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MrMystery

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MrMystery last won the day on June 16

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About MrMystery

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  1. Monsters in I believe all the DWM games past and including Joker 2 Professional get rank upgrades at +25, +50, and +100. They'll get better stat growth and additional traits.
  2. I can go through and make some better translations at some point, although I don't know when I'll be able to get around to that. If there are any specific things that you want a translation for that you aren't able to find elsewhere, I can do that, although a complete one would have to wait for a few weeks.
  3. I'd definitely recommend DWM2 out of the four you mentioned, and maybe its remake if you can play it; there's also thinks like Joker 3 Professional for the Japanese games, but the latter loses a lot of its functionality without network connectivity. There is also a randomizer for DWM2 if you get bored playing the original.
  4. Are you planning on doing some sort of breeding database at some point? Every single combination is of course impossible, but showing how the generic breeding chains for each family up to rank A could be useful, especially showing how non-generic monsters fit into that. That would be somewhat arduous of a task I'm guessing. I'll be very excited to look through this when it's finished.
  5. I believe it unlocks after you beat BattleRex, if you're thinking of the one with the MadKnight and the Lipsy.
  6. I think our consensus was that it's perfectly believable that something like this could happen, although any glitchy effects were probably due to the cartridge being jostled than something in-game, or a combination of both; however, I don't know if anyone has tried to replicate this thoroughly, but we decided it was unlikely that some arbitrary combination of things in-game could cause this when the alternate hypothesis is more likely. This does warrant further investigation, however.
  7. Chocolate Golem in your Rainbow Egg list is incorrect I believe, as you can only get that from StreetPass and the Japanese corresponds to one of the Watabou/Warubou variations. "Hell Boxle" would be better translated as "TreeBoy," as that's what it was in DWM1 and DWM2. Not too important, but I noticed that when scanning what you had. As a tip for filling out the item drops, as it's kind of a pain to figure those out otherwise, making the cheapest Magic Keys, checking your library for any unknown item drops you have for those monsters, then grinding to get those drops from what you find and hoping other monsters have those same drops is a somewhat efficient method of doing that. Great work so far!
  8. I believe the foreign master locations, as well as the lists of potential monsters, are also in the game-cap database I posted previously. If there's any info you're missing for the project, I can look through the website to see if I can find it in the Japanese text.
  9. I wouldn't call it "superior in every way"; his has more features, but yours is playable for the entire game without crashing or any noticeable AI quirks. Ideally a third randomizer for this game would combine the features in both for something that has the best of both worlds. Unfortunately, he has no plans to revise his randomizer in the immediate future, so there's that. With any luck somebody else will look into this game a bit more.
  10. I have the game and a pretty thoroughly completed save file; let me know if you need anything. I can also read Japanese fairly well. For DQM2, I've always used http://game-cap.com/dqm2/ as reference. It's all in Japanese, but it's thorough for most things besides item drops.
  11. I believe DQ5 has a credits warp, and DQ3 definitely has something very similar, although I'm not sure if that's strictly counted as a credits warp. Some of these may be TAS only, but they definitely exist.
  12. I mean, this could be an elaborate troll, of course, but for one, there are credits warps in other DQ games, and it isn't like NES games aren't known for being buggy. I'm going to assume this can be replicated until proven otherwise, although the caveat with that is that we don't know exactly what triggered it. If I had a NES or NES emulator with DW1 on it, I'd be trying to replicate this as much as possible to see if I could trigger anything. NESCardinality is streaming right now; I'll see if he's gotten word of this.
  13. Interesting... this could open up possibilities even besides speedrunning the game. Many people have created things like Pong in different games using Arbitrary Code Execution; I wonder if it would be possible even on a NES game. Do you remember what enemies you fought before the game started slowing down?
  14. I'm not sure if it's feasible to have every monster that they've included in the Monsters games so far, but if possible combining the monster lists from the DWM2 remake and DQMJ3Pro would be nice, maybe adding some of the all-stars from other Dragon Quest games. I'm fine with the palette swaps as long as they have enough unique monsters too, and there are definitely more palette swaps that they could include. With the capabilities of the Switch, I wonder how many they could add. For skills, DQMJ3Pro has a very good variety of things available, so using that as a baseline and adding more would be nice. Having a good variety of effects and appearances would be nice. That game was perhaps a bit too generous with letting you swap around traits and such, but having some flexibility in customization without turning every monster into "let's put all the broken traits on this one monster and see what happens" could be nice. Speaking of traits, I kind of like the size system and being able to fiddle around with how big monsters are; keeping this and the color change system from DQMJ3, and maybe riding too, would be nice. Something which was present in the original DWM2 that was somewhat deficient in more recent games is having some sort of random dungeon/Magic Key system. Having something to satisfy my inner dungeon-crawler while taking full advantage of however many monsters they add would be awesome, although this naturally shouldn't take away from the actual game play. Also, having some sort of boss gauntlet with all the bosses from the previous games souped-up would be pretty fun, just for nostalgia; what matters most is that there's always a post-game challenge no matter how good your team is. As for the story, I'm not too much of a lore person, but having some call-backs to older Dragon Quest games would be fun. I would care far more about having a good monster variety (including skills and traits), a good competitive scene, good challenge, and some sort of random dungeon-like thing to ensure replayability (Maybe instead of or in addition to the Endless Battle key or whatever, some sort of endless dungeon with occasional boss battles and such could be fun, with rare monsters and skillsets as rewards.) One other small thing: although this is somewhat unlikely, having everything be available without Wi-Fi would be a great added bonus. I don't like how the most recent Joker games forced you to connect to Wi-Fi and deal with that to get additional copies of rare monsters and such. Having the gate or key or whatever like the Game Boy remakes would probably be best.
  15. To offer a slightly different opinion on the Magic Key diversity, personally I found it kind of convenient to be able to find some of the weaker-ranked monsters in the Magic Keys; I often liked training up themed teams of some of the weaker monsters (for instance, going for Golem, Dragon, and MadKnight for the DQ1 bosses), so it was helpful to be able to find those without issue. I see why it's annoying to find SpotSlimes in random places when you're looking for more rare stuff, but it's still nice, especially for things like Drackys which actually take some effort to breed. Maybe weighting the keys more toward the higher-ranked stuff would be better, but I feel as if even the lower-ranked things should still be available, even if made comparatively rare. It's fun seeing weak things like Petiteels suddenly end up with really good stats, and as someone who's spent countless hours dungeon crawling Magic Keys on the vanilla version, it would be a shame to see some of that variety disappear. Sure, you can always just spend a bit of extra time breeding them, but that argument applies to every monster. If you're still revising the hack more, you should definitely look at making that an option, especially as it shouldn't affect people hunting for the rarer stuff. Also, as an idea for helping bosses be harder, is there some way to give enemies multiple actions per turn? I'm not quite sure how you would code that, if it were even possible, but making some of the end-game and Magic Key bosses harder and have a distinct advantage over the player could be interesting. Also, some way to force the player to beat a boss within a specified number of rounds (which is a common mechanic in other DQ games) could be fun; for instance, maybe you can recruit a Magic Key boss if you beat it in 5 turns or less or something like that. Estark, who frequently shows up as a post-game boss, has that caveat quite frequently, for instance.
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