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- NOTE: There are two versions of 1.1.0. The change was very mild though, so the developers didn't see a need to increment the version. "By the way, I made a small fix like 2 hours ago that should improve responsiveness of slides that follow landing a jump. I didn’t bother incrementing the version, so you might want to redownload 1.1.0 in case." - Gabriel
- Changes (by stage) in v 1.1.0:
- Trinitro -
- ** In many explosion room (with the 1-up), far-left explosive platform is moved to the right a tile.
- ** Ceiling extends into the next room (the next room being the one with the three red birds and two explosive platforms). It affects the following room as well.
- Nail -
- ** "In Nail Man’s stage, just before Nail Man, the spikes on the floor are lowered one tile (presumably for the purposes of EZ block placement)." - Jason Man
- Tank -
- ** Last area before boss, the first ceiling conveyor area, the second set of barrels is lowered a tile. (First set is 6 barrels high, while second set is only 3 high instead of the previous 4.)
- Comet -
- ** In the first area where you see those sparkly things on the tracks, the Met-laser guy is NOT there in between them anymore.
- Jet - None?
- Yo-yo - None?
- Glue -
- ** First flying-shooter dude seems to be a bit lower?
- ** Slide glitch on need-explosives-to-break-down platform no longer zips the player to the right.
- ** In primary path, after 2 platypi and after first drop, missing spikes?
- Rainbow -
- ** O_O (First room where you see the spreader has changed dramatically. Raised platforms on left. No pot of gold dude. No extra platforms on right.)
- ** Three rooms before miniboss, there's that set of 3 laser redirectors. There's an added platform on the right.
- **** "The death spikes on the right corner have also been removed." - Jason Man
- ** Room after miniboss, extra block platform added. Probably for spawning purposes (and indeed, that is the new spawn point).
- ** Room with 1 laser, 2 redirectors, and pot of gold dude on top-right, laser takes a bit longer to fire it seems.
- ** Room with 3 lasers and 3 redirectors facing straight down, both left and right lasers fire instantly (as opposed to right firing instantly and left waiting a bit). Ladder and energy seem to be moved over to the left too.
- ** Room with 1 laser and 1 spreader (and drop to the left), more platform space and less spikes.
- Wily 1 -
- ** Area where you first use Rush Jet (with two flying shooter guys), bottom set of spikes seem to be fewer on the right side than before.
- ** After first checkpoint, first vertical platform doesn't have any parts that drop. I think previous versions had one in the middle.
- ** (YES!) You can still use glue near the very top of the vertical section (or Rush Coil) to bypass the dropping part.
- ** Beginning of last Rush Jet segment, Red Helmet dude replaced by Met-laser.
- ** Beginning of last Rush Jet segment is no longer checkpoint when reaching boss room. It's the beginning of the boss room before the autoscroll now.
- Wily 2 -
- ** Checkpoint changed, similar situation as Wily 1's.
- Wily 3 -
- ** Death during screen scroll glitch fixed. It's...nah, not gonna bother trying to explain it. It's fixed.
- ** Checkpoint changed, similar to others.
- ** ...gah, I was hoping these cs's would be skippable.
- Wily 4 -
- ** Room after first drop (the room with all the spikes), the left side's spike that separated two platform previously is now a platform.
- ** Jet segment - Second room no longer has spikes along the ground.
- ** Quick kills for Rainbow Man and Jet Man are no longer possibly with the previous setup. You lose complete control of Mega Man upon entering those boss rooms.
- ** Glue segment - One of the gluey enemies is removed in the first screen.
- ** Tank segment - Spikes on the ground at the beginning were removed.
- ** Couple of rooms before final boss room, the pop-top dude from Tank's stage is no longer there.
- ** Room before boss room, E-tank replaced a large energy, and a W-tank is also now there.
- ** More long, unskippable cutscenes...
- ** Wily Hopper waits a little longer after landing his jumps before he starts moving (in either case).
- Wily 5 - None? For those of you that love doors, they're all still there. Boss seems more aggressive too, but maybe I've just gotten better at dying faster to him.
- ///
- General Changes/Fixes:
- ** Sliding to the right edge while miniboss is exploding no longer does damage.
- ** Glue zipping no longer works, whether you're sliding on top of glue or sliding underneath it.
- ** Occasionally, when I killed one of those screen zappers, the death animation appeared on my head instead of where they were...not sure how to explain it.
- ** If you've already progressed in the Wily stages, game over, and save your game, your progress is still tracked in Wily stages. This was already a feature before. However, the cutscene that usually occurs at the end of 8 robos is not repeated.
- -- Most everything mentioned by the developers I didn't bother re-mentioning. I mainly did this to see what I could find about what changes were and were not made. Overall, I like the changes (even if some time-saving glitches were removed, the game is much more solid now all-around).
- -- Also, regarding the change for saving post-game: You save the game, and that tracks in-game time (which may be of great interest to speedrunners of in-game time). When you load and play through Wily stages, it's starts you back at Wily 1.
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