Difference between revisions of "Gate 303"
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I can see why you would want to use keys to lock the next part of the stage. But making that your main ,,gimmick’’ seems a bit weird, especially considering that you used some other gimmicks for no real reason, other than to have them there. The whole key thing isn’t really that bad for the first few screens, as the enemy with the key is close to the actual door. But for the last one, I can see it getting quite annoying if you choose to skip fighting enemies, just to realize that you need to backtrack to grab all the keys. Enemy selection in itself seems a bit weird, with a lot of enemies being used only once. In general, the stage feels quite short, so maybe only using one boss at the end except of 2, and replacing the second one with another level section might have been a better choice. Oh yeah, we get 2 devkit bosses here, with no real health regeneration between the 2. Plant Man also seems kinda unfit for the room you put him in, as he can easily corner you in the right hand side of the room. The 2 bosses add nothing original to the level, so you might as well not have had them there, or at the very least, only one. | I can see why you would want to use keys to lock the next part of the stage. But making that your main ,,gimmick’’ seems a bit weird, especially considering that you used some other gimmicks for no real reason, other than to have them there. The whole key thing isn’t really that bad for the first few screens, as the enemy with the key is close to the actual door. But for the last one, I can see it getting quite annoying if you choose to skip fighting enemies, just to realize that you need to backtrack to grab all the keys. Enemy selection in itself seems a bit weird, with a lot of enemies being used only once. In general, the stage feels quite short, so maybe only using one boss at the end except of 2, and replacing the second one with another level section might have been a better choice. Oh yeah, we get 2 devkit bosses here, with no real health regeneration between the 2. Plant Man also seems kinda unfit for the room you put him in, as he can easily corner you in the right hand side of the room. The 2 bosses add nothing original to the level, so you might as well not have had them there, or at the very least, only one. | ||
| + | |flashscore = 46 | ||
| + | |flash = This could have been a fun romp through a robot-ridden airport, with our hero on a scavenger hunt for the keys that unlock Gate 303, where an airplane or aviation-themed boss lies waiting. Instead, it's a well-meaning collection of rookie mistakes. | ||
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| + | The stage starts out well enough: pleasantly backgroundy music, unremarkably but competently used vanilla graphics, and a few simple challenges with a very gentle learning curve. I like the use of the Elec beams as a less punishing alternative to floor spikes (though it looks odd to have the beams overlap with the floor; either give them more space or hide them behind a higher-priority floor tile). Combining them with Guts platforms is a decent idea, and WAIT THAT'S A SOLID WALL NOT A BACKGROUND TILE OH THE ELECTRICITY IT HURTS. | ||
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| + | Suddenly, the exceedingly gentle learning curve is gone. It's never demonstrated that Guts platforms can pass through solid walls, so it's an even worse shock (literally and figuratively) when you're dumped off. It's not long before you're thrown into a tricky timing challenge involving sliding, falling a fair distance, and dodging Sniper Joe bullets—none of which has been required previously in the stage—while also avoiding an Elec beam trap. And I should mention that the Elec beams across the stage are inconsistent about whether they fire constantly or are on some kind of timer. | ||
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| + | One enemy after another is introduced in a way that assumes the player already knows how to handle these foes. Never seen a Shield Attacker? Too late; you got hit. What's a Pandeeta? It's that thing you almost fell on, which is now shooting you at unnecessarily close range. Worse yet, these enemies are never seen again. I can easily imagine an inexperienced player getting smacked around the entire stage, never truly understanding how to deal with all this pain. Fortunately, the stage is a wholly appropriate length, and checkpoint placement is good. | ||
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| + | The last area before the bosses is simultaneously the best and worst part of the level. On the one hand, it's a neat idea to have the player clear out every last bad guy in a large room to collect enough keys to proceed. On the other hand...the whole room is a mess, with enemies all over the place and no real structure to the challenges. Not to mention that the key doors come AFTER you get all the keys (a recurring theme here), which kind of defeats the purpose of having key doors. Although it is easy enough to avoid the enemies and then need to backtrack to get the keys, but that also feels like a waste. Tease the player with a locked door, THEN let them look for the key. | ||
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| + | At least there's a boss fight behind all those locked doors...except it's the same Plant Man fight we got in MM6. Devkit bosses are fine, but do SOMETHING to set them apart. Bringing in those Elec beams or Guts platforms might have been good. Cutting the second boss fight also would have been good; Gemini Man is pure padding, and the lack of a checkpoint at the start of his battle is a bit of an oversight. There's no thematic connection between Plant Man, Gemini Man, and the rest of the stage...though the stage doesn't really have much theming to begin with. | ||
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Revision as of 14:05, 28 January 2019
I'll beam you out after I finish my soap opera.
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- "Gate 303 was designed to exist. I'm amazed people get as much out of the level as they do."
- ―ACESpark on Gate 303
Gate 303 is the fifth level in the MaGMML3 Judge Application Levels. As stated above, ACE designed it to be a completely unremarkable, uninteresting level; however, it contains a glaring oversight that significantly alters how players approached it, and judges who caught this were certainly noted for their astuteness during the judge-selection process. The first half of it contains platforming challenges revolving around Guts Lifts suspended over Electric Arcs, and the second half contains a myriad of different enemies and minibosses, some of which hold keys that are required to unlock the titular gate at the end of the level.
Strategy
- In the second section, the Pandeeta, the Kaminari Goro, the Docron spawner, the Hot Dog, and the Big Snakey are the key-holding enemies. However, all these enemies will respawn when scrolled back onscreen, and players can use this to get infinite keys from a single enemy.
- Gemini Man will begin the battle against him in his second phase.
Judge Comments
Trivia
- The first half of the stage was designed by ACESpark as the intro level for a cancelled fangame. Said fangame is also the source of the tileset for his Null and Void level.
| Make a Good Mega Man Level 3 - Judge Application Levels | |
|---|---|
| Stages | |
| Midnight Man • Coptar Man • X Factory • Space Crusade • Gate 303 • Universe City V • Magnum Man | |
| List of Bosses | |
| Dreadnought • Plant Man • Gemini Man • Volt Man • Volt Boss • Magnum Man | |