
X has a “new cousin”, who is kind of like a double of him. Okohara: In order to add individuality to X and Zero’s stories, we added characters that only appear in one mode or the other. There are a number of new characters this game, but the female character Iris is especially interesting. Even in the single city scene, it’s nothing but Reploids. Also, to strengthen our theme of “Robots and The Future”, we decided not to include any humans this time. Okohara: X has a lot of issues with fighting itself, so he throws away those upgrades once he no longer needs them. (laughs) We like to say he’s a masochist who enjoys the thrill of danger. Takenaka: Well, there’s the fact that X, at the end of each game, always gets rid of his suit enhancements. Are there similar “must have” things like that with the X series?
#Mega man x4 intro stage famitracker series#
The original Rockman series has a few staple features, like the way spikes=instant death. Takenaka: Yeah, the boss voices were recorded in CD quality. The voice data, too, really ended up being too much… There was so much data for both X and Zero, that we had to employ a compression routine to store it all, then decompress it when you actually load a given stage. So, for example, if he’s walking and he suddenly stops, his hair comes to a rest in a more natural way. Okohara: Zero’s main body and his hair are made up of two different sprites. There were twice as many sprite animation patterns to create too.

In particular, we struggled in the beginning with the massive amount of backgrounds we had to draw, but I think they came out looking really nice. The CG, voicework, and other technical aspects are a huge jump up from the previous Super Famicom games. To address that, we raised his attack power and added Street Fighter-style moves, so he feels completely different from X.

Okohara: Yeah, his sword doesn’t have any reach, and they thought it would make the game too difficult. MMX4’s rendition of Zero, whose flashy moves are designed for close combat.
