MegaMan: Dr.Wily's Revenge - Director's Cut
Overview
Feature Quest
Creator:
Peteo
Genre: Story-driven
Added: 04 Dec 2004
ZC Version: 1.92 B182
Downloads: 1514
Rating[?]:
|
Download Quest (3.08 MB) |
Information
The ultimate and final version of MMDWR. The already huge quest got even bigger when I added 2 new levels, new cutscenes and the 10 hidden extra statues.
I made various graphical and musical enhancements, improved the already existing levels, and the most important thing for many people: I lowered the difficulty of the quest drastically. The insanely hard quest became beatable for everyone. But there are still tough challenges for very skillful ... [View Full Description]
I made various graphical and musical enhancements, improved the already existing levels, and the most important thing for many people: I lowered the difficulty of the quest drastically. The insanely hard quest became beatable for everyone. But there are still tough challenges for very skillful ... [View Full Description]
About Reviews Comments Forum Topics
ObnoxiousOboe
Posted 11 April 2016 - 02:27 AM
I haven't played this game yet, but I have seen BikdipOnABus do a terrific playthrough of this game way back in the day, so I will give an educated review to those who are interested in this game.
First of all, unlike a few of the reviews in this thread, MMDWR is not a bad game. The graphics are stunning; this is probably one of the first Zelda quests to go beyond the standards of a Zelda quest and use advanced properties like well-designed tilesets and timed cutscenes and dialogue warps. It has probably been used as a model to dozens of ZQuest users who want to take their game a few levels higher. And you can probably tell Peteo did not do this in one day. It probably took him a couple years to nearly perfect the game (albeit a few bugs), getting the D-Map "scripts" in order (which means trying to redesign the D-Maps for Mega City and the Factory), Lots of layering, texturing is good, a good selection of items, and some use of multiple timed warps.
That being said, my main criticism of this game is probably the story. While the plot is fairly good, with Dr. Wily kidnapping Roll aboard a spaceship and luring Mega Man to him, I do not care for the Zelda crossover with Mega Man. Mega Man's universe is Earth. Zelda's universe is Hyrule, a different realm. The idea of having a fantastic entity combined with a sci-fi setting may be a little bit farfetched. But I understand this game was created before Zelda canon became a big deal, so I am not going to bash the game because of inconsistencies. Also, some of the music is a little questionable, like using the Mega Man 5 main theme for a dungeon or using too much Chrono Trigger.
So overall, here are my standings:
- Quality: 5 stars
- Graphics: 5 stars
- Story: 3 stars
- Music: 4 stars
Mega Man: Dr Wily's Revenge: The Director's Cut is an interesting game and if you would like to design a fairly advanced game, I would recommend trying it out for a bit of inspiration.
First of all, unlike a few of the reviews in this thread, MMDWR is not a bad game. The graphics are stunning; this is probably one of the first Zelda quests to go beyond the standards of a Zelda quest and use advanced properties like well-designed tilesets and timed cutscenes and dialogue warps. It has probably been used as a model to dozens of ZQuest users who want to take their game a few levels higher. And you can probably tell Peteo did not do this in one day. It probably took him a couple years to nearly perfect the game (albeit a few bugs), getting the D-Map "scripts" in order (which means trying to redesign the D-Maps for Mega City and the Factory), Lots of layering, texturing is good, a good selection of items, and some use of multiple timed warps.
That being said, my main criticism of this game is probably the story. While the plot is fairly good, with Dr. Wily kidnapping Roll aboard a spaceship and luring Mega Man to him, I do not care for the Zelda crossover with Mega Man. Mega Man's universe is Earth. Zelda's universe is Hyrule, a different realm. The idea of having a fantastic entity combined with a sci-fi setting may be a little bit farfetched. But I understand this game was created before Zelda canon became a big deal, so I am not going to bash the game because of inconsistencies. Also, some of the music is a little questionable, like using the Mega Man 5 main theme for a dungeon or using too much Chrono Trigger.
So overall, here are my standings:
- Quality: 5 stars
- Graphics: 5 stars
- Story: 3 stars
- Music: 4 stars
Mega Man: Dr Wily's Revenge: The Director's Cut is an interesting game and if you would like to design a fairly advanced game, I would recommend trying it out for a bit of inspiration.
C-Dawg
Posted 08 June 2015 - 01:08 PM
Yeesh, I hope you boys never review anything I did back in the pre-2.5 era!
You have to keep context in mind when you're reviewing a quest this old. It was put together using a version of ZQuest that did not have scripting or FFCs, and was at the cutting edge of what could be accomplished at that time. Some of the visuals are not stellar, sure, but when you're talking about the design decisions involving kinds of enemies or traps or whatever, remember that the designer did not have much else available to work with. You have to give this quest credit for pushing the envelope and delivering a good experience beyond what the engine was expected to be capable of.
There were certainly some quests that did not push the envelope, but just strove to be excellent implementations of what ZQuest was designed to make. For example, Mystic Land promised to be a quest like that. But, by and large, these quests never got completed. (Lost Isle is remarkable for being one that was.)
In context, this quest deserves 4 or 5 stars.
You have to keep context in mind when you're reviewing a quest this old. It was put together using a version of ZQuest that did not have scripting or FFCs, and was at the cutting edge of what could be accomplished at that time. Some of the visuals are not stellar, sure, but when you're talking about the design decisions involving kinds of enemies or traps or whatever, remember that the designer did not have much else available to work with. You have to give this quest credit for pushing the envelope and delivering a good experience beyond what the engine was expected to be capable of.
There were certainly some quests that did not push the envelope, but just strove to be excellent implementations of what ZQuest was designed to make. For example, Mystic Land promised to be a quest like that. But, by and large, these quests never got completed. (Lost Isle is remarkable for being one that was.)
In context, this quest deserves 4 or 5 stars.





