Changes in Rockman EXE Operate Shooting Star: Difference between revisions

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* Shotgun, MiniBomb, Recov10 and Recov30 are now * code when obtained from random Mystery Data on the Internet.
* Shotgun, MiniBomb, Recov10 and Recov30 are now * code when obtained from random Mystery Data on the Internet.
* Most other Recov chips were replaced by different codes.
* Most other Recov chips were replaced by different codes.
* 10000 Zennys no longer drops from random Mystery Data in Undernet10; the most Zennys you can get from random Mystery Data is now 30 Zennys.
* Due to a bug, 10000 Zennys no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z.
* In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip.
* In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip.



Revision as of 23:54, 27 July 2018

This section is under construction.
The information may not be complete or 100% accurate.
Add images and stuff.

Aesthetics

  • The manual retcons the year the game takes place from 200X to 20XX.
  • An intro was added before the title screen.
  • The menu was retooled for the DS screen.
  • Some game text was altered. Many typos were fixed up.
  • Character mugshots have been updated with a new pallete. Lan, MegaMan, Mayl, Roll, Dex, Yai, Chaud, ProtoMan, and Harp Note are newly drawn. Luna's mugshot has been slightly updated.

Operate Shooting Star mugshots.png

  • All areas in the game are now properly named.
  • Voice acting is added.

Gameplay

  • Running is default. Holding the B Button makes you walk.
  • Jack in sequence can be skipped with Start.
  • You are forced to save before fighting the final bosses. This avoids a problem in the original game where you could get permanently stuck by saving on the cutscene trigger for the final fights.
  • GutsMan * can be obtained via title screen button input (Up, X, Left, Y, Right, A, Down, B). It cannot be traded to other players.


Rock Colo (Rockman Star Colosseum)

  • A new mini game mode available at the title screen where you fight your friends for points or join together to take down Bass, all takes place in an overworld map. You can use the points you gained to buy chips from a Navi in Lan's HP. Bass can be unlocked as a playable character after 50 matches.
  • Only VS Bass is available for single player play. The multiplayer modes require only one game cart and DS Download Play.

Battle System Changes

  • Folder limits change:
BN1 OSS
Max 10 of any non-Navi chips Max 5 of any non-Navi chips
Max 5 of any Navi chips 5 Navi chip limit, but only 1 of each chip
  • Select lets you return all your chips from the folder back to the sack.
  • L button give you the chance to run from the battle.
  • Select lets you remove the custom screen and see the battle field.
  • Screen-dimming chips now apply their damage before the screen is undimmed, unlike in BN1, where damage is applied after. Some chips apply damage in real-time, whereas others only apply total damage after the final hit. However, in both cases, enemies are visibly impacted in real-time.
  • You can now see chip codes in the Custom Screen without highlighting the chip with the cursor.
  • As a result, the Custom Screen size has been reduced from 15 chips to 10 chips.
  • Electrified state now has a moment of invisibility before getting shocked again.

Network

  • Communications now use Host and Client system. Time-out for connecting with opponent is longer.
  • Dimming chip cut in (informally known as time freeze counter) from MMBN4 and later is added in. However, you cannot see the chip above your head while the opponent is using a dimming chip.
  • There is now a 15 turn limit. You can see the turn count down in the Custom Screen.
    • If there are no more turns; when the Custom Screen is opened, Final Match occurs instead. Both players' HP becomes 400 and do not flinch from the Charge Shot, chip selection is erased, all obstacles on the field are destroyed, any defense are removed, match cannot be paused, and the Cust Gauge is no longer active.

Mega Man Star Force

  • Armor system is removed in place of the ability to switch MegaMan. Because of this, library completion is required to obtain Lv.100.
  • During the ClockMan Scenario, you obtain the ability to switch between EXE and MMSF. After the scenario, MMSF will only be playable in battle and the Humor-esque program remains.
  • Your buster auto-charges and only have one charge (half the strength of EXE's max charge). The X Button lets you perform a Mega Attack (lock-on). The Y Button lets you put up a shield. If you are hit while in a Mega Attack, you are flinched for an extended time
  • In the internet, the virus BGM becomes Ride On from MMSF1 and the boss BGM becomes Wave Battle from MMSF2.

Overworld

  • Random encounter rates are decreased in all areas.
  • Waterworks Comp 5 has some melted panels that tells you where to slide. Additionally, no viruses ever appear. (In BN1, the encounter rate was lower than normal.)

OSS Waterworks Comp 5.png

  • Power Plant Comp has flashing lights to indicate paths. Power switch sprite is updated. Batteries now have unlimited charge, Mr. Prog just gives advice.

OSS Power Plant Comp.png

  • The virus machine in Dad's PC Comp was changed. In BN1, it would give a random virus from any completed dungeon; in OSS, it will instead give a random virus from the next dungeon only.

Mystery Data

Some contents of random Mystery Data on the Internet have been tweaked. As in BN1, the color of Mystery Data does not indicate whether it's random (respawns) or fixed (one time only).

  • Shotgun, MiniBomb, Recov10 and Recov30 are now * code when obtained from random Mystery Data on the Internet.
  • Most other Recov chips were replaced by different codes.
  • Due to a bug, 10000 Zennys no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z.
  • In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip.

Enemies

  • New bosses: Mega Man SF, ClockMan. Clockman V2 and V3 can be encountered in Undernet 9.
  • SharkMan's fin attack is slower, and does 80 damage instead of 120.
  • LifeVirus' battle stage no longer has lines and disappearing holes glitch have been fixed, they now all disappear.

DreamVirus EXE1 OSS.png

  • Bass now has 1500 HP. You can only flinch him with a chip that deal 200 base damage, his aura disappears when he charges his buster instead of after. In exchange, his attack damage drop from 300 to 200.

Drop rates

Drop rates for enemies were changed. Notably, you no longer need a Busting LV. S in order to get chips like LeafShld and Dropdown, which were very hard to get from a battle in MMBN1.

General changes

  • Busting LV. 4 now consistently drops slightly better rewards.
  • Enemies that drop chips no longer drop Zennys at Busting LV. S.
  • It is now significantly easier to get the best chip drop from enemies. The best chip can now drop starting from LV. 8 rather than LV. 9.

Enemy-specific changes

  • Spooky now drops Recov10 L instead of Recov10 G.
  • Spooky2 now drops Recov50 L instead of Recov50 A, and Recov80 L instead of Recov80 A.
  • Spooky3 now drops Recov50 C instead of Recov50 E, and Recov150 L instead of Recov150 G, and Recov200 L instead of Recov200 A.
  • HardHead drops Howitzer H at lower Busting LVs, and now drops Howitzer C at highest Busting LVs.
  • ColdBear now drops IceCube * instead of IceCube L.
  • VolGear, VolGear2, Fishy2, Miney, Cloudy1, Cloudy2, Popper, Billy, Silly, Prog Mk1, Prog Mk2, Anaconda, Anaconda2 now drop their chips in * code at highest Busting LVs.
  • VolGear, Fishy2, Miney, Jelly, HeatJelly, BigJelly, Popper2, Popper3, Prog Mk2, Prog Mk3, Anaconda2 and Anaconda3 now drop their chips at lower Busting LVs.
  • SkullMan now drops SkullMan D instead of SkullMan S (all versions).
  • ShadowMan now drops ShadowMan T instead of ShadowMan S (all versions).

BattleChip Changes

  • New chips: (176) MegaManSF S, (177) ClockMan C, (178) ClockMan2 C, (179) ClockMan3 C, and event only (181) Rogue B.
    • Bass appears in Undernet12 if you have 178 different chips in your Library (in BN1, you needed 174).
  • New Programs Advances:
    • DoubleMegaMan (Barrier * - FighterSword S - BusterSword S - MegaManSF S),
    • DoubleHero2 (FighterSword B - KnightSword B - HeroSword B - Rogue B).
  • IronBody lasts for 15 seconds instead of 30 seconds. The damage you receive is reduced to 1/4 (rounded up) instead of 1/8 (rounded up).
  • Anubis' drain speed is slower, now it's 1 HP every 8 frames instead 1 HP every 2 frames.
  • Steal can't take the last row. Also, stolen area returns to normal after 3 turns.
  • Interrupt only destroys 1 opponent's chip instead of all of them.
  • SlowGauge and FastGauge has tick sound effect when the arrow points to the gauge.
  • While Roll's chip damage have increased, the HP you heal is still the same as MMBN1.
  • MagicMan chips have a 1-in-2 chance to insta-kill viruses; in MMBN1, this was a 1-in-4 chance.
  • Bass's attack animation have been sped up.
  • Time limit PAs have a different "power up" visual effect.
  • LifeSaver PA now heals only 500 HP and provides 10 seconds of invisibility, instead of full heal and 30 seconds of invisibility.

Code

Some chip codes have been altered. All * chips can substitute for their Program Advances, e.g. PoweredCannon can now be used with L code.

Chip MMBN1 EXEOSS
ShotGun K M N Q R K M N R *
CrossGun C E F J K E F J K *
Bubbler A K L P S A K P S *
Heater C F G K O F G K O *
MiniBomb C E J L P C E J L*
FireTower E F L M T E F M T *
AquaTower A C G H R C G H R *
WoodyTower B C H K N B C K N *
Thunder1 A E G H S A G H S *
Thunder2 B C F I L C F I L *
ZapRing1 G H M N P G H N P *
ZapRing2 C E G J L C E J L *
Snakegg1 B E G M N B E M N *
Snakegg2 C E H N P C E N P *
BodyBurn E F K M N E F K M *
X-Panel1 B D G L S B G L S *
X-Panel3 B D G L S B G L S *
Hammer A F I M Q A F I M *
Recovery10 A C E G L A C E L *
Recovery30 A C E G L B C D L *
Recovery50 A C E G L C L M S *
Recovery80 A C E G L C E L N *
Recovery120 A C E G L F H L R *
Recovery150 A C E G L D K L M O
Recovery200 A C E G L I J L N Q
Recovery300 A C E G L G L O P T
Steal A E L P S A E L S *
Geddon1 F H J L N H J L N *
Geddon2 A B E I K A B E K Q
Repair A G H K S A G H S *
Cloud B G H O R B H O R *
Cloudier A D I M P A I M P *
Mine1 G H M N P G H M N *
Mine2 C E G J L C E J L *
Remobit1 A C F N O A C N O *
Remobit2 B D E H I B D E I *
IceCube A C I L M A C I M *
SlowGauge H K N O Q Q *
FastGauge A C E L N A *
Invis1 I J L O Q I J L Q *
Barrier D F M R S *
GutsMan G G *
SkullMan S D
SkullMan2 S D
SkullMan3 S D
ShadowMan S T
ShadowMan2 S T
ShadowMan3 S T

Damage

Damage value of some chips and Program Advances have been altered. Additionally, PAs that use the original damage of chips, now use the new damage values.

Chip BN1 OSS
LongSword 80 100
FireSword 100 120
ElecSword 120 130
GutsPunch 60 160
IcePunch 80 150
Howitzer 150 200
Ratton1 80 90
Ratton2 100 110
Ratton3 120 130
BodyBurn 100 180
Hammer 100 220
Cloud 30 60
Cloudier 50 80
Roll2 80 100
Roll3 100 140
FireMan 100 110
FireMan2 120 140
FireMan3 150 180
IceMan 60 80
IceMan2 80 100
IceMan3 100 120
ColorMan 90 120
ColorMan2 110 140
ColorMan3 130 160
WoodMan 60 70
WoodMan2 80 100
WoodMan3 100 130
SharkMan 90 110
SharkMan2 110 130
SharkMan3 130 150
PharaohMan 100 120
PharaohMan2 120 140
PharaohMan3 140 160
ShadowMan 80 60
ShadowMan2 90 70
ShadowMan3 100 80
BigStraight 250 350
GutsShoot 500 400