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Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
- BobisOnlyBob
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
i might just say fuck it and play robbit mon dieu soon, i've already beat 1&2
dunno about geograph seal, i might give it a real shot soon too, x68k emus aren't the hardest to find and i think neo fuji and tosec have made romsets of it (most likely not full, but with a large amount)
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
I can back up part of Cheez's assessment, the green section of Chroma Key can get ridiculous if you back up in the wrong spot and get awkward respawns.
On the plus side, the level is a great place to get bolts.
On the plus side, the level is a great place to get bolts.
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
tfw my level (Midnight Snow) was played by roacow a little over five years later :p
I actually had some issues trying to make the screens scroll horizontally, which was why they played like they were played. Looking back on this one, I felt like this one was stretched out way too long. I remember thinking "oh let's see about replacing some of these tiles with other ones" and thought of SMB2 and felt like the Kirby music was going to fit in. Also is it just me or were the weapon block barriers going to look different? I remember there was supposed to be an ice block where raocow got the E-Tank that got replaced with a far more conspicuous orange box.
Also penguins.
I actually had some issues trying to make the screens scroll horizontally, which was why they played like they were played. Looking back on this one, I felt like this one was stretched out way too long. I remember thinking "oh let's see about replacing some of these tiles with other ones" and thought of SMB2 and felt like the Kirby music was going to fit in. Also is it just me or were the weapon block barriers going to look different? I remember there was supposed to be an ice block where raocow got the E-Tank that got replaced with a far more conspicuous orange box.
Also penguins.
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
I imagine raocow woulda found it eventually but I'd like to point out there's actually a second shop in the remastered version's hub.
I got an avatar.
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
oh man i'm late!!! oh golly oh jeez
the fact the extra life text says "I'm ripping you off." if you have lives disabled is hilarious i seriously hope whoever added that has a good day btw. if only it kept that text if you DID have lives enabled bc honestly lives really do just have no purpose for modern games tbh
welcome to tier 2! idk why it has this music but i do like this music a lot.
Chroma Key is. a very strange level tbh. as many people mentioned it's pretty notable as it's the only other least favorite level considering City War got totally dogpiled, so hey, it's gotta be like, Real Bad Right? well yeah, it's not too good, this is the first level of the second to worst tier, but also like... largely this level is kinda unremarkable unless you give it the chance to be as awful as it can get. as pretty much everyone mentions the enemy placement is Beyond Spammy and if you aren't careful it can get even worser and worser than even the intended spam.
the telly segment of the blue room in particular is emblematic of this entire enemy spam issue. if you are not careful it will Incinerate On Contact. and if you DO handle it well... well, you have easily the best bolt farming room in the entire game bar none. just stick near the Entire Wall of Telly Generators, toss up thunder wools, let the thunder pierce them since these are all 1-hp, pick up all the pickups, and since Thunder Wool is so cheap even just One minor energy pickup is more than enough to keep you at a profit, rinse and repeat until you make Eddie a very, very rich little fliptop.
once you get past the enemy spam though... this level kinda just, lacks an identity overall? like yeah it has the color gimmick which is kinda neat but like. overall colors of enemies isn't really enough to create a cool synergy with them. they look aesthetically pleasing, sure! but they don't really have a gameplay synergy. it all just kinda melds as a resultm since none of these enemioes are working in tandem. especially since once you get to yellow the gimmick just Gives Up Entirely due to that aforemntioned deadline. you get a bit of yellow... but it very quickly turns red... then turns orange, then turns red AGAIN, then a bit of pink??? then red, then Oh Oops Done. there's something to be said abt the deadline but there's also something to be said about how it doesn't seem like there was any real palette even with the rushed version as the amount of proper orange enemies is like, one, and for some reason we get a reddish-pink one!
Sunset Siege is a level. it exists. okay that's not TOO fair but it is very strangely designed. opening tile has a stray background tile. just the one. running joke. here's a branching path! if you go the right though you will Be Incinerated unless you jump. also you literally never have to go right anyhow so just go down really. you go down and just Have Powerup Blocks I Guess! better not go down here if you want to use special weapons otherwise you constantly run the risk of getting softlocked (well, not really, since you can just self-destruct with 2 iirc). also sometimes there's pits that are required to progress but then there's pits that look identical but if you go down them they really ARE bottomless pits??? overall it's like... it's OKAY...? it's not like a hair-tearing experience. but it's just like largely superfluous
Midnight Snow is a level that is also pretty superfluous, but honestly a bit more of the good zen kind? it deliberately has the 1-screen thing Level style, but honestly the challenges here feel Much More Designed to be those than anything in Level was. is it annoying? occasionally, but like, largely i feel like there's nothing that would be added by making some of these rooms have proper scrolling. it's when you go underground that i feel like the level goes on longer than it should, as the brick cave maze is just a lot less interesting than the aboveground segments before it. it's not BAD... but man. if the main level is superfluous but in a fun sorta zen way, this is just superfluous in a "why is this here again?" way. once you resurface it does pick up a bit but it still kinda feels a bit confused, as if it's not sure it SHOULD continue, and the enemy setups don't feel like they were designed with the 1-screen-at-a-time deal like the opening was. also boss door without a boss.
...now's a good as time to mention the story of devkit bosses. for SOME REASON the magmml1 devkit had minibosses but no NORMAL bosses, but had a boss door entity for you if you wanted to include your own bosses??? as a result magmml1's levels just kinda have A Thing where they're like "oh here's the boss! it's just an energy element bc i don't know how to program a boss". in magmml1 this wasn't a big deal since like, well, nobody else had a devkit boss, so if your boss room is just the element it's fine, but this is largely why devkit bosses are outright supplied from magmml2, and in THERE, it actually was a semi-recurrant complaint where if a level had a boss door but no boss, not even a devkit one, it'd cause questions, and i think a few stages in particular in magmml2 actually had at least one judge dock points for "why is your level named after a boss when you don't even have a devkit boss". it doesn't have any real impact as magmml1 has Very Few Levels as it is so the lack of devkit bosses isn't nearly as bad as it could be, but it is a bit silly of a story overall
the fact the extra life text says "I'm ripping you off." if you have lives disabled is hilarious i seriously hope whoever added that has a good day btw. if only it kept that text if you DID have lives enabled bc honestly lives really do just have no purpose for modern games tbh
welcome to tier 2! idk why it has this music but i do like this music a lot.
Chroma Key is. a very strange level tbh. as many people mentioned it's pretty notable as it's the only other least favorite level considering City War got totally dogpiled, so hey, it's gotta be like, Real Bad Right? well yeah, it's not too good, this is the first level of the second to worst tier, but also like... largely this level is kinda unremarkable unless you give it the chance to be as awful as it can get. as pretty much everyone mentions the enemy placement is Beyond Spammy and if you aren't careful it can get even worser and worser than even the intended spam.
the telly segment of the blue room in particular is emblematic of this entire enemy spam issue. if you are not careful it will Incinerate On Contact. and if you DO handle it well... well, you have easily the best bolt farming room in the entire game bar none. just stick near the Entire Wall of Telly Generators, toss up thunder wools, let the thunder pierce them since these are all 1-hp, pick up all the pickups, and since Thunder Wool is so cheap even just One minor energy pickup is more than enough to keep you at a profit, rinse and repeat until you make Eddie a very, very rich little fliptop.
once you get past the enemy spam though... this level kinda just, lacks an identity overall? like yeah it has the color gimmick which is kinda neat but like. overall colors of enemies isn't really enough to create a cool synergy with them. they look aesthetically pleasing, sure! but they don't really have a gameplay synergy. it all just kinda melds as a resultm since none of these enemioes are working in tandem. especially since once you get to yellow the gimmick just Gives Up Entirely due to that aforemntioned deadline. you get a bit of yellow... but it very quickly turns red... then turns orange, then turns red AGAIN, then a bit of pink??? then red, then Oh Oops Done. there's something to be said abt the deadline but there's also something to be said about how it doesn't seem like there was any real palette even with the rushed version as the amount of proper orange enemies is like, one, and for some reason we get a reddish-pink one!
Sunset Siege is a level. it exists. okay that's not TOO fair but it is very strangely designed. opening tile has a stray background tile. just the one. running joke. here's a branching path! if you go the right though you will Be Incinerated unless you jump. also you literally never have to go right anyhow so just go down really. you go down and just Have Powerup Blocks I Guess! better not go down here if you want to use special weapons otherwise you constantly run the risk of getting softlocked (well, not really, since you can just self-destruct with 2 iirc). also sometimes there's pits that are required to progress but then there's pits that look identical but if you go down them they really ARE bottomless pits??? overall it's like... it's OKAY...? it's not like a hair-tearing experience. but it's just like largely superfluous
Midnight Snow is a level that is also pretty superfluous, but honestly a bit more of the good zen kind? it deliberately has the 1-screen thing Level style, but honestly the challenges here feel Much More Designed to be those than anything in Level was. is it annoying? occasionally, but like, largely i feel like there's nothing that would be added by making some of these rooms have proper scrolling. it's when you go underground that i feel like the level goes on longer than it should, as the brick cave maze is just a lot less interesting than the aboveground segments before it. it's not BAD... but man. if the main level is superfluous but in a fun sorta zen way, this is just superfluous in a "why is this here again?" way. once you resurface it does pick up a bit but it still kinda feels a bit confused, as if it's not sure it SHOULD continue, and the enemy setups don't feel like they were designed with the 1-screen-at-a-time deal like the opening was. also boss door without a boss.
...now's a good as time to mention the story of devkit bosses. for SOME REASON the magmml1 devkit had minibosses but no NORMAL bosses, but had a boss door entity for you if you wanted to include your own bosses??? as a result magmml1's levels just kinda have A Thing where they're like "oh here's the boss! it's just an energy element bc i don't know how to program a boss". in magmml1 this wasn't a big deal since like, well, nobody else had a devkit boss, so if your boss room is just the element it's fine, but this is largely why devkit bosses are outright supplied from magmml2, and in THERE, it actually was a semi-recurrant complaint where if a level had a boss door but no boss, not even a devkit one, it'd cause questions, and i think a few stages in particular in magmml2 actually had at least one judge dock points for "why is your level named after a boss when you don't even have a devkit boss". it doesn't have any real impact as magmml1 has Very Few Levels as it is so the lack of devkit bosses isn't nearly as bad as it could be, but it is a bit silly of a story overall
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- Dragon Fogel
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
They were changed for the remaster because people found it hard to tell which weapon to use.blue_kirby wrote: ↑3 years ago Also is it just me or were the weapon block barriers going to look different? I remember there was supposed to be an ice block where raocow got the E-Tank that got replaced with a far more conspicuous orange box.
Magic Card is even better, since it grabs the items for you.camwoodstock wrote: ↑3 years ago the telly segment of the blue room in particular is emblematic of this entire enemy spam issue. if you are not careful it will Incinerate On Contact. and if you DO handle it well... well, you have easily the best bolt farming room in the entire game bar none. just stick near the Entire Wall of Telly Generators, toss up thunder wools, let the thunder pierce them since these are all 1-hp, pick up all the pickups, and since Thunder Wool is so cheap even just One minor energy pickup is more than enough to keep you at a profit, rinse and repeat until you make Eddie a very, very rich little fliptop.
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
idk if I'm the only one who cares or what but I guess I am gonna be the judge comments guy now, at least for this site. Someone else is on it on youtube. I guess for a few days I can commit to doing it sooner than this.
Chroma Key:
Sunset Siege:
Midnight Snow:
Chroma Key:
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Watching monke's level, Mega Man level design seems interesting to construct, but I really don't like contest formats in general in terms of art, so the chances of me entering a MaGMML is zero to none, the pressure of deadlines is too much and the concept of rankings gives me performance anxiety even when its just a formality
I'd look for Japanese Mega Man romhacking tutorials but I don't know where to start and I'm already doing mario shit.
6502 isn't too different from 65c816 outside of certain features not existing so coding stuff wouldn't be too hard if i could debug the original game, just no real specialized insertion tools.
"Public Domain Character baby!" I wish I could use this on a Mario World boss
I'd look for Japanese Mega Man romhacking tutorials but I don't know where to start and I'm already doing mario shit.
6502 isn't too different from 65c816 outside of certain features not existing so coding stuff wouldn't be too hard if i could debug the original game, just no real specialized insertion tools.
"Public Domain Character baby!" I wish I could use this on a Mario World boss
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
i woke up to my sister being like "mom put plastic eggs in our yard i think" and it turns out she didn't even actually do it and nobody in our house knows who did it. it's not easter yet over here. i don't think anything today can surprise me
oh hey we're wrapping up tier 2 today! ...and starting tier 3. kinda hilariously enough magmml1 is already a short game compared to magmml2 but like. magmml1 remastered added a bunch of bonus content instead... so as a result i am going to place a bet Now. i am expecting the episode where we play the top entry to be before the halfway point of this lp. is that a testament to how hilariously extra magmml is? yeah. but am i complaining? HELL NO
Sky Ziggurat is a kinda interesting level that i do enjoy! it's kinda got a misleading name tho. i think the IDEA is that it's like, a level literally in construction, hence there's a ton of mets and picket men around. and i think it's really cool! it largely limits itself to mega man 1 enemies and i feel like it works in this case. it doesn't have TOO much lasting power admittedly but it's also a level i feel kinda deserved a bit better than it got.
anyhow, Tier 2 Boss time! Public Domain Character Time, BABEYYY!!! if memory serves me right this fight is VASTLY different from his fight in unlimited but Boy Howdy is it still chaotic as hell! if anything this is probably even MORE chaotic than his "canon" fight. it's real cool though! a lot more learnable too! ...i do wonder if the dude behind unlimited had tried actually pushing yoku man into the public domain. i think that'd be really funny
Wily Combo is what you can purchase at McWily's for 5.99. pretty much that's the legacy here. i kid but like yeah this level having a strange name that inspired an entire tier in magmml2's theme is kinda just What People Remember. it's not like a BAD level, but also it's just kind of a recreation of various wily areas... without really. adding much else to it? sure there's some different enemies courtesy of the "proper" enemies not existing in the engine magmm1 used but they're largely inconsequential with the exception of the footholder room for mm1 wily 1 turning into top platformers and those little rising platform platforms. hilariously you get one of the minibosses replacing an actual boss, sorta like as a representation of what i was talking abt earlier.
also the judge comments ARE on other platforms! namely the magmml wiki--yes, it exists!
oh hey we're wrapping up tier 2 today! ...and starting tier 3. kinda hilariously enough magmml1 is already a short game compared to magmml2 but like. magmml1 remastered added a bunch of bonus content instead... so as a result i am going to place a bet Now. i am expecting the episode where we play the top entry to be before the halfway point of this lp. is that a testament to how hilariously extra magmml is? yeah. but am i complaining? HELL NO
Sky Ziggurat is a kinda interesting level that i do enjoy! it's kinda got a misleading name tho. i think the IDEA is that it's like, a level literally in construction, hence there's a ton of mets and picket men around. and i think it's really cool! it largely limits itself to mega man 1 enemies and i feel like it works in this case. it doesn't have TOO much lasting power admittedly but it's also a level i feel kinda deserved a bit better than it got.
anyhow, Tier 2 Boss time! Public Domain Character Time, BABEYYY!!! if memory serves me right this fight is VASTLY different from his fight in unlimited but Boy Howdy is it still chaotic as hell! if anything this is probably even MORE chaotic than his "canon" fight. it's real cool though! a lot more learnable too! ...i do wonder if the dude behind unlimited had tried actually pushing yoku man into the public domain. i think that'd be really funny
Wily Combo is what you can purchase at McWily's for 5.99. pretty much that's the legacy here. i kid but like yeah this level having a strange name that inspired an entire tier in magmml2's theme is kinda just What People Remember. it's not like a BAD level, but also it's just kind of a recreation of various wily areas... without really. adding much else to it? sure there's some different enemies courtesy of the "proper" enemies not existing in the engine magmm1 used but they're largely inconsequential with the exception of the footholder room for mm1 wily 1 turning into top platformers and those little rising platform platforms. hilariously you get one of the minibosses replacing an actual boss, sorta like as a representation of what i was talking abt earlier.
also the judge comments ARE on other platforms! namely the magmml wiki--yes, it exists!
"dingus prime, the alpha and omega of utter spoons"
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
What's wrong with DKL music :(
I regularly stream on Twitch! with other members of the talkhaus. Come watch Monday, Tuesday and Friday at 2PM for blind playthroughs and Pokémon and Touhou and stuff. Come hang out with us!
Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Pretty sure he misspoke and meant to say "fun facts", wouldn't make sense otherwise when he right before said that judge comments are everywhere.camwoodstock wrote: ↑3 years agoalso the judge comments ARE on other platforms! namely the magmml wiki--yes, it exists!
fart.
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
"healthy head is good to have"
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
That's what I'm saying
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Comments, this time about 12 hours earlier than last time!
Sky Ziggurat:
Wily Combo:
Sky Ziggurat:
Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
I feel like level recreations should be disqualified as a matter of course for contests like this.
Why don't you eat me?
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AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
In the next contest there's a level that does the same thing but much more blatant and it caused a rule against that exact thing to be added for future contests lol
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
what do you MEAN "pharaoh man's level with 2 extra enemies and without pharaoh man in the boss room" isn't an original level /jsnoruntpyro wrote: ↑3 years agoIn the next contest there's a level that does the same thing but much more blatant and it caused a rule against that exact thing to be added for future contests lol
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
wet tiger you say
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
im gonna say it
maze of death is a short game, not a level
and i really hated it in the original, lives version
maze of death is a short game, not a level
and i really hated it in the original, lives version
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Judge comments!
Napalm Forest And Caves:
Hard to see land:
Napalm Forest And Caves:
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Oh god yeah game overing on a level like that was a nightmare that I lived several times. Took a lot of help from the Quickining's first screen for me to get through.
I got an avatar.
Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
raocow's chapter title for the start of thge video makes me go "NOOOOO"
not the superman! XD
maze of death is pretty cool with infinite lives!
not the superman! XD
maze of death is pretty cool with infinite lives!
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
Comments! This one seems quite polarizing.
Maze Of Death:
Maze Of Death:
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Re: Make a Good Mega Man Level - Wily Is Not A 1-oFf f0e
I think you might be able to grab 1-Ups with Magic Card? Seems worth trying in a situation like the one you were in a couple of times when there was a nearby 1-Up to get.
Then again, it's very easy to get Es either from the shop or just revisiting levels so it's not like using them up is a big deal.
Then again, it's very easy to get Es either from the shop or just revisiting levels so it's not like using them up is a big deal.