Make a Good Mega Man Level Remastered
|Make a Good Mega Man Level Remastered|
Make a Good Mega Man Level Remastered, also known as MaGMML1R, is a remake of the original Make a Good Mega Man Level game, using an improved Mega Engine in GameMaker: Studio (as opposed to the Game Maker 8.0-based Blyka's Engine). Among the enhancements made to the original include a framerate of 60FPS, more accurate enemy behaviour, the infinite lives system used by Make a Good Mega Man Level 2, the addition of costumes of Roll and Bass alongside Proto Man (as well as the option to use Custom Costumes), and a higher level of polish. The remake also features redesigned hubs and Wily stages, with bosses having revamped attack patterns (or, in some cases, replaced with brand new bosses).
The game was revealed on May 23rd, 2018 (the second anniversary of MaGMML1), and was released exactly one year later on May 23rd, 2019, on the third anniversary. However, due to the long development cycle of the remaster, it did not ship with Episode Zero, an interquel between MaGMML and MaGMML2, as initially planned. Episode Zero would then be split off and expanded into its own game, Make a Good Mega Man Level: Episode Zero, which released a little over a year after MaGMML1R.
The story remains largely unchanged from the original game; a festival is held in Mega City to celebrate the peace since Dr. Wily's last plot, Dr. Wily announces yet another plan to take over the world, Mega Man sets out to collect 24 Energy Elements to break the barrier around Wily's castle, cue the defeat of Wily and some weird red thing. A few minor differences are present, however; no mention is made of Wily reviving fangame Robot Masters this time around, and in fact, one such Robot Master is retconned into being a replica.
Gameplay is essentially the same as a typical NES classic Mega Man game. The game runs at 60 FPS and gameplay is much cleaner due to the revised Mega Engine. Mega Man starts the game with a full arsenal already in hand. As per usual, the goal of each stage is to get to the end and claim the Energy Element. Each level is placed in a tier based on how high of a score it got and a hub world is used to connect them all, with each tier having four levels each and a boss fight based on a fangame boss (except for Tier 5).
All weapons (save for Power Orb) are available at the beginning of the game.
|Weapon||Original Robot Master||Original Game|
|Metal Blade||Metal Man||Mega Man 2|
|Gemini Laser||Gemini Man||Mega Man 3|
|Solar Blaze||Solar Man||Mega Man 10|
|Top Spin||Top Man||Mega Man 3|
|Thunder Wool||Sheep Man||Mega Man 10|
|Black Hole Bomb||Galaxy Man||Mega Man 9|
|Pharaoh Shot||Pharaoh Man||Mega Man 4|
|Magic Card||Magic Man||Mega Man & Bass|
|Rush Coil||N/A||Mega Man 3|
|Rush Jet||N/A||Mega Man 4 (Variant)|
|Power Orb||Glass Man||Make a Good Mega Man Level Remastered|
The first contest garnered a total of twenty entries, and the ranking of the levels is nearly identical in the remake (with the exception of Midnight Snow and Sunset Siege, whose places have been switched).
The game is set entirely in Dr. Light's Lab. As more Energy Elements are collected, more Robot Masters show up as NPCs.
As a remake, every enemy from the original is present and accounted for; however, the Wily stages also use enemies that didn't exist in MaGMML1's devkit.
Original Devkit Enemies
Original Custom Enemies
- Big Stomper
- Blocky (Everything's Blowing Up)
- Cloud Bomber
- Goombot 156
- Hammer Joe (Mega Man World)
- Monty G
- R Suzy
- Trappon F
- Apache Joe
- Lightning Lord
- Wall Blaster II
|Wily Archives #1||Research Facility||Thunder Wool (Yellow Devil)|
|Wily Archives #2||Research Facility||Black Hole Bomb (Cossack Catcher)
Gemini Laser (Dark Man 3)
Metal Blade (Mechazaurus)
|The Moon||NEON GRAVITY||Solar Blaze|
|Ronrez||Mega Man World||Thunder Wool|
|Glass Man||Glass Man||Gemini Laser/Power Orb||Power Orb|
|Wily Archives #3||Research Facility||Magic Card|
|Gravity Machine||NEON GRAVITY||Black Hole Bomb|
|Birdo||Mega Man World||Metal Blade|
All of the Tier bosses use vastly different attacks from the original; additionally, two of them have swapped places, and one is replaced entirely.
|Him||Tier 1||Solar Blaze||Mega Man ARM 2|
|Yoku Man||Tier 2||Gemini Laser||Mega Man Unlimited|
|Dagger Man||Tier 3||Magic Card||Mega Man Super Fighting Robot|
|Justice Man||Tier 4||Thunder Wool||Mega Man: Rock Force|
|Bright Man||Dr. Light's Lab||Pharaoh Shot|
|The Impaler||The Arena||Thunder Wool|
|Zero Soul||The Arena||Thunder Wool|
- This game features the following references to Make a Good Mega Man Level 2:
- In the Tier 2 hub, Knight Man mentions wanting to open a new business in the city.
- At the end of the game, Dr. Cossack will talk about improved future festivals. Specifically, he mentions working on simulation technology and how it will potentially lead to a larger festival. Additionally, when speaking to Dr. Light, he mentions that he found complete blueprints of Dr. Wily's castle within transmissions, and loaded them into simulations with Dr. Cossack's help.
- Despite the images in the intro (which were reused from Mega Man 4 and Mega Man 10 in the original game) being replaced with original artwork, the design of the Wily Castle is still reused from Mega Man 10, rather than replaced with an original design. The path layout shown between stages is new, however.