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Hello! A new video, this time looking at the level design in Mega Man 11. Went a bit nuts with some of the editing in this one - hope you like it!

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How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit

After looking at level design in Mario, Donkey Kong, and Rayman, it’s time to see how the blue bomber’s stages work - by taking a look at the levels in Mega Man 11. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Games shown in this episode (in order of appearance) Mega Man 11 (Capcom, 2018) Rayman Legends (Ubisoft Montpellier, 2013) New Super Mario Bros. U (Nintendo, 2012) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) Mega Man 6 (Capcom, 1993) Mega Man 5 (Capcom, 1992) Mega Man 9 ( Capcom / Inti Creates, 2008) Mega Man 3 (Capcom, 1990) Mega Man 10 ( Capcom / Inti Creates, 2010) Mega Man 2 (Capcom, 1988) Shovel Knight (Yacht Club Games, 2014) Music used in this episode 00:00 - Main Title (Mega Man 11) 01:23 - Menu (Mega Man 11) 03:05 - Dr. Light’s Lab (Mega Man 11) 04:01 - Impact Man (Mega Man 11) 04:59 - Stage Select (Mega Man 11) 06:21 - Ending (Mega Man 11) 09:13 - Block Man (Mega Man 11) 10:06 - Results (Mega Man 11) 11:22 - k. Part 2 - 01 untitled 1, animeistrash

Comments

Anonymous

I like i and I have always wanted to have taken a deeper look at the mega-man series Great inspiration for a budding game-dev

Josh Foreman

"It's like poetry, they rhyme." ~GL

Anonymous

Powered! By! Patreooooon!

Anonymous

My feelings on Mega Man 11 are so torn. On one hand the mechanics are really solid, and the levels are designed in such a way that every special ability feels *really* useful when traversing the levels instead of just during boss fights. However there's some parts of the game that are so archaic that it really tainted the experience for me, and this is coming from someone that grew up playing Mega Man. There's certain parts of the game that was just extremely frustrating, and don't feel fair at all. I think part of it is that the game is designing sections around requiring you to use the speed gear, which is fair enough, except that it can then make those parts completely trivial instead, so it just feels like you're cheating (similar to your thoughts on Rush Jet).

OSW Review

A day with a new GMTK is a good day! Cheers Mark!

TalysAlankil

That was some pretty crazy editing there, but it really pays off!

Anonymous

It's interesting to me that you make a musical analogy on this, Mark. Classical music scaffolds in the same sorts of ways, of course -- students learn to play Lightly Row, which introduces the Alberti bass figure in the left hand, before progressing onward to the more difficult "A Short Story" or Kuhlau's Sonatina in C, op. 55 no. 1, both of which require the Alberti bass figure originally introduced in the first of the Suzuki piano books.

Anonymous

Great Video! I think Dandara it's an interesting game.

Anonymous

Mark, at the end of your video you've asked for recommendations on games for you to analyze, and Dead Cells is a perfect match for your style. It's both a Metroidvania and a Rogue-Lite, and its design pushes both genres in an interesting direction. I'm having a blast playing it. Great video as always!

sk8bit

Excellent video! Your level design analyzing stuff is my favourite.

Anonymous

Hey mark, have a suggestion for a game you could take a look at. Though it's not a platformer, I think the new Lucas Pope game "The Return of the Obra Dinn" is one of the freshest, most unique, and surprisingly addictive games I've played in years. But I can't really figure out why it's so successful at making its very clerical mechanics and visually static world into such an intriguing and immersive game. So I would love to hear your thoughts on the matter if you've given it a shot, there's really no other game like it as far as I know.

Anonymous

Just wanna say the visual aids are phenomenal throughout this video, especially the level breakdowns to highlight recurring mechanics. Made it very obvious, at a glance, to understand exactly what you were talking about, and made me think about Mega Man levels in a way I hadn't before. Props!

Anonymous

gmtk is POWERED BY PATREOOOOOOooooonnnn.

Dave Pickett

Great video, as usual! Are you familiar with Patrick Holleman's work? At the end whenever you are talking about how the elements recur like music it is a huge echo of his work on cadences in level design. <a href="https://youtu.be/x3y7CIfCI7E" rel="nofollow noopener" target="_blank">https://youtu.be/x3y7CIfCI7E</a>