would've been a better way to design or envision final stages for Mega Man X, assuming boss refights were off the table? The prevailing notion I'm seeing about why boss refights exist was for you to use the right weapons on all the right bosses; more to the point, it's to beat them to a pulp better than your first fight with them. I've always felt like these refights were kinda filler material, but I never questioned it because it was tradition and just rolled with it.

So instead of just replacing the old 8 bosses with 8 new placeholder bosses (where you'd have to guess their weaknesses all over again), we can make a slight variation by having you fight 2 vs 1 matches instead of 1 on 1s. They're the same bosses with the same weaknesses, but now it's a completely different fight owing to two factors: now you're outnumbered, and now the terrain is different, making the stakes much higher. So, like, what if the boss room checkpoints were better designed to seem like they were actually trying to stop you from progressing? Like timed death traps during the match or hazardous industrial machinery adding tension in the background? These could play out more like special scenario thrillers instead of a bland sequence of boss fights. Better still, your choice of weapons could manipulate the environment to your advantage and buy you time or bring the match to a sudden victory for you.

Offline Align

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Re: [X2] Broken Teleporter Mystery
« Reply #11 on: September 14, 2012, 10:45:11 PM »
Sounds pretty difficult...

Offline Sub Tank

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Re: [X2] Broken Teleporter Mystery
« Reply #12 on: September 14, 2012, 11:51:46 PM »
It's not a teleporter.  It's the upgrade capsule to get the Green Biker Dude's bike.  It's broken for obvious reasons.

Offline Mirby

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Re: [X2] Broken Teleporter Mystery
« Reply #13 on: September 15, 2012, 02:23:33 AM »
It's not a teleporter.  It's the upgrade capsule to get the Green Biker Dude's bike.  It's broken for obvious reasons.
Seems legit. :D
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Offline Joseph Collins

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Re: [X2] Broken Teleporter Mystery
« Reply #14 on: September 15, 2012, 02:59:38 AM »
It's not a teleporter.  It's the upgrade capsule to get the Green Biker Dude's bike.  It's broken for obvious reasons.
I'd rather play as Green Biker Dude himself.  :(

Offline Protoman Blues

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Re: [X2] Broken Teleporter Mystery
« Reply #15 on: September 15, 2012, 06:32:15 AM »
That goes double for me!

Offline Joseph Collins

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Re: [X2] Broken Teleporter Mystery
« Reply #16 on: September 15, 2012, 06:53:43 AM »
Oh, wait a second...  We can!  :D

(I actually just remembered this exists.)