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

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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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    GMTK is powered by Patreon.
Title:
How Mega Man 11's Levels Do More With Less | Game Maker's Toolkit
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Video Language:
English
Duration:
11:45

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