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Bean
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Добавлен 25 мар 2006
Mega Man, Mario, and a lot of other games! Sixteen years and counting, gang. Yep.
Make a Good Mega Man Level 3 (19): Tier 7, Part Two
After a few extra days away, I can say we are indeed as fine as we are pine again. Chop, chop!
Download Link: magmmlcontest.com/magmml3.php
Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS
Intro - 0:00
103rd (The King's Lair) - 0:47
102nd (Wily in space {Roll's rescue}) - 12:27
101st (Chemical Industry) - 26:02
100th (Outer Reaches) - 43:04
99th (Arcade Archives) - 47:41
Outro - 53:11
Download Link: magmmlcontest.com/magmml3.php
Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS
Intro - 0:00
103rd (The King's Lair) - 0:47
102nd (Wily in space {Roll's rescue}) - 12:27
101st (Chemical Industry) - 26:02
100th (Outer Reaches) - 43:04
99th (Arcade Archives) - 47:41
Outro - 53:11
Просмотров: 196
Видео
Super Monkey Ball Banana Rumble - That's the Trick Shot
Просмотров 17616 часов назад
This is my way of saying I got a little sick this week which led to things piling up, meaning no time to get the next Mega Mole 3 vid uploaded. Have this set of probably slightly fuzzy clips since they're from the Switch's clip save feature instead of the capture card from around the start of summer instead as we skip our regular upload of the weekend. I'll be back mid-week for the next Tier 7 ...
Make a Good Mega Man Level 3 (18): Tier 7, Part One
Просмотров 506День назад
Pine? Definitely. Fine? ...We'll get back to you on that. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 105th (Wily's Well-fortified Room) - 0:43 104th (Fairly Unfocused Newcomer's Bosses and Gimmicks Stage) - 10:50 A Depleted & Jokingly Heated Outro - 47:30
Make a Good Mega Man Level 3 (17): Tier 6, Part Two
Просмотров 21714 дней назад
Six in part one, half a dozen in this other. Never liked that expression, so let's put this tier on ice! More of it. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS 0:00 - Intro 111th (Hornet Man got a new Stage) - 0:24 110th (Shape Woman) - 8:41 109th (The Heist) - 19:05 108th (Identity Man) - 26:08 107th (Assault Hunt) - 37:29 106th ...
Make a Good Mega Man Level 3 (16): Tier 6, Part One
Просмотров 20214 дней назад
Tier 6 puts us in a laboratory of ice, but the question remains, will it play nice? That line was cool. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 117th (Frenzy Reactor) - 0:23 116th (Escape From the Wily City) - 9:04 115th (Skull Secret Zone) - 21:45 114th (mechanical factory) - 29:53 113th (Up Down All Around) - 37:...
Make a Good Mega Man Level 3 (15): Tier 5, Part Three
Просмотров 21621 день назад
A stage, a boss, and a plot that is thickening. Let's turn over Tier 5 right now! Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS A Bittersweet Intro - 0:00 118th (Tower of Dimentions) - 0:28 Tier 5 Boss - 14:36 Plot Time - 17:07 Abridged Exploration - 22:51 Plushie Feng Shui - 29:17 Casino Check-In [3ystery Container Purchase] - 32:04...
Make a Good Mega Man Level 3 (14): Tier 5, Part Two
Просмотров 24721 день назад
After the last couple of recording sessions, it felt nice to have this one go smoothly. Mostly anyway. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro [Buying the Level Mapper] - 0:00 125th (Water Level? Ice Level?) - 0:43 124th (Chaos Light City) - 15:20 123rd (Mediocre Oil Level) - 21:12 122nd (The Warped Void) - 27:45 Brief In...
Make a Good Mega Man Level 3 (13): Tier 5, Part One
Просмотров 22628 дней назад
Fine stages, just not my finest hour. At least I could chop out ten minutes of that. Oy. Download Link: magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Quick Backtrack to Tier 4: - 0:00 Intro - 1:18 129th (Bakery Man) - 2:03 128th (Mega Man DEV) - 23:25 127th (Mint Candy Matrix) - 34:01 126th (Froggy Gravity) - 39:36 Outro - 51:07
Make a Good Mega Man Level 3 (12): Tier 4, Part Three
Просмотров 272Месяц назад
Time to finish off Tier 4 before it takes us down instead! Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 132nd (ArcaneMan - CHAOSTOWER - [CERN HQ Remains]) - 0:29 131st (Radium Man) - 35:56 *SEIZURE WARNING* - 130th (Top Man 2: Spin or Go Home) - 46:30 Tier 4 Boss - 59:01 The Usual Post-Tier Exploration - 1:02:39 Tier 5 ...
Make a Good Mega Man Level 3 (11): Tier 4, Part Two
Просмотров 213Месяц назад
Tier 4 is definitely raising the bar so far. Can our gameplay keep up? Maybe. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro [Buying the Energy Saver] - 0:00 137th (Where no met has gone before) - 0:43 136th (Stolen Citadel) - 10:32 135th (Military Training Grounds) - 15:42 134th (Teetering Over the Edge) - 23:59 Side Area: Rogu...
Make a Good Mega Man Level 3 (10): Tier 4, Part One
Просмотров 304Месяц назад
The future's looking pretty bright in more ways than one today! Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 141st (Bright Man Remix) - 0:30 140th (Akudama Empire Mothership) - 8:37 139th (Creatively Named Level) - 19:03 138th (Decoy Man) - 36:14 Outro - 44:43
Make a Good Mega Man Level 3 (9): The Arena - Foes of Antiquity
Просмотров 457Месяц назад
Prepare for battle. Lots and lots of battle. Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 False Start - 0:13 Skull Caverns (Fortress Fights) - 0:52 Quick Intermission - 14:32 Colosseum of Cohorts (Minibosses) - 15:07 Master's Mausoleum (Robot Masters) - 29:13 Limestone Pagoda Quick Exploration - 46:51 Tier 4 Preview & O...
Make a Good Mega Man Level 3 (8): Tier 3, Part Three
Просмотров 227Месяц назад
We finish Tier 3 where we started, with what could've been a good level that wouldn't end. Afterwards, we do the usual hub traversal and set up things for next time, no thanks to Beat and that MM7 spiked tire enemy. Thanks for spoiling it! Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 Bonus Level 2 (Just a Judge Level) -...
Make a Good Mega Man Level 3 (7): Tier 3, Part Two
Просмотров 519Месяц назад
We'll dance our way through the majority of the third tier in today's adventure, whether we like it or not! (We do.) Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 150th (Revenge of Tricastle) - 0:20 149th (DISCHARGEEEE) - 8:36 148th (The Return of Veteran Z) - 16:16 147th (Air man's ultimate weapon) - 27:02 146th (I Hope...
Make a Good Mega Man Level 3 (6): Tier 3, Part One
Просмотров 248Месяц назад
A little goes a long way, but a lot goes even longer. We also get one normal-sized stage between this. Welcome to Tier 3. We're in for the long haul! Download Link: www.magmmlcontest.com/magmml3.php Playlist: ruclips.net/p/PL90WFwE-70guP6HBglIJQWiBb3KfxnRRS Intro - 0:00 153rd (Hunter Tower) - 0:39 152nd (Cutman's New Warehouse) - 32:47 151st (Disobedience of Superior Machines) - 39:39 An Outro ...
Make a Good Mega Man Level 3 (5): Magic Card Casino
Просмотров 249Месяц назад
Make a Good Mega Man Level 3 (5): Magic Card Casino
Make a Good Mega Man Level 3 (4): Tier 2, Part Two
Просмотров 243Месяц назад
Make a Good Mega Man Level 3 (4): Tier 2, Part Two
Make a Good Mega Man Level 3 (3): Tier 2, Part One
Просмотров 3162 месяца назад
Make a Good Mega Man Level 3 (3): Tier 2, Part One
Make a Good Mega Man Level 3 (2): Tier 1
Просмотров 4622 месяца назад
Make a Good Mega Man Level 3 (2): Tier 1
Make a Good Mega Man Level 3 (1): Opening - Exploring the Hub & Weapon Tutorials
Просмотров 4392 месяца назад
Make a Good Mega Man Level 3 (1): Opening - Exploring the Hub & Weapon Tutorials
Mega Man X5: Enigma Excellence & Battling a Bumo of a Boss
Просмотров 1262 месяца назад
Mega Man X5: Enigma Excellence & Battling a Bumo of a Boss
Bloodstained: Ritual of the Night - A Knockdown, Dragon Out Fight
Просмотров 2592 месяца назад
Bloodstained: Ritual of the Night - A Knockdown, Dragon Out Fight
Freedom Planet 2 - Running in a Cyclone
Просмотров 1572 месяца назад
Freedom Planet 2 - Running in a Cyclone
Gravity Circuit - A Short Circuit Showcase
Просмотров 1733 месяца назад
Gravity Circuit - A Short Circuit Showcase
Dragon Quest 1 [Switch] - Casual Playthrough
Просмотров 4985 месяцев назад
Dragon Quest 1 [Switch] - Casual Playthrough
Mega Man X4 (Extra): Ultimate Armor X Playthrough
Просмотров 1,1 тыс.5 месяцев назад
Mega Man X4 (Extra): Ultimate Armor X Playthrough
Mega Man X4 (Bonus): Alternate Armors & Other Assorted Extras
Просмотров 1,4 тыс.5 месяцев назад
Mega Man X4 (Bonus): Alternate Armors & Other Assorted Extras
Mega Man X4 (14): Final Stage - Refights, Sigma, & Ending [X]
Просмотров 8726 месяцев назад
Mega Man X4 (14): Final Stage - Refights, Sigma, & Ending [X]
Mega Man X4 (13B): Final Stage - Refights, Sigma, & Ending [Zero]
Просмотров 4236 месяцев назад
Mega Man X4 (13B): Final Stage - Refights, Sigma, & Ending [Zero]
Mega Man X4 (13): Double & General [X]
Просмотров 5416 месяцев назад
Mega Man X4 (13): Double & General [X]
3:40 You got the right to remain silent >:(
9:00 freaking terrified of the sounds😅
buena pelea le diste con buster ,
How can I unlock it? I beated 1-8 worlds without using warp pipes and completing worlds A to D
One of my friends was complaining about the EMMI zones in Dread by saying "Metroid has literally never had stealth elements" like homie Zero Mission had an entire area dedicated to it
The King's Lair- 56 This is a decently designed attempt at making a more difficult version of Blade Man's stage. Alongside all of Blade Man's stage elements, the cauldrons from King Knight's stage from Shovel Knight are thrown in. I do appreciate making Tricastle more difficult but the cauldrons make it feel a bit claustrophobic. I'll be honest, I don't really like the seesaw segments but at the very least they are mostly above spikes and not bottomless pits. They can just be too tight at times thanks to the cauldron and enemy placements. Aesthetics-wise, the level looks pretty great and I love the Crystal Joe reskins. King Man is a pretty good fight that even manages to utilize instadeath in a fair way, though I feel his shield may be a bit too bulky making it a tad precise to jump over.
Wily in Space (Roll's Rescue)- 49 This is a pretty long and repetitive level that mostly focuses on enemy challenges with the occasional Move Hover. The fact that most enemies are shielded just serves to artificially lengthen an already lengthy stage, but to the level's credit the level design is inoffensive. The most creative aspect of the stage are the Joe variants you come across, which adds to how great the stage looks. I especially love the windows into space having visible planets and even a Wily Spaceship! Though I am rather sick of hearing Enker's theme. It's pretty overused and not something I want to hear for a lengthy stage. I suppose the Token challenges are decent though you can get the Star Token on accident just by dying to the boss as it can be grabbed by respawning. The biggest issue with the stage aside from the monotony is the Roll NPC being the Captain Obvious. It's not exactly humorous.
Chemical Industry- 38 This is the level that got me to hate Sibuls. I will say the level does look nice though... or at least the upper parts do, as the lower path docked some aesthetic points. While Feeber and Glooper are used fairly well at first, the level quality goes downhill the moment Sibul is introduced. The level loves to spams these enemies that hone in on you and explode when defeated, made worse with the unnecessary two-way screen transitions that can push you back into the previous screen. Having a Guts Lift challenge that has a split path if you fail is an interesting idea but it's ultimately questionable as your reward for getting through this is a tougher, more badly designed path. The Sibul and Glooper spam is utterly insane. These Sibuls are some of the most abysmally placed enemies in the whole contest as they will be glad to Ledge Bat you off of Guts Lifts and the amount of Gloopers will have you mashing the shoot button until your thumb gets really sore. Made all the worse by having what may be the 2nd worst checkpoint placements in the contest, behind 96th place. I suggest this whole upper path gets scrapped and you should have a Trickster Token as your reward for making it through the Guts Lift section. If this were the path you were forced to take, I'd be much harsher, but the lower path while not too much better, shows a bit more design competence. Though I question the Pump Man waterfalls being background elements at first and only decide to push you down in this lower path. There are a LOT of precision jumps as what are normally three tile wide jumps function as the atrociously precise four tile wide jump, as well as some Guts Lift jumps with these damned waterfalls. The checkpoint placement is just as far apart but is slightly less egregious as there is a bit less enemy spam and less poorly placed enemies here. Something else I had to dock aesthetics for involving the waterfalls are having a ton of these next to each other which cause a very eyestraining effect. I will say, the Octoper arena is cleverly designed with the waterfalls, though I don't like how the dual GG Octoper arena works with them firing you at both sides. GG Octoper is more annoying than the actual ones thanks to their smaller hitboxes making it tougher to hit their weak spot. While thematically appropriate that the boss is Grey Devil, it would be the last thing you'd want to fight after taking the upper path. I took the upper path first and my thumbs were annihilated by that point. This level ultimately needs more checkpoints and less enemy spam. I feel the only reason this didn't get a Skip Teleporter was because the lower path was _slightly_ manageable.
Outer Reaches- 40 This stage is pretty empty feeling. It's a short level that mostly focuses on enemy challenges using the overused shield trio of Joes, Mets, and Shield Attackers meaning Laser Trident can blitz through everything. You get a couple electric traps and even a keycard hunt thrown in but it's nothing special here. And of course the lack of low gravity clashes with the space aesthetic. The Tokens are essentially the obligatory go left Token and the can only be obtained with utility Token, though the latter is a somewhat decent challenge. The highlight of the stage is the simple but effective custom boss. While Fracture may shoot out a lot of bullets, it's a lot less daunting than he actually appears to be giving Fracture a simple learning curve. I can pretty much call Outer Reaches a longer version of Alien Temple from MaGMML2.
Arcade Archives- 48 This is a cute straightforward stage. I love the custom enemies being based on pre-Mega Man Capcom arcade games. You have Firebrand from Ghosts n' Goblins, the plane from 1942, and even killer Yashichis which are based on their very first appearance in Vulgus. There are also Shield Attackers that reflect your shots but I can't quite place their design origin. The switch block challenges are simple but competently designed, though I don't quite approve of the Spade Token being a 50/50 guess. I suppose the indication is the switch being in the room that introduces Shield Attacker. I do wish the stage were longer. The Yashichi enemies only appear like... twice, and aside from switch blocks and Konro platforms, it feels too simple. While the Switch blocks spice up the usual Gravity Man arena, especially since it prevents Spark Chaser from cheesing him, I kinda wish the end boss were another reference to an old Capcom arcade game. I would have been delighted with a Guts Man that was reskinned as Higemaru.
1:49 it's in Latvian -_-
Thank for sharing this
You're welcome. Glad it could help.
Of course this gets uploaded as im about to sleep. Fun! Edit: Anyway, this point is where the stages start getting semi-good imo, but ofc theres still some bad eggs in later tiers
Ah, sleep's more important anyway. These vids aren't going anywhere. At least I hope not!
I had a strat for the token in WWFR, where i literally just used rush bike and bounced (way easier)
Where do I play this game on what platform?
It's a fan game for the PC, and I've had the download link to it in every video so far in the description!
Everybody gangsta until Metal Man screws with your RNG and pulls a delayed jump.
That last level looked like World's Hardest Game on crack. This is definitely my favorite entry in the series since Deluxe and Touch & Roll. I actually might like it more than both of them! Though I only got as far as World 15. "Spinning Zones" is testing my patience too much.
Is it that desert level with the rotating steel bars all the while you're moving on very thin platforms? If so, that one took us a good 30-60 minutes of retries to beat. Probably the third longest level for us to take down besides the final, final level shown at the end of this vid and this one stage with a couple of stone staircases that are sliding back and forth.
@@Bean1227 Yes it's that one. Good God. I can see it really _is_ that hard then. Not sure if the stone staircase one refers to the staircase level in World 14.
Knew it. That level is so annoying. And no, the shuffling stone staircases I'm talking about are from EX 8-10.
I'm very disappointed in you Bean. And I'll explain why as we go into this review. Fairly Unfocused Newcomer's Bosses and Gimmicks Stage- 58 Before I review this level properly, I want to point out that the music in this level is too quiet. That is pretty bad to have in a gargantuan sized entry like this one. Anyway, yes this level is quite "unfocused" as it cannot stick to a select set of enemies or gimmicks, but what's actually going on is that this chaos is surprisingly organized. The level is divided into quadrants and sticks to certain enemies and gimmicks for each of them, complete with its own aesthetic. I'll try to review this level one quadrant at a time. West Quadrant: This serves as the starting point to the level and the path to the center of the level. There's some pretty great usage of the Count Bombs and Crystal Droppers, but the bulk of this quadrant is a lenghty side path for the Club Token. This side path utilizes Suzies and Guts Lifts in a fairly decent way and has midboss arenas with the Guts Lifts. I'd say this works out fairly well for the double Hunter A and Giant Suzy, despite the former being a boss that can be stunlocked. Temporal Joe on the other hand is just a messy slog of a battle, especially since he is a Flash Man mod. You're mainly just gonna be waiting for him to get back to ground level to even get a good shot at him. I will say that the Yashichi reskinned as a shrimp is adorable. Notifying the player about the shortcut is very welcome as it cuts down on having to replay this quadrant more than once, which they'll still need to do at least once for the Club Token. South Quadrant: This is by far the most disorganized of the quadrants as is switches gimmicks halfway through. It having Force Beams almost makes it feel like it was meant for the East Quadrant. But I do like how the Sheep Blocks and Force Beams are used in tandem here as they make for a nice puzzle and the Sheep Blocks having shapes on them make for a very colorblind friendly alternative. This should honestly be patented! This part is far from perfect though. The Force Beam spawners have no collision, you have to stand dead center when you get to the end of the section or the Force Beams on the next screen will kill you, and then there is IndestructiBall... While this is an optional boss, it should have been removed altogether, this is basically an endurance match with an Iron Ball and a moving force beam that is used to damage Iron Ball. If anything, the wider arena makes this less of a clusterfuck. But you get rewarded with bolts and Tanks and... skipping half of the East Quadrant. Why would you want to do that? Playing through the East Quadrant in full is a much better experience. More on that later. If you choose to continue down the South Quadrant, you fight Barrage Man. Barrage Man is a mostly well thought out and fairly challenging Metal Man mod. Though I find him being immune to uncharged Buster shots makes it slightly obtuse that he can still be damaged via charged shots. The theme switches to a Hot Dog and conveyor belt gauntlet. Props for making Hot Dog trickier in different ways, even including the vanilla Hot Dog who is normally prone to blind spots. I'd say the vanilla and Yellow Hot Dogs are the most well executed, with the latter shooting off sine waves and is pretty fun if you are on the right or rather _left_ side of the arena. Staying closer to it is asking for trouble but this is how you'd fight classic Hot Dog here. The Red Hot Dog is by far the most annoying as it feels like Donkey Kong gone wrong and Greenie is basically an endurance/waiting game as you dodge his shots while the invincible blocks take a good 10 seconds to give you an opening. I hate that this is the last one since just getting hit once can have the knockback and conveyor belt send you into the pit and you have to do this whole gauntlet over again from that. The next segment then has you on Uranus platforms with some fairly solid enemy challenges around them, though at one point one of the platforms just had its collision randomly despawn on me. Not sure why there is an unchanged Quint here. There is a better use for Quint in this stage, but I'll get to that later. While you'd think seeing a micro Quick Man would be funny, the idea of shrinking Robot Masters down comes off as more obnoxious than comedic thanks to them having REDUCED hitboxes making them more difficult to land a hit on, thus artificially elongating a battle... and you're doing it with fucking *_QUICK MAN!_* I understand that him doing almost nonexistant contact damage tries to make up for that but his boomerangs still do some considerable damage! Seriously, not fun to Buster. Just whip out Spark Chaser against this pest! And then Komuso Man just dies instantly to Force Beams. You better get used to seeing that here. Instead this quadrant is capped with fighting Tempura Man, another Flash Man mod though perhaps not as annoying as Temporal Man, if you can figure out that he has a minor blind spot of simply jumping over him when he stops time which makes his tempura miss you completely. North Quadrant: This is definitely the weakest of the quadrants for me. There's some solid usage of Drillun in the beginning and on the Diamond Token path, but how are you supposed to know to ride one of the Drilluns up. This is definitely the most obtuse of the Token placements and there's even a whole midboss arena with death spikes here as well as a Crash Man mod with a trampoline in the middle of the arena that ends up making him *_EVEN EASIER_* than the already super easy Crash Man thanks to a blind spot! Metool Woman is Stone Man if his fight had too much going on at once. It's not very fun and the bulky Baby Met after you defeat here is such a huge "Screw you!" moment. Stuff like this is seriously not funny if it thrives in purposefully annoying the player. Then a Met gauntlet that you'll end up backtracking through on the ceiling via flipped gravity if you want some extra bolts. You'll need to fight a Whopper on springs to get the gravity flipper btw. After this gauntlet is Captain N Guts Man, and this actually _is_ pretty funny since he isn't really any harder than normal Guts Man aside from not having the higher ground advantage. The final Guts Tank battle at the end is a goddamned mess. It has a lot of health bars, and even though he loses more health later to the point where he spits out health, it's still a draining fight with too damn much to focus on. East Quadrant: I saved this one for last because it's the best one, but before I get to that, I have to say something. Bean, I am sorry, but I am gonna have to leave a dislike on this video. I _did not_ appreciate you skipping the first half of this section and then not showing it off. It does a major disservice to this level. You didn't give this path a fair shot and your score ends up being affected by that. (Makes me hate the inclusion of Indestructiball even more) And come on, 4 points in Creativity? Really? This stage may have been unfocused but you cannot say it lacks creativity. It manages to do a lot with just devkit assets. But I do agree that it should have just stuck to one idea and this quadrant would have been my choice. What you *_FRUSTRATINGLY_* skipped out on were extremely well designed Count Bomb puzzles using Force Beams as well as a section of Force Beams being blocked off by Yoku Blocks. The first half of this is capped off with a Volt Man that gets killed instantly by Force Beams. Yeah it happened twice. After that are the Dragon Hyoeys, which yes I admit the Red one is pretty bad as it is projectile spam. Though I do love the rhythmic platforming for the Heart Token and the Snake Blocks are used great here! I really like that sequence where the Snake Block umbrellas you from the Force Beams! It can be a bit frustrating if you die near the end but it's still a very creative use of both gimmicks! And then we get a Force Beam fakeout for the third time in this stage. This time with Dynamo Man. It's gotten old but it still could have worked if Quint was used here, since the other two that died to the Force Beams prior were Komuso Man and Volt Man. This could have been a hilarious nod to the "Devkit Boss Royal Flush" of MaGMML2 but it ends up being a missed opportunity and a running gag that falls flat on its face as a result! Blackout Man is simultaneously better and worse than Dyna Man of which he is a mod of. He makes for a mostly better challenge than Dyna Man with his rebounding projectiles but they don't despawn! You have to shoot them to make them go away! This can pretty much overwhelm the arena. It's a semi-disappointing cap to this quadrant. This stage won't be for everyone given how excessive this is, but it still had more than its fair share of interesting ideas and you cannot and should not really deny that. Seriously, Bean. Showcase the east path in its entirety! I'm extremely disappointed in you.
A stage that goes on and on is tossing everything and the kitchen sink at you exhausts you after a while. In that regard, this stage was similar to how a couple of judges and to a much less angrily stated extent that PinkKittyRose's own playthrough of this one went for me. Haven't hated any stage so far, even this one (although one forced visual gimmick coming up was not much fun either), but it's tough to keep your focus when it keeps shifting its own so much. Don't even think the minimap purchase would help here because in the end, I'll always mentally check out of a level that switches things up like this after 10-15 minutes and just forget what I've done. If there are other entries like this in the future, now you know. Also, checking it out, it's not unlike what I did for the one token. If it was one level with one path and those were some of the rooms involved, I'd have enjoyed it more. That's the risk you run when you make a maze-like level with branching paths. You could miss out, and it looks like I did. Creativity sometimes means working with restraint.
@@Bean1227 I still think you should revisit the stage on a video to look at the east path in its entirety. You missed out on some good challenges.
I can work that path in on the post-Tier 7 roundup video. Decided to check out things around the hotel and casino then.
So I should start by prefacing how creating this behemoth came to happen. I hadn't initially planned on submitting anything to MaGMML3, as I had just finished 100% MaGMML2 and was looking for another fangame to sink my teeth into. When I went to the MaGMML3 page, I saw that they were still accepting submissions so I jumped at the chance at being a part of a collaboration of one of my favorite franchises. To understand better, the devkit was released in Late September 2018; I found out about MaGMML3 in Later October 2018. I was a month behind already, had no experience using GameMaker at ALL; so I was learning how everything worked during the creation process and I had ZERO programming knowledge whatsoever. It certainly explains the jank nature of alot of the custom assets. I was also very eager to create custom bosses because it's something I've always wanted to do, hence why there's so many. It's also why the level's as unfocused as it is, since I was trying to understand how everything worked, I had to pretty much abandon any kind of consistent theming throughout the entire stage, hence why it feels like 3 levels stapled together. But with the preamble out of the way, I'll go through each of the points in order. First the music: This came to down lack of time mostly. I had a bunch of SPC files lying around, and since GameMaker made them loop automatically; I pretty much through in whatever seemed fitting and left at that. Each area was supposed to have it's own music track, but transitioning to a different track ended up being very buggy, so it was scrapped. Volume wise it was fine for me during testing, but considering the amount of complaints from people about music tracks throughout the contest either being too loud OR too quiet, maybe there needed to be better communication as far as what volume the tracks should be at depending on volume IDK. West Quadrant: Pretty much remained how it is for most of development. The area just past the Hunter As went through at least 6 different revisions, I'm still not really happy how it turned how for the final, but time constraints and whatnot. Temporal Man was the first major custom boss I worked on, I'm still happy how he turned out, though the complaints about him being too fast or going off screen too often are valid. South Quadrant: You're not wrong about this being the most disorganized of the four quadrants; there's good reason for why it ended up that way but I'll elaborate on that in a bit. The Sheep Block/Force Laser rooms were some of the first created for the level. The colorblind friendly sheep blocks were done courtesy of Flashman being colorblind, so it seemed like a good idea to help with accessibility. The devteam seemed to agree, since turning on colorblind mode changes all the other Sheep Blocks to higher quality versions, with their shapes matching my cruder implemented ones. The Force spawners not having collision was an intentional choice, since the Lasers had a tendency of bugging out if any collision objects were placed over the spawners. BALL should've been removed no arguments here The end of the Force drop would've led to that invincible Stone Man battle I brought up in an earlier comment. Given the lag issue I was dealing with that boss, he was scrapped and replaced with Barrage Man. And the whole immunity to uncharged shots I explained in an earlier comment as well so I won't repeat myself. The disorganization of the South Quadrant has alot to do with that Stone Man encounter getting scrapped, but also needing to rearrange a ton of sections that were originally used elsewhere (I'll get into this at the end). The Hot Dog Gauntlet, Uranus Block sections, Tempura Area, and Micro Quick area were essentially thrown together haphazardly just to make the path to the Element a more linear run-through (It's why that area's Token isn't hid behind a challenge or secret hiding spot like the others.) Red and Green Dogs were pretty much thrown in to fill out space. Also the reflect blocks in Green's room seemed to change based on your patch version, since I've seen only the bottom one move out making the fight take less time since they drop off one by one instead of in unison. Not sure why it happens. The randomly despawning collision on the Uranus platforms is just a devkit issue, It's happened to me when I played through Fruit Forest. Quint technically is changed since he takes increased damage from everything. He was supposed to be part of a double boss fight with the Green Gutsman you see at the beginning to the level (Again I'll explain this later) Micro Quick's existence was an accident; I ended up shrinking a Quick Man I was using for testing by mistake so I just used it as a joke encounter. Also forget Spark Chaser, he dies in one hit to Tornado Blow. And I've explained Tempura before as well so nothing to reiterate here. North Quadrant: Definitely the most obtuse token in the level to find, I don't blame anybody for using a skip just for this token. I just figured it would be really creative to hide a screen transition behind a Drillun seeing as how they're platforms, but maybe hiding a Token behind it was too far. Bomber Joe (The Crash Man Mod) was similarly just a test asset that I threw into his own arena. Metool Woman and Guts Dozer Neo are still my favorite bosses I designed for the level, they got the most amount of development time out of all the other bosses. Once you get the rhythm for both they're pretty fun fights, but they probably could've gotten nerfed a little further. Also original Guts Dozer Neo had 6 Health Bars and split into three multicolored Gutsman after you killed it, so he was nerfed heavily before submission. He also flashed red every time he took damage (Thank you devteam for removing that) East Quadrant: Definitely the best of the four in terms of interesting setups. It was created very late into development, so if I had known that those setups worked as well as did earlier, the level would have turned out very different. The Blue and Red Dragon Hyoeys also got nerfed heavily, The blue one shot out a triple barrage of Solar Blazes and the Red One shot Changkey Dragon Fires. The blocks snakes were also originally utilized in their boss rooms, but wre scrapped due to buggy behavior. That penultimate snake block Force laser room also caused alot of eyestrain before, since it used the flashing lasers instead of the solid ones (Again thank you devteam.) Dynamo Man WAS supposed to be an actual custom boss, but programming him ended upbeing too frustrating, so I figured I would reuse the sprites I had for a Fakeout. Blackout Man was also nerfed since both he and his projectiles used to fade in and out of visibility. Also if you use his weakness Thunder Beam if lights up the room. It is funny you mention the MaGMML2 Overused Devkit Boss Royal Flush, since Volt Man was only added because I noticed I was already using Quint and Komuso, so I figured why not. Also if you count the Dragon Hyoeys as Mechadragon and the NPC Chill Man, technically the five overused MagMML2 bosses all make an appearance here. Appropriate considering the original name of the level was going to be "Am I Late to Submit to MaGMML2?" As for that Green Gutsman that was going to be an additional custom boss? I was testing one of his new attacks and it caused a catastrophic system crash. I lost days that could've been spent ironing everything out to that crash, hence why he is in eternal gay baby jail at the level start. And I've seen the comments and critiques mentioning how this level needed restraint, it needed to hold back, it needed to flesh out the good ideas it had and scrap everything that didn't work... but here's the thing THIS IS THE RESTRAINED VERSION. If this felt like 3 to 4 levels haphazardly stapled together, the original version was comparable to being TWENTY! IT HAD CLOSE TO 750+ SCREENS BEFORE IT WAS CUT DOWN. THAT'S NEARLY FIVE TIMES AS LARGE AS HUNTER TOWER! A TON of stuff had to be left on the cutting room floor for numerous reasons, hence why some of the sections felt like stuff was thrown in to be fit together... BECAUSE IT WAS. I won't get into everything that got cut here since this comment is pretty long as, but just know. If this level felt like it was slog to get through. IT COULD HAVE BEEN SO MUCH WORSE! Anyway hope you enjoyed some insight to this level's development lol :p
@@grimspecs4752 "gay baby jail" Shoutouts to Simpleflips. This was a very intriguing developer commentary and it gave me a lot of insight. I'm glad that within the organized chaos, you actually did demonstrate restraint from your original... plan. That would have definitely not gonna over well. I still think the whole level could have worked with the force beam sections alone, but glad to know your train of thought then went into designing this level. While Bean may not agree, this is FAR better than Hunter Tower by all means. He's being unnecessarily harsh. Even Shinryu didn't score your level that low.
I always loved how powerful the X-Buster is in MMX2. Hated it in MMX3
I'mma be blunt, I HATE the InDestructiball. It's easily a contender for my least favorite boss in this game aside from maybe Stall Woman
Being past those makes me happy, although I do know about another one from the DQ'd stage coming up in Tier 8. Skipped doing it in my first recording of it the other night. That and one very green stage got spoiled for me by my own curiosity weeks ago.
I can see why. But my pick for worst custom boss goes to either Heintz, Solaire Man, or Thermal Man
@@tb3411 All of those are pretty rough too, but I still prefer them above Stall Woman and the Ball. Comes down to opinion and preference, really
Probably the biggest regret I ended up including in the final submission. The original idea I had for an invulnerable boss battle was an invincible Stone Man that you would have fought atop Sheep Blocks as they kept disappearing. You would hit the bottom which would have had a Force laser kill him instantly. And truthfully it played alright, the problem? It KILLED the framerate, single digit bad; so I ended up scrapping the entire thing. I tried an invincible Hanabiran after that, but it was annoying to fight no surprise there. BALL was a very last minute inclusion. That number string in his message box? It's his date of implementation backwards. Had it not been for a catastrophic system crash days before the deadline, I probably would have removed his rooms entirely OR conveyed very clearly that he was COMPLETELY optional, something the original message box doesn't express. Plenty of people still fought it thinking there was a Token afterwards, and that's the part that made regret it's inclusion. That people would still fight the thing expecting something afterward, despite how annoying it was to fight.
@@grimspecs4752 And you get sent to an entirely different path after defeating Invinciball. Honestly, not a good trade for what you skip on the east path
In case it wasn't obvious, the shenanigans going on surrounding the Tier 6 Boss were all a reference to Mythbusters. Good show, in my opinion
Wily's Well-Fortified Room- 21 I see what you were going for but it doesn't work. The enemies are all placed in just the worst ways. It feels impossible to get through some of this without taking damage unless you take out special weapons... and by special weapons I mean Tornado Blow specifically. The level's tiling is completely amateurish, the MM9 Wily 4 music should NOT be used for a full length level, and the text boxes are RIDDLED with typos! The sole Token here is one of the absolute worst in the whole contest and the screen transition leading to it has a spike in front of it. The thing I like the most are using the Count Bombs and invincible blocks with gravity for the keycard puzzles, and even THIS has a huge problem because you decided to put in enemies that make it a LOT harder to think about the correct order to blow up the Count Bombs in! Makes me grateful that there's at least two-way screen transitions here to reset the puzzle. The last of these puzzles could have been the big highlight because it's extremely well thought out but going Buster only will mean you are forced to deal with THREE ENEMIES sniping you while you think the puzzle out! I felt the need to break out Tornado Blow and I had to reset it enough to where I used up a W-Tank for Tornado Blow. It honestly ruins what should be a great puzzle! Also I don't exactly like the construction of the boss arena either. Double dutching projectiles from Beaks is a bit too tight of an arena obstacle to work with Hunter B. Honestly, this level is nothing short of annoyingly and amateurishly designed to the point where even the best parts come off as annoying.
21:26 and 22:48 😂😂😂😂
Oh yeah and PSA for fan judges: Do not ever use the Step Booster or Met Helmet. It isn't fair to the entry. If you are fan judging, you should judge it the way it was meant to be played. So hopefully, you don't purchase either of those until after the entries. (And if you do, keep them disabled)
Can the trap move actually dodge? Please tell me the principle, he often pushes me into a corner and never stops attacking.
You can dodge the wave of fire with a quick double slide if he's doing the steady stream. I show that off. It's tough, but the window is there. If you mean the floor traps, then I think that's a slide past them? This was more than ten years ago now, so it's hazy!
Why the hell do you keep deliberately dying on the airship?!?! Just for sh!ts and giggles?? So annoying.
My goal is to show as much as I can off in games. In this particular case, it's to demonstrate how the Anchor works. Sure enough, I wound up having questions about that item in previous videos. The real run of the airship starts at 23:00, and outside of intentionally letting Roy catch Mario flatfooted, that stage was taken down with no trouble.
Hornet Man Got a New Stage- 29 This is honestly my least favorite of the "Robot Master stage remix" entries. While I can appreciate more of an emphasis on using different bee enemies and trimming down Hanabiran's health, I cannot say the execution worked. Most of the stage is pretty boring to play through and even has some frustrations in the form of the CftF bees and the double Hanabiran. I don't care if there is a checkpoint before the fight or if the midboss health is trimmed down, fighting two of those at once with the clock arm is an absolute clusterfuck! And I'm honestly not good at fighting Honey Woman so remixing the battle by including said clock arm in the arena did me no favors. But what ultimately makes this the worst of the remix stages is the amounts of functionality issues. From minor ones like multiple Bokuzurah blocks layered on another and missing ceiling collision in the Token room, to the major issue of using Hanabiran like a normal enemy. Here's the thing, if you try to pass Hanabiran in some rooms without killing it, you encounter an invisible wall thanks to how midbosses work in MaGMML3's engine. The thing is, you can end up _despawning_ Hanabiran if you scroll it offscreen which can lead to getting softlocked. It doesn't help that the invisible walls can leave behind black background tiles after getting destroyed which also harms the aesthetic score. There's just too many small issues that build up to a huge problem for me here.
Shape Woman- 60 This is a decently designed romp with a charming notebook and building block aesthetic. I like how the enemy choices are based around basic geometric shapes. It doesn't use gimmicks often, since most of the level tends to be enemy gauntlets, but for the most part they are used pretty well and I appreciate the Tornado Batteries being introduced safely. Combing them with Yoku spikes for a timing gimmick makes for a decent challenge. Using MRC for a Token was a pleasant change of pace since it meant you didn't have to memorize MRC's password to progress. The Sheep Block and instakill Cutting Wheel room is a deceptively daunting challenge that isn't as hard as it looks and it's a creative way to overlap death spikes with the Sheep Blocks, though it may not immediately be clear that the Cutting Wheels are instant death until you collide with one. Something I'm not a particularly big fan of is the underwater section. While a change of pace, dying here and in the otherwise well designed Heart Token room means you are sent back to the Sheep Blocks before the section so you have to wait through this every time you die (though this is NOTHING compared to the horrors of 96th place). Shape Woman has an... interesting design, though if anything she wouldn't look out of place in a Rayman game. At first I didn't like that it was a boss that constantly kept its shield up, but the idea of her shield's gaps gradually expanding to get more hits in is a solid concept. It's really more about patience and endurance at the start and by the time enough of the shield is tossed, you can potentially Buster her on a single cycle. Pretty decent stage overall.
The Heist- 53 I really like how the MM9 lasers are used here. They made for some really nice puzzles! There's even some interesting platforming with the Jewel platforms toward the end. The utilization of these made for a decently fun romp! Though there's quite a few issues I have in terms of the level design and aesthetics. There's a room that starts with a Met that's placed way too close to you, which can easily knock you back to the previous room thanks to an unnecessary two-way screen transition. I have no idea how to get the Heart Token without taking damage since it doesn't feel possible to have the Jewel Platform umbrella you from the lasers enough to get in and out on time. And the Punk arena layout just makes an already pretty easy devkit boss even easier. As for aesthetics, the nicest I can say about it is that the music is great and the Hammer Joe on the truck was a charming detail that resembled a getaway vehicle for this heist that's apparently in this level. That being said, this level has messy and sometimes inconsistent tilework. There are shutter visuals that you can walk inside at first but on the next screen, they are suddenly solid. And what is with the vault? Why is there a checkpoint before it and after it? It's not like anything can hurt you there. And why are there only a few bolts in this vault? Considering this is meant to be a heist, you'd think a bit more work would be put into making the vault seem more like a vault, but it feels more like a museum with empty pedestals.
Judging by the break in the floor and the getaway truck at the end, I'm pretty sure the place was already cleaned out. That's my take on it anyway.
Identity Man- 49 The footage definitely explains a lot of my ups and downs but I'll try my best to add my own input. I really love the Super Mario Odyssey concept this stage has going for it and it can be fun to mess around with, though most of the stage lacks any real design, especially when the hidden Apache Joe and Sakugarne pretty much break it once you know where to look for them. I should mention that I could have given this a full 15 in Creativity but I docked a point for outright plagiarizing Heat Man's Yoku Block segments. Now as fun as it is to mess around with the enemies here, I feel like some of them aren't the right ones. Dadas and especially Crazy Canyons are pretty much useless. And of course they can be awkward to control, Rabbiton in particular. The Heart Token is easily the worst of these due to requiring you to land on EVERY mini top platform (which only Rabbiton can land on) in a short amount of time. You are better off glitching your way through the platform guarding the Token (Fox in Yellow Socks has demonstrated how to do this, it's easier and faster though you will end up getting stuck under there, but since the checkpoint isn't far it doesn't matter too much). The last hallway before the boss is just obnoxious to get through without taking Rabbiton to it or using special weapons/utilities. The enemies are in awkward placements. I do like Identity Man, he can be a really fun boss, but it seems like you got very unlucky in the second half. It's actually not to bad unless the RNG keeps deciding to roll Gyro Man which is what happened with you there. As for the Easter Egg boss that requires specific button inputs to trigger, I have no idea why you would include this as it's not like anyone would figure something like that out besides dumb luck especially with it being only after Identity Man has dropped the element. At least Mecha Sonic is pretty easy. Btw you cannot bring Sakugarne to the boss, there is a Shield Attacker placed in such a way earlier on that Sakugarne is unable to pass through as it will be stuck jumping on top of it. And speaking of Sakugarne, if you entered its area while still in Apache Joe, all of your weapons become disabled pretty much softlocking you. Sharb a.k.a. Renhoek loves to push the engine to its most extreme limits and it tends to show.
Assault Hunt- 64 This was an absolute blast to play through. It's fun to blitz your way through these hordes of enemies with different special weapons, especially since enemy spam isn't an issue here considering all the enemies have no collision. Sure it means there isn't much in the way of actual level design but given the Metal Slug inspiration, it's executed fairly well. It's definitely a good thing your score doesn't reset if you die, but you will lose your weapon you were holding onto, and that includes the secret Rush Jet and Magnet Beam which do not come back. I definitely appreciate trying to get high scores to unlock each of the Tokens, but this leads into my first criticism. The 6 million score threshold for the Star Token is a mite too high. Could have been made slightly more lenient such as the 5 million displayed after you collected the element there. And I do have some other things to criticize. The enemy spawners are dropped in at random including in the walls and sometimes they can move jankily when confronted with the wall or ledge. The Purple Joe midboss is an absolute pain with special weapons for some reason and you're better off using the Buster there. Assault Man himself can clip through the walls, on occasion right out of the arena, softlocking you. My biggest criticism of the stage however is the stage is prone to crashing. When I attempted to get rid of the purple Joe midboss with Water Shield, the game crashed on me and I had to start over from the beginning since continuing at a checkpoint after leaving the stage will reset your score! Also was forcing you to fight a MM1 Joe with just your Buster at the beginning really necessary? It can kill you contact, by the way. I do think this was a fun experimental stage regardless of its flaws but Zatsu really needs to let people playtest his entries more.
25:19 Got a genuine laugh out of me. That would have been my reaction too😂
Why did Bean walk to him like that?
I mean, he looks ridiculous. Finding out after the fact he's from MMBN4 (I've only beaten 1 and the GCN platformer) was icing on the cake.
@@Bean1227 I mean Regal is from BN4 too. BN4 is just weird.
BN4 weird?? No way! Legs go bean! Load Chaud is waiting!
mario bross 2 shortcut 63 cannot be use to do infiite loop?
Thanks! I didn't know Metal Man was weak against his own weapon. I didn't know that two charged fire attack shots were enough to defeat Willy's first form. And that a Crash Bomb at the right time can defeat him in one go I didn't know you needed Air Atk to defeat Woodman And I didn't know about the strategy using Crash Bomb against Flashman Great video! I will win the game now with these tips
Well, Metal Blade is a safer strategy than Air Shooter against Wood Man. His real weakness is Heat Man's weapon though, but it's better to save that for Wily. Anyway, good luck.
I'm tired of trying to get all my reviews/thoughts in one comment, especially if you do a lot of levels in one video so instead I'll just do them individually. It's a lot less stressful that way Frenzy Reactor- 37 Nothing frenzious about this level aside from the visuals. It's a pretty dull level that only picks up right near the end, especially showing off the underused mechanic of sparks on conveyor belts. The boss battles are poorly thought out between Spark Man being easily sniped, Centaur Man having two health bars to drag the fight out being made worse by the absolutely terrible Mega Man II boss theme, and Solar Man having two health bars, an entirely changed weakness, and being painful to fight on conveyor belts. Honestly, the most entertaining part of the level is the text box at the beginning.
Escape from the Wily City- 39 While I appreciate building challenges around Fankurows and Move Hovers, I cannot say I liked this level much at all. It's too damned long, littered with bulky enemies, obnoxious battles against Mad Grinder, precision Move Hover jumps, and badly designed Token rooms such as the Triple Gemini Man boss that has broken AI and a room where you are forced to take a hit to a Fankurow upon leaving, pretty much indicating this stage had little playtesting put into it.
It's fine. Originally, you just put scores down and left it at that, but I do read all the comments. Definitely helps when I'm not getting 100+ of them like Roahm's vids have been doing so far!
Skull Secret Zone- 31 First off there was no reason to apologize for not finishing your level here as it shows a lack of promise. Not only that but four mini-levels would be too much and add more problems on top of the ones already present here. Green Ice Hill is simply put, very ugly and very cluttered but props for trying to get creative use out of the melting ice blocks and water spouts. Skull Chemical Plant is much more cleanly designed for the most part, but is rather boring, and infuriatingly has the checkpoint placed AFTER the very rude unexpected spike drop. It's a shame Shadow Man weren't in the devkit which would have been better than fighting Sonic Man on both Elements. Something else that bothers me is the use of vanilla music rather than Sonic music. Especially since Ice Man probably has the worst of the Robot Master stage themes imo. It doesn't fail completely on aesthetics since the enemy reskins are nice and while Skull Chemical also looks messy, it's definitely less ugly than Green Ice and I like how the pipes look with the bones. Though ultimately this level suffers from a lack of focus.
Mechanical Factory- 49 A decently designed, decently fun factory level with the conventional conveyor belt and junk block challenges with a bit of Crash rail madness thrown in. The serpentine Crash rail at the end is a notably large difficulty spike compared to the rest of the level and is even worse than the one from 48hr's Crashing in the Dark as this one is over a bottomless pit. If anything, it's satisfying to pull off. I'm not really a fan of Escaroo here and it clashes with the factory aesthetic, which is honestly unremarkable and boring in execution here thanks to the dull MM2 tiles and mostly black background that could have had more gears. I wish the Junk Block spawners had more of a visual indicator. And while Fuse Man is one of the best vanilla songs to use, this port doesn't loop properly.
Up Down All Around- 52 Hey cool, Esperanto! I love this so-- OH MY GOD IT SOUNDS TERRIBLE! Yeah this port is butchered. I'm gonna file that one under "Worse than Taco Man". Doesn't help that the aesthetics are a bit of a mess. But if anything the overall level design is solid and has fun, creative gravity flipping challenges including use the flippers as something that can instakill you. I feel that big open room is particularly messy despite it actually being simple to navigate in the end, but I do like the final challenge before the boss door despite it being much harder than the rest of the level and the Hunter B arena is extremely well thought out. I do wish the level had a bit more rooms to it though. It feels like it ends too quickly. Also I'm gonna address the donut block behavior real quick. Yes it's a bug. It's an engine bug that was used deliberately here as it seems Dylan wanted to demonstrate it as if it were one of the stage's primary gimmicks. Though I can't exactly call the utilization of it well thought out.
I jokingly call it Pipe Garden
I'm okay with Mega Man 11
How do you get Amy In sonic advance 2
Said in the video, but I'll say it again here for you. You have to go through the game as Sonic, Tails, Knuckles, & Cream and get all seven Chaos Emeralds in every one of those runs.
The worst stage in the entire series in my opinion. The stage itself is fine, but when you get to the boss battle, and you’re running low on Crash Bombs. You’re fucked. Even if you game over to replenish your ammo. Fucking up even 1 of your shots at the Boobeam Trap and you miss means having to game over. Worst stage in Mega Man history, and the one that most people are going to spend hours on. Kind of the reason I hate Crash Bomber just because of how it is used on some of these stages.
watching Pinkkittyrose intentionally drag the fight with Gravity Man out just to see how long the game could last with the Graviton drippers lagging the game to the point of nearly crashing was insane
I WANT TO RIDE MECHA DRAGON! =/
Get that bus pass, bring 28 bolts, go to Tier 5 since you can do that immediately, and enjoy! Unless you mean real life... then yeah. You're out of luck!
Sorry for the delay. Wasn't sure how I was gonna approach sharing my thoughts for this one. Puzzle Man is definitely one of my favorite tier bosses btw Tower of Dimentions- 56 First off, fantastic music choice. Definitely one of my favorites in the whole contest. While the level doesn't look the greatest, I appreciate everything being labelled. Despite the length, I'd say Tower of Dimentions did a much better job showcasing gravity gimmicks than Creatively Named Level ever did. The challenges are more fun, if a bit samey at times, and the checkpoints are nicely placed! Count bombs also served as a good way to start the level's mostly steady difficulty curve. I can't say I like some of the enemy selections though. Alabells can be a bit annoying and time wasting elongating an already lenghty level and I really hate the Pipis and penguins. Where the level ultimately fails for me are the midboss and boss arenas. I suppose the T-Khamen one is fine, which is impressive since T-Khamen is usually really annoying (thank you for the respawnint Count Bombs, btw), but Big Snakey is nothing short of annoying here, Whopper is pathetically easy thanks to sniping range but ultimately made more tedious thanks to the Graviton drops getting in the way. Destroying the Graviton doesn't exactly help because they can respawn with the drops _stacking on top of each other_ which ultimately also affects the Gravity Man arena too! Though I do think this was a decent attempt at making Gravity Man more difficult. It isn't too bad if you stay central and focus on the middle Graviton. I do wish the level's length had a visual indicator like the different parts of the tower being colored differently but I guess that may end up clashing with how the fake floors are executed. One more complaint and that's the Spade Token not being super obvious with the only indication being to look left at the beginning of the level. Flaws aside, this was really fun and gave me a similar satisfaction to Fortified Base from 48hr.
There definitely were enough filler rooms for my tastes. That seems to be the way things are and have been going for a bit. I can safely say the next couple of tiers have stages like that, too. Anyway, get ready for the next couple vids. Lot of stages being completed then.
@@Bean1227 Tier 6 starts off very bleh but the last few levels are interesting.
I totally forgot about the Thunderbolt interaction with Turbo Man!
Amo a melodia...esse jogo lembra os bons tempos
Could you play as Luigi in this game?
Only in a two-player game, same as the original SMB. If you're playing the Arcade Archives version, you'll need two controllers. Press L at least twice to get multiple credits. Then on the second controller, press R to start. It'll start as Mario but will switch to Luigi and back every time a player loses a life.
@@Bean1227 I haven't played this game in years. I remember seeing it in an arcade and seeing both Mario and Luigi on a scoreboard in the arcade machine.
1:46 keep dying. This sections a dumpster fire.
Very 1980s decor on this level, my parents had part of the house painted in a color like that around 1989. All about the contemporary futuristic look back then. I never got this far MM1, awesome game but hard as balls.
Not gonna lie, this episode mostly consists of levels with cool concepts that really didn't work out as well as they could've. The two exceptions are Narcissistic Stratosphere, which is basic yet fun, and Mediocre Oil Level, which... certainly is...
Feels like Tier 5 in general. Will say that I think we're getting more consistent quality after the hit or miss stages Tier 4 had. Slightly lower highs but definitely higher lows. Hoping that continues.
Water Level? Ice Level?- 27 I really love the gimmick of toggling between ice and water for platforming and there's some good platforming challenges in the second half. That's where the praise ends though, because there is a LOT wrong with the level. Before I go into the biggest issues, I want to point out the questionable aesthetic choice of putting the switches on top of the walls. Now the first big issue is the level has a vague sense of navigability. While it is neat that the level has you backtrack through some of it with the ice toggled on, tempting to sequence break some of it can lead to softlocks. And while I can understand there not being too many checkpoints in the first half because of that, the second half despite its solid challenges definitely could use another checkpoint. Next I want to talk about how dickish the Tokens are. The Club Token is placed in a very unconventional location between you actually needing to use Ice Wall to get into an area you are meant to come to later and having an INVISIBLE LADDER. Not only that but the room greets you with enemy spam with enemies that are HOLDING ONTO MINES THAT THEY DROP AFTER YOU KILL THEM CREATING AN EXTRA LAYER OF ENEMY SPAM THAT YOU *_CANNOT EVEN CLEAR WITH TORNADO BLOW!_* That isn't fucking funny! That's just rude! THe Heart Token involves a ladder that only decides to appear in a previous room _after toggling the ice on._ And try not to jump off of the platform in that room to get back to the previous one thanks to a screen transition THAT CAN KILL YOU! And speaking of deadly screen transitions there is the Spade Token that is found by going left at the beginning of the level. You need to toggle the ice on to get to it, otherwise you fall into the spikes. Even then you are forced to jump through every transition since you will FALL THROUGH THE FLOOR OTHERWISE! And Eddie throwing a truck at you is once again not funny, just super rude and makes the author look like an absolute dick. The red herring switch in the room does not help with that! As for the bosses we have an Ice Hanabiran which is Hanabiran but more annoying, and a dual battle with Bubble Man and Chill Man that utilizes the stage gimmick. The dual boss is badly optimized since it's a mess to fight them with just a Buster, and you can also trap them together to snipe them with special weapons. The biggest kick to the teeth in this stage's blatant lack of playtesting though comes from where you can access the Club Token. You can already use Ice Wall to get to that room but with Rush Jet and Magnet Beam enabled, you can already make your way to Ice Hanabiran! While this does make fighting Ice Hanabiran even tougher due to the lack of room, you can manage to SKIP HALF THE ENTIRE STAGE if you manage to defeat Ice Hanabiran here. This is the only entry I ended up giving a 0 in Functionality to. Between this level and a certain room in Floating Clouds' 48hr entry, it's clear that playtesting is not a priority for them and if the Tokens are anything to go by, they prioritize being jerks to the judges and the players over actually thoroughly playtesting their entries. It almost feels like the levels are badly put together ON PURPOSE. This is probably my least favorite entry in Tier 5 between how broken it is and how rude the Tokens are. Chaos Light City- 31 This level looks amazing and the streetlight gimmick is pretty interesting. That's about all the praise I can give here since this level has one of the most questionable enemy selections I have ever seen, as aside from the Big Eye midboss, every enemy is one with a shield which makes the invincibility lights feel more like extra time wasters rather than legitimate challenges creating one of the biggest slogs in the entire contest. Not only that but the invincibility lights actually don't protect the enemies from Laser Trident. It's almost like the gimmick isn't even there! Also having to force a Big Eye in an arena area leads to a bit of RNG on whether or not they could end up cornering you so even the best use of the invincibility lights has issues. Definitely one of my least favorite levels in MaGMML3 just for how much of a slog it is. Admittedly, Elec Man's cameo was cute. Mediocre Oil Level- 39 Despite the self-deprecating nature and lack of aesthetics, there's actually a solid use of the Double Oil here, complete with a creative Suzak & Fenix arena and a neat low ceiling corridor segment. Unfortunately not only are the aesthetics thrown out the window but so is the Functionality with the Oil Man arena that not only breaks Oil Man's AI _horrendously_ but it's just impossible to move around anywhere thanks to the PU oil floor which also gives you EXTRA KNOCKBACK. The Warped Void- 35 While this is a solid romp with an interesting aesthetic, it's also unremarkably designed. It has gravity gimmicks that aren't really used in interesting ways and are just there to exist. Most of the challenges just consist of basically shooting enemies in hallways. And the level even ends on an anticlimax with a Combust Man joke with Crystal Man. Besides the Wario Land 2 aesthetic, the most memorable thing about this stage is the Wave Man bubble segment but for the wrong reasons. A couple of the Wave Man bubbles actually _despawn_ on the next screen, probably becuase of overlapping with the smaller bubbles. Operation: Narcissistic Stratosphere- 43 Being an edit of Objective: Vain Space, there isn't too much going on here in terms of design but it did make for some really fun challenges, especially with the Trickster Tokens thrown in! There's still some disappointments like the Sheep Blocks not being much of a threat, the spikes being nonlethal, and the Star Token literally being handed to you. Not only that but being a Vain Space edit, the aesthetics are pretty much nonexistant. Hell, even Vain Space had a starry background. Why isn't there one here? Red Mountain- 33 While I appreciate trying to make a level that's modeled after one of Sonic Adventure, even including some really nice enemy reskins, the platforming here feels crowded and clunky, especially on the inside. Not to mention the outside path feels unnecessary given that it doesn't end on a boss fight. As for Mega Mecha Shark, its 1st and 3rd phases are made a lot easier while the 2nd phase is made much more obnoxious. Also for some aesthetic issues, it is visually crowded in areas and the use of vanilla Mega Man music is questionable given it was going for a Sonic aesthetic. Just rip the Sonic Adventure Red Mountain songs. They don't need to be 8bit. If there are highlights I'll give toward the level design, the Totem Polens are used creatively in what feels like an otherwise unremarkably designed level and the double Stone Head is pretty unique. The Hero as Remixed- 48 Before I give my thoughts on this one, I want to point out how rude it is to design a level just to spite RoahmMythril. It just makes you look like a jerk. That being said, this was a decently fun level that while sparse in challenges, it was still fun to control X, and I appreciate that it's possible for Mega Man Classic to get through with MaGMML3's weaponset. What little challenges there were are at least decently creative and I loved the Digi Tiger fight at the end. But please do not design levels just to spite someone.
Good news is he shouldn't even have to since Magnet Beam can get that token if you want. So it's a case of spite with restraint in the decision making.
What's the theme when fighting Veteran Z phase 1?
It's the boss theme from Mega Man Z, the fan game that Veteran Z comes from.
@@Bean1227 I can't find the game or the theme from it, any link for it?
Search for "A Comprehensive List of Mega Man Fangames (With Links)" with those quotation marks I put around it, and that should have a thread on Sprites Inc. by FlashMan as your first result. That thread links to a Google Doc where you can pick it up. The MMZ fan game you're looking for is by iusethemegabuster.
@@Bean1227 Got it, many thanks
Honestly Bakery Man is another that's gotten worse the more I think about it, the first split path is already a bit iffy with both paths having a token apiece, but then the stage really goes tumbling down after the fakeout ending, since it proceeds to overstay its welcome and become a lot less fair. And that is, of course, on top of the SECOND split path with both having elements, forcing you to play the stage AGAIN. It of course especially feels wrong when one of those paths doesn't even feel thematically coherent with the rest of the stage Honestly my biggest complaint with Mint Candy Matrix is that it looks a lot like a Sheep Man stage, but it uses Chill Man's theme instead for some reason I'm honestly not a fan of Froggy Gravity. Its illusion gimmick really doesn't feel like it adds much, and instead the level just sort of relies on annoying enemy and platform combos
Wow, this is insane. Great performance. 🤘 I can't even get under Wily's machine to the other side without getting hit multiple times. 😅 I'm forced to just spam Hard Knuckle while holding "up" to steer it into the cockpit and tank any hits that come Mega Man's way.
Lore of the burner man:burner man was obliterated by king to burn forests or he will Blown him into peaces with a bomb that was inside him,with that burner man got the pasion of burn forests,thats why we are in a forest
I think bakery man would've benefited from better background textures. It was a bit too samey and a little hard on the eyes. That said I'm not sure why two judges saw it fit to give zero in Fun.
Too many OHKOs, the spikes blending in with the background in spots, the theme changing up so much that it makes this multiple levels in one (one of my biggest peeves), and having to replay it at least once to see everything. The judges also didn't have the benefit of having a Level Compass available like we do. Took a look in the Notepad file I've been keeping, and all the levels ranked above this one and even 9 of the next 10 below this all had more points in fun. The one that didn't did the same multiple stages in one deal, so yeah. I can see the reasoning.
@@Bean1227 Yeah i will agree that suit store split path wasn't necessary.
Bakery Man- 60 This level is a jack of all trades in quality. The first half introduces its gimmicks well and despite the precision platforming, it feels nicely designed and was decently fun. I love how the level looks and all the enemy and midboss reskins are creative and cute! Bakery Man ended up being a slightly modified Pharaoh Man but it plays really well and the chocolate fountain that slows you down is an interesting touch. Not sure what everyone's problem is with this entr-- wait what? It's not over!? Sadly, the second half of this level has some gimmicks that aren't introduced the best, has the difficulty ratcheted up more, and has a lot more obnoxious enemies such as Nu Mets that shoot slime that DRAINS YOUR HEALTH. It's a shame because there definitely are some creative concepts in the latter half too. They just aren't executed very well for the most part. Though I do like how the Uranus platform rolling pins get utilized. But what I want to know is why the hell is there a dry cleaners in a bakery? This section in particular highlights all the flaws of the latter half of the level, such as derailing from the initial aesthetic, annoyingly placed enemies, the Nu Mets I mentioned earlier, a clever gimmick that is executed badly being the suits obscuring vision. I do at least like the modded Saturn Man battle. It's definitely more fun than the modded Punk battle. I suppose having two elements at the end does encourage you to take both split paths earlier on, but the stage seriously didn't need the latter half. It may have awarded it a few more creativity points but it also managed to dock _at least_ fifteen points from other categories. It's a shame since I know a lot of work went into the visuals and modified gimmicks. Mega Man DEV- 50 This stage is full of neat ideas but lacks cohesion and most of the ideas aren't executed very well. The most well executed idea is how Drillun is used, but it also gives us a completely backwards ladder panflute and a poorly introduced section that has invisible floors marked by Yoku Blocks. Don't get me wrong, it's a cool room, but it's introduced with a screen transition that makes you think there's an invisible wall in the way and not only that, it's the only room to use this gimmick. That upsets me a lot! Some other questionable things include a drop transition after a midboss where you can land on top of an enemy, some broken aesthetics on top of the already monotone looking ones, and most of the Tokens feeling like handouts. Though I do appreciate the buildup toward Mega Man DEV with these Wily logs. Sadly Mega Man DEV does not live up to the buildup as, while a pretty fun boss with a cool concept, he ends up being too easy thanks to him being immobile for some reason. It's a pretty fun stage but ultimately a sloppy one. Mint Candy Matrix- 42 A decently designed Sheep Block and Concrete Platform level, but a rather forgettable one. Honestly, the last hallway with a Joe and spikes on the ceiling stand out more than the level itself. And of course we have questionable aspects like Chill Man's theme not fitting the stage, disabling every special weapon and utility save for Magnetic Shockwave, and having to fight Quick Man who is annoying and you don't have his weakness here. Froggy Gravity- 32 While using an obscuring gimmick can be fun, it just feels annoying here, not to mention how it is used here is rather ugly looking. The invisible timers on Count Bombs are a terrible gimmick, and while the gravity flipping does make some interesting platforming with the Count Bombs, what makes me hate both halves of the stage are the enemy choices. The Shield Attackers, Pukapellies, and ESPECIALLY the Croakers are very inconvenient for the type of platforming this stage has. They are all pretty much Ledge Bats! The Croakers are some of the most obnoxious enemies in the series and using them for this type of level was a huge mistake. This level is seriously obnoxious. On the bright side, the dual boss with Gravity Man and Toad Man is pretty clever as it executes a battle where Toad Man can be a legitimate threat by being an obstacle for fighting Gravity Man and vice versa. A pretty great way to cap an otherwise annoying level. It didn't save it from being one of my least favorite stages but it's at least not in the bottom 10 because of that. Can't say the same for the next two stages though.
so based on your commentary on Ishmael I assume you've read Moby Dick?
Not fully, but I know enough lines from it.
Temple of Light and Dark made me hate Acid Man's theme while watching Pink's stream that alone is going to make me score it low
Wouldn’t say it”made me hate acid man’s theme” but more, it made me want to live in a world where light and dark didn’t exist and it was all just grey, everything grey, me like grey, not light or dark, just grey, if anything the music was the only thing that kept me sane.
New Mega Man player here. Watching this after recently finishing Mega Man 3 for the first time. It was a huge battle to finish the game at all, even using the optimum weapons against bosses. These fights are just incredible to watch. What an amazing display of skill. 👏👏👏👏👏👏👏👏
As a kid, I couldn't beat any of the NES games we rented. So beating the game yourself for the first time that quickly? You're already ahead of my old pace. Ha.
@@Bean1227 Wow, thanks, man. You're a great sport. 👍 I managed to finish MM3 across five days, playing on Legacy Collection on Nintendo Switch, but it felt like a real battle. Had to look up some quick tips for Wily phase 2. I'm trying to do what I can with the reaction times of a 42-year-old gamer! Your entire Mega Man series is truly one of the best things I've watched on RUclips, and criminally underviewed. I'm working my way through the whole lot, and learning so much from watching you play. You need more subs, man. 👍👍