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MMN
Feb 13, 2006 6:59:00 GMT -5
Post by Magitek111 on Feb 13, 2006 6:59:00 GMT -5
I have some questions. When I play the game,MM's buster is charging itself.Is this intentional? The strategy guide and instructions links arent working,what is the order I should fight the bosses in? And what bosses are weak against what weapons? I will be happy if my questions are answered.
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MMN
Feb 16, 2006 0:18:16 GMT -5
Post by Wade Monroe / MaelstormM on Feb 16, 2006 0:18:16 GMT -5
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MMN
Jun 14, 2006 6:14:20 GMT -5
Post by Anonymous on Jun 14, 2006 6:14:20 GMT -5
>_< It says theres a code at the end, and I beat it on Illegal. Yet no code. What the hizzle? >_< I beat an insanely hard game and no reward? ;_; (actually I found it was...incredibly easy after the third time Still though)
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MMN
Jun 14, 2006 23:39:23 GMT -5
Post by Wade Monroe / MaelstormM on Jun 14, 2006 23:39:23 GMT -5
- Vile's his own sprite, built from the ground up. - The password for Illegal is in place, but only in the Newground version (for reasons I keep forgetting to change). ^_^
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MMN
Jun 20, 2006 18:01:50 GMT -5
Post by Anonymous on Jun 20, 2006 18:01:50 GMT -5
Tried beating it on newgrounds before. Nothing. I didnt get it =| My comp isnt slow(and I dont think something like that was implicated here anyway)
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MMN
Jun 20, 2006 21:59:35 GMT -5
Post by chris37599 on Jun 20, 2006 21:59:35 GMT -5
I find the spikes in the space stage to be very cheap. I can't find a way to safely go below any of them, or jump over them, because the space is too freaking small! >_<
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MMN
Jun 20, 2006 22:42:03 GMT -5
Post by Wade Monroe / MaelstormM on Jun 20, 2006 22:42:03 GMT -5
This game shouldn't use any of the OS detecting if I recall right. Haveta double check it myself I guess when I'm home. As for the spikes, practice, practice, practice Also don't forget to cut your jumps short by hitting down.
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MMN
Jun 21, 2006 14:14:32 GMT -5
Post by Wade Monroe / MaelstormM on Jun 21, 2006 14:14:32 GMT -5
OMG! Whoever made this game is evil >.<
I beat it on newgrounds on illegal and didn't see the code, sooooo guess that means I got some fixing to do >.>
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MMN
Jul 5, 2006 0:40:29 GMT -5
Post by Anonymous on Jul 5, 2006 0:40:29 GMT -5
Fixed yet?
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MMN
Jul 6, 2006 23:03:05 GMT -5
Post by Wade Monroe / MaelstormM on Jul 6, 2006 23:03:05 GMT -5
Part of the coding, yes. Corrected version probably will be live sometime during my weekend coming up.
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MMN
Jul 18, 2006 1:31:54 GMT -5
Post by Wade Monroe / MaelstormM on Jul 18, 2006 1:31:54 GMT -5
Well poo. Seems like after the reformat the meat and potatoe's of MMN are lost forevermore so I can't add the new code to it Sooooo... guess this'll be the first time I do somethin like this, but I'll add the cheat code into the strategy guide section at the bottom. (Cause the email thing just ain't happening).
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MMN
Dec 31, 2006 20:39:29 GMT -5
Post by brickman on Dec 31, 2006 20:39:29 GMT -5
I know no one's posted in this thread for a while but... I just finished the normal mode of this game and tried hard mode. Why? It certainly wasn't that it was too hard--in fact this was in fact the first time I ever gave it a real, concerted effort. I have played through MMXN on every difficulty with every character, multiple times for most of them, and blasted the hell out of Roll Next before it was even finished to the point where I think of all the bosses but the final ones as quite easy (and I consider myself having a bad day if Roll hits me more than twice), but I never played this one. The reason is a decided and obvious lack of your usual polish (probably since it was your first game).
I realize that's probably the reason you're doing a remake (or at least were going to--I assume you scrapped it?), but I feel I should state exactly what I found bad because I know you're going to continue making games in the future and there are things from here I wouldn't want to see repeated.
First, it looks somewhat amateurish. I have nothing against 8 bit sprites, but the backgrounds are all sloppy, most look hand drawn, and circuitry man's stage is hard to look at without purpose (Jazz's stage in Roll Next has a THEME, and it uses colors that don't clash as much and are pretty, but this stage just flashes between the clashiest colors you could find). Invisible walls at the beginning of stages and even sub-stages are common (always always always use the non-scrolling edge of the screen as your left wall if you don't have something better), and the music you have to put up with for the first two wily stages and bosses is awful. Certain other things, such as the dragon boss's attacks, look ugly as well. The entire tank level looks sloppy. But I think the thing that put me off the most was the size of your charged buster shots--giving the player an attack three times as tall of them looks bad, especially if its a regular attack rather than a special and limited one--mostly because seeing that attack absorbed by an enemy a fraction of its size and then not killing it looks awful. The flashing "Next" buttons look tacky as well, it would have been much better to just run off the side of the screen or the bottom (with a flashing down arrow of course). That doesn't create a good first impression of your game.
The gameplay is better than the presentation by far, but still far from top quality and with design choices I cringe at. Enemies are all either no threat at all or tests of skill by themselves. The special weapons are woefully unbalanced, with circuitry shield, stealth body and whirlwind whatever-it's-called stealing the show (on a relative scale--your tiny ammo allotment meant ANY special weapons were barely used outside the bosses weak to them, but those three were the only ones I ever considered using) and cameo cannon and that punch being absolutely worthless wastes of ammo except against bosses weak to them. I think this is the reason most MM-style games give each master weapon its own ammo bar--so you don't end up only using one or two. Restarting the entire level if you die is almost inexcusable considering you have what look like they should be checkpoints built into the levels all over (and the difficulty). Having bosses turn invincible after being hit does not combine well with giving the player rapid fire capability on their main attack--I went through half the game before realizing why I was only doing a fraction of the damage I could have done by charging, since the game never overtly tells you they're going to do that either and its hard to see the flashing when you've got that many shots on top of them (and because I never actually played the original MM games and am not used to that mentality). I think it would have been far more fun to get rid of flashing bosses entirely and just give them more health if you're going to give the player rapid fire. At least it was refreshing to be have your ammo recharge during the fights, and both the rapid fire and the auto-charging are more fun than the normal megabuster.
The lack of any save function at all, and thus the requirement to play through the entire game in one sitting, is quite disturbing, since there are 11 levels and (counting rematches) 24 boss battles against 16 unique bosses (10 levels and 20 boss fights on normal mode). I think the reasonable cutoff for not including a save function is, like, 5 levels
But the difficulty level implementation is what made me just stop playing and forget about the last, what, four levels and two bosses? Chopping off the final levels on easy mode is perfectly fine, mind you (though doing that. But looking at hard mode looks to me like a clear case of "designing the game for easy mode and then asking what could make it harder" rather than designing it for both. "Limiting" special energy is fine, though a dangerous path to go down even when done carefully, but you took off at least four fifths of the special bar, limiting the player to using two or three special attacks over the course of an entire level, and of course just removed them on the hardest setting. Not fun. I have never once seen a game that I thought would have been better with limited continues or worse if its limited continues were removed, but this game is an especially poor choice for limited continues considering your goal designing it was to make it as hard as possible and you included no save yet plenty of length. For some reason you decided to not refill lives in hard mode after levels even though you did on easy, which made continues even more of an annoyance. Hiding continues among enemies within the levels was a mediocre idea executed poorly, as there was no indication when you actually did it but the counter in the corner incrementing and no pattern/logic/reason to where the continues were (its far better to use items for continues, which you can then design extra challenges for).
Eventually I got tired of it and quit my hard mode game (with more than 10 continues remaining mind you) in the Wily levels.
I realize this was a learning experience and your first full-length game. And I couldn't do it. I can tell you obviously learned a LOT from it, because your other games show great improvement--in fact if it weren't on your site I wouldn't believe this was by the same author as them. But I'd just be lying if I said I thought this game was well done, and I'm not someone who showers compliments because it makes the author feel good unless they're deserved. I'm mostly posting because you've expressed desires to make both a remake and a sequel to this (though both seem to be gathering a lot of dust and I'm guessing were scrapped). I just figured if you were going to (and even if not, since you're going to continue making SOMETHING and feedback about what is and isn't good can't hurt couldn't hurt) I'd like to have my opinion on this stated.
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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MMN
Feb 16, 2007 16:06:44 GMT -5
Post by Pineappler on Feb 16, 2007 16:06:44 GMT -5
Well, first, I'll start this with an announcement. Something gives me the impression people had thought I'd beaten Illegal already. In honesty I had never tried it. I did beat Hard Mode on my first try. But I was focused on MMXN so I never bothered with Illegal. Over the winter break, I decided to give Illegal a shot. 1st try victory again! >.<b Of highlights, this was while I was at my office job, actually, so my boss actually popped in while I was fighting the second of the Hard+ bosses. So we were chatting while I was kinda not paying attention and had half my life blasted away by the time I got back. I actually managed to survive long enough to nearly kill him, even with that interruption. Also, I don't recommend you follow suit and do this at work. It's a bad idea. Also, Mirror Man was a lot harder on Illegal than he was on Hard. I don't know why. But he caused me the most trouble. Even more than Circuitry Man (who, ironically, managed to be cake all 3 times since I had to repeat the boss rematch thanks to aforementioned Mirror Man). Anyway, I find myself agreeing with a number of brick's points, but the difficulty argument stands out to me. Just to reassert, this is directed at your argument. I like to make sure this is understood since sometimes it isn't (though given your style I imagine you had already). To me, MMN strikes me not that Easy was the design and Hard was designed to destroy all hope. Rather, Hard was the initial design and Easy was given as a playground. That's how all of Wade's games have so far struck me (Berserk to me was more his intention in MMXN, for instance). Let's look at it for a bit. And we disregard Easy not ending. That's a moot point.
Easy has unlimitted continues. Unless you are entirely incapable of passing a specific obstacle in a stage (and there are some people who cannot, I acknowledge this), you will never burn through 30000 lives. So it's equivalently unlimitted, meaning that again, unless the aforementioned happens, you WILL beat the game. I'm going to step this up to not unlimitted continues, but unlimitted LIVES. Because there are only two circumstances where a Life and a Continue restart you in different spots: against the 8 bosses at the start, and against the 8 bosses in rematch. Otherwise, your continues are no different than lives. So, it's even easier. Because you will be able to retry everything infinitely. Moreso reinforcing that you WILL beat the game. I'll step this further and say that you have infinite weapons. You have the full bar, which has more than enough energy to handle every room, AND it refills between rooms. Fully. You'll generally not going to run out of weapons unless your intention is to, and it regenerates fast enough that it won't be a real problem. As a result, you'll always have a tool and you WILL beat the game. The combination of these, unlimitted tries and unlimitted energy, it's like a playground, practically. We're allowed to play around, get the hang of everything. Hard mode. You have limitted continues. However, since continues are equatable with lives in almost all circumstances, it is not actually that inhibitting. In my second successful Hard run I had more than 4/5 of my continues left at the end. This is very forgiving, really, the continue system. And it's designed around the fact that Wade's game is designed around agility and survival. This links with the fact that you start at the beginning of the stage each time: because continues outside of the first 8 stages restart you at the boss, the stage is its own trial for you to complete. If you continued from each section after a life, then the game will be truncated down to nothing but boss battles, and why even bother with stages at that point? For weapons, this is centered around the fact that Rockman games are, above all, agility games. Your job is to be as fast as you can, as mobile, and to dodge everything. Which isn't always viable but Wade has given Rock the ability to do these a bit easier. As a result, the weapons have a bit of recharge. Which is easy time for you to use your regular weapon (that charge shot shouldn't be underestimated in its power). And in a boss situation it recharges fast enough to be back usually fairly well. In a stage, each room is usually fairly short, but they also have roughly a single needed point for a weapon. It's actually almost designed that way. The game is thus highly completable because everything's designed to work with each other. Let's compare this to, say, Rockman. Stages are longer (Wade has no more than 4 rooms in any stage of MMN), so you have a continue point, and you may need to use your weapons during them. However, they don't recharge. Wade recharges your weapons between rooms and also has it refill during boss battles, whereas in Rockman you had to be lucky and get an item. Without the charge shot, and with invincibility, Rockman also showed a bit of agility focus. So, let's look at this. Hard has some handicaps which still should handle every task to complete the game if you're skilled. It presents a reasonable challenge that if you try at it you should complete it in your first playthrough unless there's a point where you end up splurging lives, or if you aren't versed in practice enough with it. Basically, it's like a regular game, there are people who beat it and those who don't, because there might be a point in the game they simply cannot best. Easy, on the other hand, anyone should beat. Because you have 30000 tries, unless you have no experience gaining ability, you should be able to beat down a target after enough tries, and all people will come to victory. Hard you might not win. Easy is a given win. The latter one doesn't strike me as a good design. Maybe if the game was marketted for the casual gamer who doesn't want to exert effort? But Wade specifically marketted this as a really hard game that requires skill and practice. Those who have it will have reasonable challenge and may take a few tries. Those who don't will have lots of trouble. And those who have more than it will triumph easily and can try Illegal. It's like another Capcom game, the Devil May Cry series. There's a normal difficulty. It's really hard, you have only a single item you can hold, enemies hurt more, bosses take forever to kill, and in general it's hard. As a result, if you die too much, you'll unlock easy mode (Unlocking an easy difficulty is both the most innovative and the most insulting thing I've seen Capcom do). In easy mode, you have weakened enemies, you can hold 10 items that will fully restore your health, your attacks will autocomplete for maximum damage, and you find more availability of nice items that are equatable with continues. Let's not even discuss the harder difficulties, where enemies can go into overdrive and you don't regenerate health and some enemies deal so much damage you will die in 2 hits. Which was the game DMC based around initially? Easy difficulty, or Normal? At least, which does it sound like? The one where it's a hard challenge and you need to have the skill? Or the one where they do everything for you and sthingyfeed you victory? We're also using the American version, here. I have a feeling someone would've brought up that in Japan, the difficulties were all one step lower (their easy was easier, their normal was our easy, their hard was our normal, etc.). Wade's MMN is very similar, I would say. In Hard you have to work for victory. In Easy he gives you victory. They're also a good comparison because both are agility-oriented games directed at people who can develop the skills necessary to pass through the game. Thus, by the logic that the hard mode has a more proper design motive with regards to both the intent and advert of the game, I would say Hard mode was his initial design. It was not designed "I made this game, what makes it harder", but was designed "I made this game, let's add a playground for people that are having difficulties with it, so that they can adjust to it and maybe learn to tackle the higher difficulties afterwards". Of course, Illegal was designed exactly just to make it harder, but if I can beat it in my first try, even with distractions... I don't declare myself the average gamer but I say that it's still reasonable as a high difficulty. After all, the RMZ series also takes away all your special weapons and even your ability to charge in their Hard difficulty. I would follow this up with my obligatory "Wade, make your games harder! >.<", but I think GM and everyone else besides Wade would kill me. **Yes, we would. Make no mistake. ** -GM
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MMN
Feb 16, 2007 23:22:53 GMT -5
Post by brickman on Feb 16, 2007 23:22:53 GMT -5
I understand what you're saying, but I'll admit that part of it is that my personal stance, for better or worse, has always been "If you're giving the player an ability you want him to use it, and on his own terms." Not everyone thinks that way, but at least I do, and I sort of automatically don't like it whenever the player is given an ability that seems arbitrarily limited (even if I'm trying not to). Especially when it still takes skill to use that ability (skill meaning you still have to worry about both your offense and defense, rather than your offense aiming and hitting by itself or you becoming invincible). Not that "energy meter=bad", just that energy meters should be reasonable. I've never liked crusher moves for being one shot killers--they can only be used every once in a while and they don't take skill to use.
So anyways, that's what really got me about the restrictive ammo here. I love a challenge, and if you gave me a modified version of this game with infinite specials but only one hit point for megaman I'd love it, but when you give the player 8 special weapons and then only 3 or so are useful and then only can be used a few times a level, it grates my nerves. As a matter of fact I've never liked weapon copy systems because typically either only a few end up getting used exclusively (say MMXN--sure, I used thunder gull's, volcano's, gorillon's, and tsunami's weapons all over, but I was reluctant to use rebound shot and ram dash even against the bosses who were weak to them) or you end up drowning in so much of their ammo you never have to use the main weapon (none of Wade's games, but there's at least one concrete example on my hard drive); not to mention they take the special weapons off of the player's terms (I would never attack thunder gull with a close range weapon given an unweighted choice between that and a ranged one)
But really, that's all my personal, unimportant opinion, and I don't make games.
edit: For the record, I beat it on hard right after making this post, on my first attempt, with 13 continues left. And if you had more continues than me, I'll just say in my defense I accidentally took two of the robot masters at the wrong time (I accidentally chose tornado man instead of nunchuka and then circuitry instead of nunchucka). Oh, and the end's rather disappointing--those last two bosses were pushovers after the rest of the game, and while the second to last was fun the last I just wished would end sooner because it was boring. None of your bosses invoked the same aura of awesome as the MMXN ones (not as much due to graphics or difficulty as lack of intro, sub-awesome music choice and not looking particularly cool).
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MMN
Feb 17, 2007 3:10:43 GMT -5
Post by Wade Monroe / MaelstormM on Feb 17, 2007 3:10:43 GMT -5
Well can't do to much to this one given that the FLA file is long gone. It was a hella good game for a first attempt and a couple days of work. Now it's all about the remix version to hopefully address as many concerns as I can and try to please everyone as much as I reasonably can. Course there'll be a good chunk of evil programmer in to make me happy, but most of the above things will be taken care of.
Weapon wise though it's gonna be overwhelming since I still intend to try and put all of the special weapons from previous MM games in here as unlockable bonuses. Which as we all know Metal Blade wtfpwn's all. Aside from the required lengthening of stages and letting ya continue from the individual stage sections given that it's longer, still debating on adding more bosses and stuff. After MMXNR this is probably going to take my focus.
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MMN
Feb 17, 2007 12:20:26 GMT -5
Post by brickman on Feb 17, 2007 12:20:26 GMT -5
All the special weapons from the MM games? All 22 (30 if you count MM&B, 43 if you count the gameboy ones) of them? That seems more than a bit excessive since most of them are clones of each other. Why not just a weapon of each type (your favorite homing weapon, your favorite sheild, favorite time freeze, etc, and then two or three of your favorites that don't fit in those categories)?
edit: yeah, just beat it on illegal with 7 continues left. It's not as hard as it sounds thanks to all the continues in the stages, and I actually found it more satisfying beating it without relying on special weapons. Interesting note: I couldn't figure out what was so bad at all about circuitry man until fighting him without his weakness weapon (it's the difference between average and thrashing), and that tank level is a joke until you try to beat it without specials (probably because they regenerate when they perhaps shouldn't) and comes out of nowhere to become "evil programmer" quality once they're gone. The last two "real" bosses were pretty fair, though the second to last was far more satisfying than the last (though somehow neither give that same feeling like after you beat MMXN on HoE). By the way, in the eventual remake can you please give the last two bosses healthbars (and give the player back his on the last one--it's almost impossible not to win this way and quite boring).
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Pineappler
CITIZEN
Ultrasound Graphics Synthesis
The Little Dowser General
Posts: 2,286
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MMN
Feb 17, 2007 18:01:54 GMT -5
Post by Pineappler on Feb 17, 2007 18:01:54 GMT -5
Nyaha! See? It isn't as hard as it seems. If you have the gaming in you, anything should be tackled. brickman's suggestion made me think that maybe it could be polled? Basically, we host a thread and ask people to select a number of weapons (either a set number from anywhere, or 1-2 per game perhaps), and after we've gotten everyone to post before a certain deadline, then you tally it up, and either regard our suggestions or disregard them. This will save you the effort of adding everything (I'm sure no one will use Top Spin), and also gives different impressions. If this is done it's also recommended that you, Wade, submit your own entry as well, so we get an impression of what you find would be a good idea. Also... it's 90 weapons, to nitpick. 22 is only the first 3 games worth, and you forgot the Wonderswan R&F (which I don't know if anyone's played but it exists), plus two more from the recent Megaman PSP game.
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MMN
Feb 18, 2007 1:32:21 GMT -5
Post by brickman on Feb 18, 2007 1:32:21 GMT -5
I don't even want to think about where the glaring math error came from that led me to say 8*8 is 24.
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MMN
Sept 28, 2007 10:36:55 GMT -5
Post by bowserguy on Sept 28, 2007 10:36:55 GMT -5
Ah, has it been a while since I last played this game, Megaman Next. It's probably because of it that I'm now a fan of Megaman/Rockman. (Hope this isn't too old of a bump... >< ) To think, I have been meaning to come here for years, but kept putting it off till it was eventually in the back of my mind... Only when I saw a sibling of mine playing this game did I remember I've been meaning to return here.
Megaman Next... I've played Easy, Normal, and Hard -- all the settings, and defeated every one of them. It took a while, but it was well worth it in the end. I especially like the "cheat" that was added in (even after not playing the game for a year or three, I still remember that cheat... heh). This one has always been one of my favorite games... Had this been released in stores, I would most certainly buy it, and probably play it again and again. This game could easily be called one of the best unofficial-official Megaman games ever made. In my opinion, at least.
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MMN
Feb 4, 2009 16:51:01 GMT -5
Post by Slashman on Feb 4, 2009 16:51:01 GMT -5
This game is awesome. It was the first Mega Man fan-game I've ever played, and it still holds up pretty well by today's standards. It took an interesting approach to the Mega Man series, and included somewhat of a backstory. The artwork was awesome, too. I like how the bosses were all original, especially Dramatic-Introductionman (You Spin Me Round FTW). The music, although resused, was fitting, although the quality somewhat suffers. The play control was also Mega Man standard, but the sprite-mixing could have been a bit more subtle and some of the sprites weren't sized properly. Also, some of the enemies took a little bit too long to die, but don't take my criticism too seriously, I like the game more than I disliked it. Most of the problems seem to be addressed in Mega Man Next: Remix, though, although I see you changed Dramatic-Introductionman's stage music.
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MMN
Feb 17, 2009 16:17:37 GMT -5
Post by Wade Monroe / MaelstormM on Feb 17, 2009 16:17:37 GMT -5
Going with the new age flow...
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MMN
Mar 1, 2010 5:34:25 GMT -5
Post by Wade Monroe / MaelstormM on Mar 1, 2010 5:34:25 GMT -5
MMN and it's intro stage are back up on the site now under the games section.
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MMN
Dec 2, 2017 20:46:47 GMT -5
Post by Wade Monroe / MaelstormM on Dec 2, 2017 20:46:47 GMT -5
Wasn't able to find or restore original FLA files for MMN and it's Intro so resorted to ripping them and working on tweaking it back to a healthy'ish new form with some Quality of Life changes for shizzles'n'gigglez.
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