Ultimate Level

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166th: Ultimate Level

Make a Good Mega Man Level 3

MaGMML3-166-UltimateLevel.png
There's something to be said for being the best of the worst, at least.

Ultimate Level is the 166th place entry in Make a Good Mega Man Level 3. Despite its bragadocious title, the level is simple and consists of several devkit assets that are used once and never again. Its one other defining attribute is the use of burning coal pits as a thematically unique take on instant death spikes.

Strategy[edit]

The level opens with a few enemies placed next to various gimmick platforms. These are largely simple, save for a Pakatto 24 and Sniper Joe combo that appears after a trio of Drop Platforms. Following a battle with a Penpen Maker is an ambush from two Cannopellers and a New Classical Cannon, and beyond these are a trio of Building Platforms. Care must be taken to avoid accidentally being crushed as they form, and beyond them is the level's first checkpoint, which features a set of Switch Blocks over a pit of fire, as well as a Key Coin floating above them. Although toggling the blocks is needed to obtain the Key Coin from the left side of the room, crossing the pit without dying can be tricky without using a utility like the Magnet Beam.

After a sudden but very short Auto Scroller section, a few minor enemies attack Mega Man in the following rooms, but are easily dealt with. At one point, a Jumbig will fall down a large hole in the centre, but following it will kill Mega Man; the true way to proceed with the level is by crossing the right side of the screen. A Metall Potton blocks the way, but after defeating it, in the room below Mega Man can find an E-Tank guarded by a few Screw Bombers. A few screens after the second checkpoint, a sign will appear claiming that "the end is near". When dropping down the hole to its left, Mega Man should hold right to avoid falling straight into a lethal fire pit. Death should be avoided at all costs from here on out, as dying means permanently losing the Key Coin without restarting the level entirely.

The remainder of the level consists of more minor enemies that are only seen once or twice. Aside from them, a few long jumps over fire pits can be tricky without accidentally falling in (including a pit right next to the boss door), so caution is advised in the name of keeping the Key Coin safe. If Mega Man does reach the boss corridor with the Key Coin, he will be able to open a Key Barrier on the left and enter a room with Eddie, several power ups, and the level's Trickster Token. Going right leads to a battle with Quint, whose arena has arrows that flip Mega Man's gravity accordingly. Since Quint cannot use these himself, nor can he hit Mega Man while on the ceiling, it is trivially easy to stay up there and attack Quint while he is jumping (or at any time at all with Special Weapons, particularly the Thunder Beam's downwards bolt).

Judge Comments[edit]

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 27 / 100
Design Fun Creativity Aesthetics Functionality
7 / 35 4 / 25 1 / 15 5 / 15 10 / 10



This level is called 'Ultimate', but it doesn't seem to be shouting about Maria very much [/sa2joke]. As for what it does do? Well... not a lot, actually. While yes, this level has a lot of different pieces, the majority of the actual design is basic jumps and flat surfaces. This takes any potential variety and curbs it, with the vast majority feeling 'same-y' even though there's a new toy in every room. Variety is a good thing to have, but it's a variety of scenarios that create interesting design, not a grab bag of pieces with the same window dressing.

That being said, there are some specific moments I need to cover: First, there's an unnecessary amount of pixel-perfect jumps in this stage. They're not exactly difficult, since you can just use utilities, but the excess makes this a bit tedious. Secondly, while the idea of carrying a key through the level is a neat one, I'm not sure I appreciate how easily the checkpoints can screw over the player. Granted, if that *didn't* happen, there would be no difficulty in getting the level's Token, but having to restart everything for one little mistake often leaves a bitter taste. I'd have much preferred an actual challenge to fake difficulty.

Still, as a first level, this really isn't bad. A bit on the boring side-which really hampers my ability to talk about it-and a touch too many tedious parts, but there is a foundation here. My main piece of advice: A variety of scenarios with a small handful of gimmicks is usually more effective for level design. Quality over Quantity, and don't be afraid to experiment with different placements.

Oh, the custom graphics were pretty. Regularly appearing black backgrounds got dull fast, but otherwise they looked nice!

Shinryu Shinryu Shinryu : 21 / 100
Design Fun Creativity Aesthetics Functionality
3 / 35 4 / 25 2 / 15 2 / 15 10 / 10



I don't want to turn this review into a full on lecture, but assuming the text box at the beginning isn't a joke or some elaborate, troll-ish ploy, then I'd like to give you some advice: When it comes to level design, there's a number of things you need to keep in mind. One of them includes proper introduction to new gimmicks and enemies so they don't blindside the player.

This stage goes against that basic design principle in a number of ways. I'm not saying your enemy and gimmick set-ups need to be hand-holding levels of easy, but they should at least let the player get a proper feel for what they're going to be put up against. Putting them in a situation like the start of the stage, where two different dropping platforms are introduced over instant death, is a bit much for an introduction (and having two new enemy types waiting for you on the other side of those platforms isn't doing it any favors). This stage also suffers heavily from the "one and done" problem, where a gimmick or enemy will appear, and then never show up for the rest of the stage. A good chunk of the level is like this, for that matter.

Funnily enough, despite the stage being so frantic with its constant use of different enemies and gimmicks, it's still relatively easy. The only points where things become somewhat tricky are during certain 4-tile-wide jumps, a few of which I don't think are possible without utilities. And then there's the fight against Quint. While I'm all for changing up things with vanilla engine bosses, I can't help but wonder what the point was of adding gravity flippers to Quint's fight. It only seems to serve to make him easier than he already was. At least, that's what I'm getting out of it, anyways.

Overall, this definitely isn't the worst level I've ever played (very far from it, in fact), but it's still not particularly good either. Practice makes perfect, though, and I know you can improve immensely over this.

Pachy Pachy Pachy : 48 / 100
Design Fun Creativity Aesthetics Functionality
8 / 35 13 / 25 10 / 15 9 / 15 8 / 10



Ultimate Level (MaGMML2)!

It's okay, for a first-ever level. Can definitely see some beginning designer's mistakes, such as:

Not introducing your gimmicks first in a safe environment, several of the platforms first appear over a bottomless pit, especially rough with the placement of Pakatto 24 Mandatory 4-tile jumps that requires the player to do them almost pixel-perfect All gimmicks and enemies come and go, never to be used again for the rest of the stage[sic]

Minor complaint, but no walls where the screens end makes it somewhat annoying to secret hunt.

The Powered Up switch setup is also quite precise without using weapons.

The gravity flippers make the Quint fight a little more interesting than normal, but said gimmick was never introduced in the stage itself, so it could be confusing for players who have not seen this gimmick prior. Granted, it's a devkit asset, but the point still stands that proper gimmick handling is important.

Flashman85 Flashman85 Flashman85 : 24 / 100
Design Fun Creativity Aesthetics Functionality
5 / 35 6 / 25 1 / 15 5 / 15 7 / 10



I could almost believe this is a legitimate attempt at a real level, what with the reasonably kind checkpoint placement, thoroughly normal length, good-sounding music, and graphics that vaguely look like something I guess. But then there's an ambush by Pakatto 24 *and* Sniper Joe, an "end is near" sign secretly forecasting a cheap death, and a halfway interesting fight with a boss who's notorious for not being taken seriously--which, collectively, make it hard to believe that anything named "Ultimate Level" ever had any intention of being good.

This level is neither truly ultimate nor ironically un-ultimate; it's a series of unrelated, uninspired challenges taking up space in a visually and architecturally barren location. And it smells like a half-butted attempt at a troll level.

If you're going to troll us, do it *right*. Subvert expectations, mess with our heads, pile on the pain until it's preposterous--but demonstrate just enough restraint to keep from getting excluded. This level demonstrates so much restraint that it almost doesn't have an identity.

Aside from the aforementioned ambush, sign, and boss--which actually kinda work, to an extent; you could've had a promising career as a troll if you really wanted to--virtually no risks are taken. This feels like an early draft, in which the designer was still trying out different ideas and getting a handle on how collision objects work. Any difficulty stems from fleeting setbacks and mild inconveniences. Once you know where the beginner traps are, the hardest part about getting the token is having the patience to play this level a second time.

A good level should be fun to play. A good troll level should be fun to watch other people play. This level? This is ultimately...a level.

ACESpark ACESpark ACESpark : 32 / 100
Design Fun Creativity Aesthetics Functionality
6 / 35 7 / 25 1 / 15 8 / 15 10 / 10



Unfortunately, there is very little substance to this level. There are a huge number of enemies and gimmicks used exactly once and never seen again. It is very hard to show any kind of progression or focus in a level of unique assets. Because of this fundamental flaw, there isn't a lot more talk about the level.

There are a couple of positives. The graphics were pretty well tiled and put together, though lacking detail and a background, and the music was awesome. Funnily enough, the Quint fight was pretty enjoyable because of how silly it ended up being. Checkpoints were also pretty well placed, though one does bypass a puzzle, so shrug.

There are a few pixel-perfect, or even impossible buster-only, sections in the level, which are pretty obnoxious and break what little flow the level has. The token requiring no death is not a particularly fun concept, especially when you can be locked out via a checkpoint later on.

It is obvious this is a first attempt, but I would recommend looking at other levels and limiting what assets you use in future. Also, try to get other members of the community to have a look at your level before you submit it and take advice from them.



Make a Good Mega Man Level 3 - Tier 1
Entry Stages
X6MemeCrashMan SimulatorGlitched up BetaYou Don't Know the DrillNot Delivering On PromisesA piece of cake, but with aestheticsThe Cave Level That ExistsCycle FacilityThe Level Equivalent of An Old Man Rambling at YouUltimate Level
List of Bosses
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Tier Boss
Regular Joe
Make a Good Mega Man Level 3
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A piece of cake, but with aestheticsAbandoned MineAccess Corridor AlphaAir man's ultimate weaponAkudama Empire MothershipAlpine Weather InstituteAlraune WomanAn Ice Cave in RussiaAn Underwater Adventure? Wow!Arcade ArchivesArcane Man -Chaos Tower- (CERN HQ Remains)Assault HuntBakery ManBallade's Square of DoomBanshee WomanBeat the Security SystemBeet ManBlizzard ResortBold and TrashBoost ManBright Man RemixCable WomanCall Me IshmaelCassette ManChaos Light CityCheckmateChemical IndustryCloud NineCrashMan SimulatorCreatively Named LevelCrest ManCrosshair AwareCrystal TowerCursed DarknessCutman's New WarehouseCycle FacilityDamp RuinsDangan FactoryDark CastleDecoy ManDevil FactoryDISCHARGEEEEDisobedience of Superior MachinesDoorkmanDunes of DischargeEscape From the Wily CityEvil Energy FacilityExplosives FactoryFairly Unfocused Newcomer's Bosses And Gimmicks StageFalling System CoreFight, Kikkoman! For Everlasting Sauce!Flamboyant CastleFoo ManForgotten FactoryFrenzy ReactorFroggy GravityFruit ForestGeek ManGet Wild, Get WetGilded ManGirder Man StageGlass FactoryGlitched up BetaGlitz WomanGrand Fire PalaceGrassy PlainsGravaqua2oGravity WumboGross IncandescenceGuitar ManHazard HydroHit the Jackpot!Hornet Man got a new StageHouse of FunHunter TowerI Hope I Lose: A Grand TaleIdentity ManInterspatial CompressionIrrigation IrritationIt Was Rated ArrJudgement ManJust a Water LevelLost Caverns of JungataLuminous Tower AscentMafia Man's Gambling PalaceMalware ManMagmatic Panicmechanical factoryMediocre Oil LevelMega Man DEVMetal Man Steals Other People's ConveyorsMetall Man's Metall FactoryMilitary Training GroundsMine explorationMint Candy MatrixMirror WomanMy First Megamix Level uwu xd lmao (dab)Ninja of the NightNot Delivering On PromisesNowhere yet everywhere: When the world may loopOperation: Narcissistic StratosphereOuter ReachesPick Your PoisonPipe ManPlataform HijinksPoudrin ManPropeller Woman in the City in the CloudsPumpkin PatchesQuintsMetFactoryRadium ManRec ManRed MountainRevenge of TricastleRobogardenRockbound FacilityRock FortressRuins of a Forbidden KingdomSecluded TerminalShape WomanSkull Sans Megatale 4Skull Secret ZoneSludge ManSolar InfernoSomewhere UndergroundSparks and SocketsSpectrum ScienceStalks, Shoots, and LeavesStalling for timeStep on the GasStolen CitadelSulfurific AbyssSuperheavy Samurai Big BenKSuzy LoveTechnical SupportTeetering Over the EdgeTemple of Light and DarkThe Actual Rock ManThe Cave Level That ExistsThe Haymay TrialsThe HeistThe hero as remixedThe Invincible Robot Army! Featuring Shoe Man!The King's LairThe Level Equivalent of An Old Man Rambling at YouThe Return Of Veteran ZThe StormscraperThe Warped VoidThermal TundraTop Man 2: Spin or Go HomeTower of DimentionsToxic TroubleTrailblazerTreading The Wily Sewer SystemTrouble in the FortressUndead FortressUltimate LevelUnderground RunaroundUnguarded TreasureUp Down All AroundWalk-In FreezerWater Level? Ice Level?Weapon Data CenterWestern RailwaywetWide JoepenWily in space (Roll's rescue)Wily Rooms of WeaponsWily's Haunted CastleWilys RedemptionWily's Well-fortified RoomWhere no met has gone beforeWorking in the RainWorthless ManX6MemeY.M.C.A.You Don't Know the Drill
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Space CrusadeJust a Judge LevelMagnum ManReel ManKing ManStatic Man
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Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
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Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
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Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
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Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
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Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will