Let's Play: Make A Good Megaman Level 3 - Part 7
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...
Continuing with Tier 3 and strictly Tier 3 with this one... No exploring just knocking out levels... some fun... most not...
Cutman's New Warehouse - I come back in here to get a token and I realized how much I hate Cutman's enemy set. Bladders are the worst... after the pain of dealing with them I get the token and move on.
Disobedience of Superior Machines - This is the first level that I actually really enjoyed. Having infinite weapon energy is always fun to play around with and the increased speed and double jump is awesome. But the big plus of this level is checkpoint placement and lack of loading times on death, which happens often. I agree with the Skip Teleporter simply because the Tokens are insane, even still they were fun and felt very rewarding to get. Could've done more with the gimmick, but still, good job.
Revenge of Tricastle - Anything with Tricastle in the title can't be good and low and behold, it is not. The telefragging with the spikes on the ladders was annoying until you learned the secret and there is a clever use of using the Tricastle platforms to go over a pit, but on the whole, this level is not good. I can't imagine doing it buster only.
DISHCHARGEEEE - It doesn't matter how good the level might be (it was okay), all of that was thrown out from a horrendous boss fight. When having a shielded enemy, you need to have him drop the shield in set intervals (or after a certain number of attacks). Set the RNG to having him drop the shield a little lower each time. 10% after one attack, 25% after another, etc... I should not have to dodge attacks and not be able to fight back for nearly a minute. Also the lack of a telegraph when he, very quickly, throws his shield at you... chalk it up to "get gud" all you want, but this was not well done.
The Return of Veteran Z - We start off with Commando Man. Starting things off with a bang, huh? There is a Skip Teleporter because of "A lack of checkpoints." but I'll be honest, apart from the lack checkpoint after bosses, it didn't bother me. The stage is long, but no longer than some other stages in the mainline games. The level itself is, well, okay... nothing to write home about.
Air man's ultimate weapon - Airman's color scheme is generally blue. His stage appears to be gray platforms hovering in the sky. Occasionally, red Tiki's come out and you jump on them. Where in any of that does the idea come in to use the most horrendous shade of green imaginable. Oh, and don't rip off others ideas. I get paying homage, but in a level design contest, people are going to want originality. Having Airman dab is so 8 years ago.
I Hope I Lose: A Grand Tale - Ah, ThatOneEnder's level. I kinda go into a bit about him in the video, but he has been participating in these things since, at least, MAGMML24 (possibly sooner). His levels are, well, there. Usually a bit on the janky side and this one is no exception. The ending, confused me, to say the least. Undertale reference? Never played it.
#megaman #magmml #smallyoutuber #smallstreamer
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