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MMU 1.1.0

Aug 4th, 2013
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  1. 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
  2.  
  3. Changes (by stage) in v 1.1.0:
  4.  
  5. Trinitro -
  6. ** In many explosion room (with the 1-up), far-left explosive platform is moved to the right a tile.
  7. ** 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.
  8.  
  9. Nail -
  10. ** "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
  11.  
  12. Tank -
  13. ** 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.)
  14.  
  15. Comet -
  16. ** In the first area where you see those sparkly things on the tracks, the Met-laser guy is NOT there in between them anymore.
  17.  
  18. Jet - None?
  19. Yo-yo - None?
  20.  
  21. Glue -
  22. ** First flying-shooter dude seems to be a bit lower?
  23. ** Slide glitch on need-explosives-to-break-down platform no longer zips the player to the right.
  24. ** In primary path, after 2 platypi and after first drop, missing spikes?
  25.  
  26. Rainbow -
  27. ** 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.)
  28. ** Three rooms before miniboss, there's that set of 3 laser redirectors. There's an added platform on the right.
  29. **** "The death spikes on the right corner have also been removed." - Jason Man
  30. ** Room after miniboss, extra block platform added. Probably for spawning purposes (and indeed, that is the new spawn point).
  31. ** Room with 1 laser, 2 redirectors, and pot of gold dude on top-right, laser takes a bit longer to fire it seems.
  32. ** 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.
  33. ** Room with 1 laser and 1 spreader (and drop to the left), more platform space and less spikes.
  34.  
  35. Wily 1 -
  36. ** 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.
  37. ** After first checkpoint, first vertical platform doesn't have any parts that drop. I think previous versions had one in the middle.
  38. ** (YES!) You can still use glue near the very top of the vertical section (or Rush Coil) to bypass the dropping part.
  39. ** Beginning of last Rush Jet segment, Red Helmet dude replaced by Met-laser.
  40. ** 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.
  41.  
  42. Wily 2 -
  43. ** Checkpoint changed, similar situation as Wily 1's.
  44.  
  45. Wily 3 -
  46. ** Death during screen scroll glitch fixed. It's...nah, not gonna bother trying to explain it. It's fixed.
  47. ** Checkpoint changed, similar to others.
  48. ** ...gah, I was hoping these cs's would be skippable.
  49.  
  50. Wily 4 -
  51. ** Room after first drop (the room with all the spikes), the left side's spike that separated two platform previously is now a platform.
  52. ** Jet segment - Second room no longer has spikes along the ground.
  53. ** 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.
  54. ** Glue segment - One of the gluey enemies is removed in the first screen.
  55. ** Tank segment - Spikes on the ground at the beginning were removed.
  56. ** Couple of rooms before final boss room, the pop-top dude from Tank's stage is no longer there.
  57. ** Room before boss room, E-tank replaced a large energy, and a W-tank is also now there.
  58. ** More long, unskippable cutscenes...
  59. ** Wily Hopper waits a little longer after landing his jumps before he starts moving (in either case).
  60.  
  61. 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.
  62.  
  63.  
  64. ///
  65. General Changes/Fixes:
  66.  
  67. ** Sliding to the right edge while miniboss is exploding no longer does damage.
  68. ** Glue zipping no longer works, whether you're sliding on top of glue or sliding underneath it.
  69. ** 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.
  70. ** 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.
  71.  
  72. -- 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).
  73.  
  74. -- 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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