MMDWR DC Help
#541
Posted 19 April 2006 - 05:54 PM
#542
Posted 20 April 2006 - 09:43 AM
*goes back to sequence break Wilys Revenge* ^_^
EDIT - oh yeah testing, sorry Peteo I have been busy. You can send it to my email add. You should know it already. If not then I'll have to post it again.
Edited by Johan, 20 April 2006 - 09:44 AM.
#543
Posted 20 April 2006 - 11:18 AM

I have no idea how to get around to that switch, I checked the maps but this dungeon is pretty large and it's pretty tough to follow where I need to go. I have a feeling those cracks might come into play somehow so I can get in those pits to go down but the next room is on that wall.
#544
Posted 20 April 2006 - 03:21 PM
#545
Posted 20 April 2006 - 05:11 PM
#546
Posted 21 April 2006 - 07:38 AM
Was your first save file for the original Wily's revenge, or did you just get so much better with the quest your second time trhough?
Welcome to the club of people who have finished MMDWR! Now do a quick run or 100% run or just sequence break like everybody else seems to be doing
#547
Posted 21 April 2006 - 09:41 AM
Sequence break it? The bug Jish posted about getting the saber early leads to a "hub' that's hard to navigate and can lead you to many places.
#548
Posted 21 April 2006 - 10:13 AM
Welcome to the club of people who have finished MMDWR! Now do a quick run or 100% run or just sequence break like everybody else seems to be doing
I guess I got so much better my second time
#549
Posted 21 April 2006 - 03:02 PM
The old one got deleted/overritten at both the PureZC and the AGN Quest Databases. And I think I don't even have it on my computer anymore. I have to check it though... Oh well, I'm sure someone still has it, though it sucks pretty bad when compared to the DC.
Oh and 56 deaths only? That's an awesome result I'd say. Some people have died almost 300 times so 50 isn't bad at all.
#550
Posted 03 May 2006 - 04:24 PM
EDIT:Nevermind got it.
Edited by asdf5000, 03 May 2006 - 04:29 PM.
#551
Posted 05 May 2006 - 04:57 PM
Generic Bugs
- The warp to talk to the guy who says "That @#$*!@#*$ machine ate my credit card" seems to be a tile too low. Was that intentional?
- I'm surprised this one went so long without being found. In the guessing game, there are a few pits that dump you onto a rock. You can get off, but it is still kind of buggy. But more importantly, in the last room, the pits stick you in a wall, and you have no way of getting out sans continuing! Big problem.
Non-Stupid Player Continue Bugs
- If you enter the large house in Lapin from the right side, then Continue, you will appear in the Guessing Game house. Very, VERY minor, but a bug nonetheless.
- Hmm... continuing in the Iso Dome after entering the first "block-pushing maze" in the basement seems to give the level dungeon-like qualities: automatic layers on the outside, auto-steps on each screen, inability to enter doors... Luckily, saving fixes this.
Stupid Player Bugs (mostly continuing in cutscenes and stuff)
- Continue while the people blocking Stoneville talk to you, and you will appear far, FAR away in a bunch of layer screens and whatnot. This applies to some (but not all) people in Mega City as well, so I'm grouping them together. An example of one person that does mess things up is the guy by the ATM in the NE corner of the city.
- Same goes for the sign-type things in the overworld that point you in the direction of places of note.
- Continuing during the conversation with the guy near the Triforce display in the Museum takes you to the under passage thing. ... In the Dragon's Lair! I honestly did not see that coming. I was also shocked by the fact that the Level 3 boss was on the same map as the Museum ... and ended up being warped to the ship inadvertently. That was just me screwing around, though. You can only reach that stuff with F11.
- ....Wow. This isn't really anything new, but I found it rather amusing. If you continue while looking at the overworld map near Tornis / Mega City Harbor, you appear in the 2nd basement of the Thieves' Hideout, with an incorrect palette. You can't go anywhere, since you're stuck in a wall, but you can go left off the screen and find the Grapple Beam. (You can't get it though)
- If you continue in the in-between screen when you enter the building on the right on the screen with two apartment entrances, you appear on the top floor of the left building. I'm surprised this one worked out so nicely.
- Another in-between bug, this time in Lapin Town's shop. It takes you to *dramatic pause* the Iso Dome password thing again! Yay! "5 1 4" with 3 highlighted this time.
- We've got another one of those in-betweeners. This time it's the house with the guy that says his wife went on a cruise. And it takes you, once again, to the Iso Dome password thing. This time, it's "2 5 4" with 1 highlighted.
- Much like the boss from the Power Station, and perhaps many others to come, continuing after the boss is dead locks you out of the Triforce room for all eternity.
- Yeesh, lots of problems with the Beat / Whistle place. You can not only prevent yourself from ever getting the Whistle, but if you continue during the part where it is a closeup of Mega Man, it sends you to the cutscene at the beginning of the game!
- Secret Facility boss - continuing in the "silent" part after the boss is dead makes you repeat the whole fight, and continuing during the warp out throws you in some black screens.
Other issues - graphics, typos, gameplay stnanks
- This has actually bothered me for a while. In the overworld Bomb shop (and presumably other bomb shops as well), there are shelves in the background with bombs on them... but they are the old Super Metroid Power Bomb things from the non-DC quest.
- I noticed a bit of a design flaw, but it may have been intentional. There is a locked door in Iso Dome that you never actually have to open - the one that leads to the screen with blocks on top and bottom, a password piece, and lots of Gels. You can enter this room from above to find the password piece and save a key in the process. Similarly, you can choose to not get a certain LEP in the Power Station or 50 Zens in the ? Dome. If you skip all three of these, you can have up to 5 extra keys counting the 2 secret ones.
- Gah ... it's possible to trap yourself in the second Iso Dome basement block maze. I don't expect you to try and fix this, but it was worth mentioning. On a somewhat related note, you can skip the bombing puzzle on the second screen on it entirely by pushing the block on the far left and then just going around the whole thing.
- This one has bothered me for a long time. Besides the Whistle, is there any way to get out of the mountainy area that leads to the Mines? The only way out that I can see is blocked by the two rocks. Maybe change them to push-infs.
- Typo in Lapin's apartment. One guy says "we like it in here Lapin Village", when it should be "we like it here in".
- Typo in Mega Zone - the guy at the counter says "strenght"
Random comments
- Hey, you lied! The "an error has occurred" message WAS made by you. I found it among some Mega City layers, the ? Dome computer dialogue, stuff for Torlabs and Wily's secret lab, and layers for the Ms Mariel mini-boss.
- What is the significance of the 550 in "Teacherbot PZC-550"? I normally wouldn't think twice about it, but the PZC thing is kinda suspicious.
- I found the Wallet in the Mega City apartment just now. Niice.
- Just a question. What's with the entrance/exit thing in the first door in the Iso Dome? I can't figure out why it's there.
- Unlike many other cutscenes, the one after you get the Power Chip actually doesn't have a continue bug in it. Yay!
- I didn't mess around with the password generator too much, but it doesn't seem to have any issues any more (if it ever did at all, other that the game-killing bug I pointed out before and you reportedly fixed). Continuing just throws you back in with a number already up, but you can easily get out of it.
- I noticed that there were some tiles that reset the room directly south from the entrance to the Iso basement, but I wasn't sure what they did ... until I continued during the boss fight. Very clever way of fixing that bug.
- The Forest and Secret Facility seem to be nearly 100% bug free. Harangue! See stupid player bugs for the one problem.
Well, there you have it, Jimmy-jimmy. There have been parades honoring The Cheat. ... I mean, that's all the bugs I've found thus far. It may be a while again before another update.
Edited by Jish, 05 May 2006 - 04:58 PM.
#552
Posted 06 May 2006 - 05:37 AM
Anyways, I'll comment some of the bugs:
I'm surprised this one went so long without being found. In the guessing game, there are a few pits that dump you onto a rock. You can get off, but it is still kind of buggy. But more importantly, in the last room, the pits stick you in a wall, and you have no way of getting out sans continuing! Big problem.
- Oops, I have to fix that then.
This has actually bothered me for a while. In the overworld Bomb shop (and presumably other bomb shops as well), there are shelves in the background with bombs on them... but they are the old Super Metroid Power Bomb things from the non-DC quest.
- Heh, nice find. I have to fix that as well.
I noticed a bit of a design flaw, but it may have been intentional. There is a locked door in Iso Dome that you never actually have to open - the one that leads to the screen with blocks on top and bottom, a password piece, and lots of Gels. You can enter this room from above to find the password piece and save a key in the process. Similarly, you can choose to not get a certain LEP in the Power Station or 50 Zens in the ? Dome. If you skip all three of these, you can have up to 5 extra keys counting the 2 secret ones.
- This is intentional. Even with all the extra keycards people still seem to run out of them easily. :shrugs: Though maybe 5 is too much, but they won't know about the possibility of getting 5 extra keycards if they don't read your post so meh...
What is the significance of the 550 in "Teacherbot PZC-550"? I normally wouldn't think twice about it, but the PZC thing is kinda suspicious.
- Ah, it has no special meaning. PZC=PureZC obviously and 550... well, that's the number of the buss that takes me to work daily.
Just a question. What's with the entrance/exit thing in the first door in the Iso Dome? I can't figure out why it's there.
- I don't remember anymore, but I'm sure it has something to do with the continue bug and avoiding it in a clever way.
Once again I say it's fun to read your bug reports especially because most of the bugs firtunately are "Stupid player bugs".
I can't thank you enough for the amount of work you've done lately. But, thanks anyways!
#553
Posted 06 May 2006 - 08:42 AM
i'm glad this error message was there... im also happy to hear that the new megaman quest isnt that far off of being made/released.
Edited by franpa, 06 May 2006 - 08:45 AM.
#554
Posted 13 January 2007 - 07:29 PM
Anyway, I'm having problems. Where do I go now? Here's a list of all the items I have:
Lv2 Ninja Star (blue)
Missile Chip/missiles
Advanced Heat Beam
Beat's Flute
E-Tank
1 Triforce
Power Chip
I have NOT beaten the forest, Iso Dome, or the Secret Facility. Are one of those where I need to go? I remember Dr. Light mentioning going to the mountains, but where in the mountains. And I seem stuck in the Iso Dome, can't find enough Keycards to continue for some reason
#555
Posted 14 January 2007 - 01:46 AM
Oh and if enemies cause you troubles, you should visit the Forest because with Beat's Flute you can kill the boss there and after killing the Forest Boss you get a very helpful item.
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