Let's Play: Make A Good Megaman Level 3 - Part 1

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Published on ● Video Link: https://www.youtube.com/watch?v=cJqpHFm2rjk



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Mega Man (1987)
Duration: 2:09:10
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After what seems like a near century wait (it was really only about 5 years), the newest Make A Good Megaman Level (MAGMML for short) has been released! I've decided to get on this as soon as possible before I start getting spoiled on the entries. I'll be playing through the levels and reading the reviews along the way and giving some thoughts on each of the levels in the description. Feel free to follow along...

This is Part 1 and as such, there is a lot of story and exploration at the beginning and we don't get to the first level until about 40 minutes in. From the short bit, it appears this game will follow suit with the rest of the series quirky humor and subverting expectations. We play the first four levels here and they are, well...

X6Meme - I'm almost certain this is a troll level that got past the judges. I know they made and effort to disqualify those kind of entries (a move I have mixed feelings on), but here we are. The level is a frustrating mess, BUT, not nearly as hard as I was expecting. At least with weapons anyway, can't imagine doing that buster only. Supposedly there is a token hidden in the level in a location that is nearly impossible to find without upgrades, needless to say, I didn't bother (looking at the video, I might have an idea where they stuck it). It's not the worst level of these bunch, but it is well deserved of it's place at the bottom of the contest.

Crashman Simulator - Novel concept... horrendous execution. Apparently the idea of bringing a boss to the end of the stage using his AI isn't new (it's a big thing in the Megaman Maker community?), but this one was just bland and apparently broken as you can kill the Crashmen immediately and walk to the end of the stage... oops. Doing the stage as intended sounds like an absolute nightmare. There are two Crashmen and a Flashman that needs to be beaten to get the Energy Element. The thought of fighting that combination of bosses is enough to make even the best Megaman player cringe. Fortunately, the way the level is set up, you don't have to!

Glitched Up Beta - A stage breaking down is a gimmick that is used a lot in these games, almost as a way to make up for the lack of know-how when making attractive looking makes. Fair enough, but don't make them boring. The binary platforms are nice as it gives the impression of the level going back to the most basic state, but the enemies (or lack there of) don't match. Lots of empty rooms only further the dullness of the level.

#megaman #fangame #MAGMML

You Don't Know The Drill - Ugh! I hated this level, HATED it. Nothing is clear first of all, I spent a bit trying to figure out where to go and found one secret area on accident (more on that later), you go through dull room after dull room until you get to the gimmick of the stage. See, Gutsman and Cutsman are arguing over the budget of the level and due to that arguing and spending, they can't complete the level as intended, so the intention is for the level to change over time to show the lack of funds. This is actually a cute idea, but its executed so badly that it came off as just a terrible attempt at humor. If it was fleshed out more it could work. Maybe start the level with stronger enemies and as it goes on, make the enemies weaker versions, or maybe start with intricate platforming and gimmicks, only to move into basic platforming and simple gimmicks, cut off the music, start using lower quality sounds. Just a few ideas... cool concept, just flesh it out more next time. And lose the trying to shove the joke down our throats. We got it the first time.







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