Quoted from Rcade:I agree Dug, that another Wovlie hero mode tacked on would feel kinda superfluous, and just make an already challenging mode even more difficult....which I don't think would make things better.
However, I do think that a quick Wolvie/Logan hurry up mode before WXMB starts might be some nice spice. In example:
-hit Wolvie the requisite amount of times to start WXMB as you would normally, but now instead of going straight into the MB, there's a hurry up combo mode started (let's say.....25 secs?) that you play that would add playfield multipliers for when the MB starts.
-so during the quick hurry up, making certain combo strings (beast-storm-Pheonix*ball lock on*, or storm-Clops-rogue*ball lock*, or Clops-storm-iceman-Xavier?) would bonus the player certain bonus "buffs" for the upcoming WXMB.
-either way, at the end of the hurry up, WXMB would start.
-notice on the combos that they all end with a shot that can be "held", in order to initiate WXMB mode dots. Make any of the successful combos, ball end held so that WXMB starts with the appropriate bonus(es)
-if the player fails to succeed in any combos after the 25 secs, then Wolvie would flash. Hitting Wolvie would initiate WXMB "normal", with no bonus multipliers.
Now, obvious problem with lighting choreography with this scenario if stacking is going on. Could, and probably will, turn into a cluster f@$k. But as it is, players got to have a good dose of multitasking awareness to be successful at XM....so what's one more layer gonna do? :p
What if when you first started Wolverine you had to make a specific timed combo for wolverine to break out of the water tank. Then if you made it you would start running the halls in a multi-ball just like it is now. If you miss the combo the mode ends with him screaming nooo and he is still trapped in the water tank. ??