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Now that Mega Man is on his 11th major entry,
I thought it was about time that we looked
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at the blue bomber’s level design - and
see how his stages are put together.
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And after playing through this latest game and taking
a close look at the design of each robot master’s
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level, I was surprised to find that each stage
only has a tiny handful of unique elements.
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I’m talking about things like platforms,
hazards, and enemies that you won’t see
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in any of the other levels.
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In Blast Man’s stage, for example, there are
crates, lasers, kamikaze bombers, bots with
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barrels, and sniper joes in mechs.
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And in Tundra Man’s stage it’s just these
snow flakes, these snowball storks, and the wind.
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And in a game with only eight major stages
- before heading off to Wily’s castle - that
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seems like a rather small amount of stuff
for each level.
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And I’m left wondering: how come Mega Man
levels don’t get boring?
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How does Capcom keep up a sense of variety
and surprise, when they’re only playing
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with a few different elements per level?
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Well, it’s down to good level layouts; some
ideas we’ve seen in our analysis of Mario,
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Donkey Kong, and Rayman; and some design patterns
you might want to use in your own platforming games.
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So let’s pull this game apart and look at
its innermost workings to see how Mega Man
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11 does more, with less.
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Something that makes Mega Man special, and
much easier to analyse than most other platformers,
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is that levels are split into discrete rooms,
with obvious camera transitions between them.
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There’s about 15 to 20 rooms per stage in
Mega Man 11, and Capcom can immediately get
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a lot of variety in a level simply by using
rooms of different shapes and sizes.
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So for starters you’ve got your classic,
horizontal side-scrolling level, which is
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perfect for platforming sections.
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This can go left or right, which sometimes
creates new challenges - like walking away
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from, or walking into this floating junk.
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Then you’ve got vertical levels - either
ones where you climb up, or ones where you
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drop down.
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This already makes a huge difference: an enemy
like Pick Man is reasonably easy to fight
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when you’re on the same level, but he’s
much harder to dodge when he’s above you.
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The other type of room is a basic one-screen
box.
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But even these come in different versions.
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A staircase set-up adds a little verticality
to deal with.
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And a zig-zag room can give you a moment of
safety to see how an enemy moves, or force
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you to deal with a foe where there’s not
enough room to jump over them.
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Almost every room in Mega Man is one of these
seven types, with a few special exceptions
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like a room in Bounce Man’s stage that is
horizontal, but is also much taller than one screen.
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And a room in Block Man’s stage that is
a total zig zag, but then opens up into a
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horizontal room.
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Throughout the course of one stage, you’ll
see a whole variety of different rooms to
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mix things up.
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Here’s all the room shapes in Acid Man’s
stage, for example, and this makes for a level
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that’s constantly going in different directions
and feels like a unique space from room to room.
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Next, you can’t forget the hazards that
are used in multiple levels throughout Mega
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Man 11.
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Enemies like Sniper Joe, Mets, these rolling
shield enemies, and spider bots, plus hazards
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like bottomless pits and nuisance spikes are
regular foes and dangers that can show up
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between the unique stage elements to mix up
proceedings.
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But as for the original stuff, this is given
immense variety because of the way that they
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are scattered throughout the stage.
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So each level has a main mechanic, or two,
that is showcased in that stage.
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Like acid in Acid Man’s level, or these
explosive crates in Blast Man’s level.
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And they show up in different forms and ramp
up in complexity throughout the course of
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the stage, just like in Mario.
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But instead of seeing them show up in every
room, over and over again, they get interwoven
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with other challenges to keep things varied
- a lot like the stuff we saw in Donkey Kong
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Country: Tropical Freeze.
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So let’s look at Impact Man’s stage, for
example.
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These platforms that run on wires show up
in room 2.
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Then with loads more enemies in room 10.
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And then in a windy maze of rockets and Pick
Men in room 15.
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But between those appearances, you also get
these drills which race across the screen.
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They are rather easy to dodge in room 5, but
much harder to avoid in room 11 where you’re
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going down, navigating a zig zag, and the
drills now come at angles.
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And then, just to neatly tie the level’s bow, these
mechanics appear at the same time.
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In room 18, you’re now dodging drills while
riding on moving platforms.
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That would be really difficult, but because
you know exactly how these two things work
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on their own, its quite achievable to face
them together.
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Those drills then appear one more time in
room 20, and even show up during the boss
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fight against Impact Man himself.
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Nicely done.
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Mega Man levels also have special rooms to
keep things varied.
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You’ll find a mini boss in every stage,
to really change things up.
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You’ll go from making real forward progression,
to stopping entirely to fight a reanimated
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mammoth skeleton.
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These can also interweave with the main mechanics
of that stage.
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The mini boss in Bounce Man’s stage - which
is a giant inflatable toad - comes back later
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in the level, but now you've got to face it
while bouncing on balloons.
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There’s also often an empty-ish room after
the mini-boss.
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It’s a checkpoint room, depending on the
difficulty you’re playing at, and also gives
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you a second to catch your breath before moving
on.
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One other type of room you’re likely to
encounter is what i call the secret test.
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Here, a useful item like an extra life or
an energy tank is on display, but difficult
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to get to.
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You’ve got to solve some small puzzle related
to the mechanics (or just cheat and use rush)
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to get it, or you can choose to simply move
on if you’d rather not risk it.
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Now while pretty much every stage Mega Man
11 has these aspects, there’s no exact formula
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that every level follows.
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So all we can do is look at how it all comes
together in an example stage.
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And for this, I want to look at the level
layout for Torch Man.
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This level has 15 rooms.
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And we start, in room 1 - a horizontal stage
that shows off a number of different elements
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that will appear in the level.
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That includes these tents, enemies that materialise
from thin air, rabbit robots, mushrooms that
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spout fire, owls that drip flames, cannons
covered up by shields, and tanks that fire
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out carrots.
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Some are unique to this stage, others are
not.
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Room 2 has the stage’s main gimmick: a big
wall of fire that chases you from left to right.
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You’ve got to fight enemies and squeeze
through gaps, while
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running away from immediate death.
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Room 3 is a box, and a bit of a breather.
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Those mushroom enemies from before are back,
but they now have a second attack: they can
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heat up these metal tiles from below to hurt
you.
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Room 4 introduces us to another mechanic:
those owls are now the only light in the room
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and if you blast them, you’ll have to play
in the dark.
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It becomes a game of being careful with your
shots, instead of shooting recklessly.
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Room 5 is kind of a secret test.
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If you want to get this extra life, then you’ll
need to figure out that if you shoot these
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mushrooms once, you can turn off their flame
and leap harmlessly on their head.
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Remember this, it will be important for later.
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Room 6 is a mini-boss, against a barbecue
chicken.
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Hey, you can’t say they don’t keep to
the level’s theme.
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And room 7 has no enemies, because it’s
just a checkpoint, and a breather after that
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mini-boss.
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Room 8 has us fight the carrot tank again,
and maybe figure out that we can just push
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it into a pit with enough shots, if we’re
too lazy to go into slow-mo and shoot out
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the driver.
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And room 9 brings the flame chase back for
a second outing, now with much tighter platforming.
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Room 10 has those mushrooms and tiles again,
only this time, the mushrooms spawn more quickly
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and you’ve got to fight these spiders at
the same time.
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Room 11 is a proper secret test.
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To get this energy tank you need to figure
out that you can shoot one of these mushrooms
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to turn it off, then use your speed gear power
to jump on its head and get to the e-tank.
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Or just use rush jet.
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Rush is such a cheat i swear to god
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Room 12 revisits the “don’t shoot the
owl” mechanic, but now with bottomless pits
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for extra challenge.
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Room 13 is a staircase level, and gets us
ready for the final rush.
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Which is room 14: one more final fire chase
gauntlet.
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First, you’ve got these mushrooms - and
you might just remember this pattern from
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room 5.
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Which is a huge help to get you over the first
hurdle.
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And then, other enemies show up too, like
the carrot tank, tents, and shield guys.
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iI’s just a shame that the hot metal tiles
don’t reappear one final time.
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Finally, you’re at the boss’s front door
and can go off and fight Torch Man.
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So if you think about how the flames show
up in multiple rooms through the level.
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As do the owls.
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And the heated tiles.
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And even that staircase of fire-breathing
mushrooms, we can see how one level of Mega
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Man 11 is an interwoven web of different ideas.
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It almost has a musical quality, like a symphony
where different sections get repeated.
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And Torch Man is not the only stage where
this happens.
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In Block Man’s stage, room 6 is a mini-boss.
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room 7 is a breather, room 8 is a frantic escape,
and room 9 sees you climbing up a vertical shaft.
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Then, rooms 11, 12, 13, and 14 are the exact
same - just more complicated versions.
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The mini-boss is now fought on a conveyer
belt, for example, and the escape sequence
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is much harder.
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So it makes this really nice echo through
the level.
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It gives the whole thing a really elegant
symmetry.
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Now, Mega Man is of course a long-running
franchise and some previous games have had
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terrific level design too, like the upside down
antics of Gravity Man in Mega Man V, and unravelling
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garden hoses in Hornet Man’s stage in Mega
Man 9.
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But they haven’t always nailed it quite
like Mega Man 11.
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Sometimes, an attempt to have lots and lots
of variety has meant that ideas aren’t explored
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properly - leading to things like these wheels
in Yamato Man’s stage that only show up
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in one room.
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Or these tops in Top Man’s stage, which
are introduced to the player at the very end
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of the level, forcing you to learn their weirdo
movement while jumping over bottomless pits.
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Other games don’t mix things up enough.
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In Wood Man’s stage, you’ll face the same
fire breathing dog robot in three rooms in
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a row.
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I think he’d be much better if he was spread
out across the level.
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So Mega Man 11 might not always have the most
memorable or exciting level designs, and there
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are still bits that have me smashing my controller
in frustration, but they are really smartly
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put together.
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They all introduce new mechanics responsibly,
explore their ideas fully, and - most importantly
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- get a lot of mileage out of a few elements.
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Hey! Thanks for watching.
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This is part of my, sort-of unofficial platformer
level design series.
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There are plenty more games I can look at, like Sonic and Shovel Knight,
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but I don’t want to just say the same thing about escalating challenges every time
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so I’m looking for games that do something quite unique from here on out.
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Any ideas, let me know in the comments below!
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