Difference between revisions of "Universe City V"
m (→Notes) |
|||
| (12 intermediate revisions by 8 users not shown) | |||
| Line 1: | Line 1: | ||
| + | {{NeedsStrategy}} | ||
{{LevelInfoAlt | {{LevelInfoAlt | ||
|align= right | |align= right | ||
<!-- ===========Info============== --> | <!-- ===========Info============== --> | ||
| − | |title= Universe City V | + | |title=Universe City V |
| − | |image= [[File:UniverseCityV.png]] | + | |image=[[File:UniverseCityV.png]] |
|caption= No escape. No escape. No escape. | |caption= No escape. No escape. No escape. | ||
| − | |game=[[ | + | |game=[[Make a Good Mega Man Level 3 Judge Application Levels|''Make a Good Mega Man Level 3'' Judge Application Levels]] |
| − | |creator= [[Loyana]] | + | |creator=[[Loyana]] |
| − | |composer= | + | |composer=Fubaka, Yasuaki Fujita/Setsuko Yamamoto,<br />EON, Digiguy |
|artist= | |artist= | ||
| − | |programmer = [[ACESpark]] | + | |programmer=[[ACESpark]] |
<!-- ===========Stats============== --> | <!-- ===========Stats============== --> | ||
| − | |elements = 1 | + | |elements=1 |
| − | |collectables = | + | |collectables= |
| − | |enemies = | + | |enemies= |
| − | * Cannon | + | *[[Cannon]] |
| − | * Volt Man | + | *[[New Shotman]] |
| − | * | + | *[[Volt Man]] copy |
| − | |subbosses = * [[Volt Man]] | + | |gimmicks= |
| − | |bosses = * [[Volt Boss]] | + | *[[Fork Block]] |
| − | |other = | + | *[[Sparkman Platform]] |
| − | |music = | + | |subbosses=*[[Volt Man]] |
| − | |location = | + | |bosses=*[[Volt Boss]] |
| − | |previous = [[Gate 303]] | + | |other= |
| − | |next = [[Magnum Man (Stage)]] | + | |music='''Intro:''' Pleasing Loop<br />'''Midboss:''' Continue Screen<br />'''Main Stage:''' Universe City<br />'''Boss:''' Black-Wall |
| + | |location= | ||
| + | |previous=[[Gate 303]] | ||
| + | |next=[[Magnum Man (Stage)|Magnum Man]] | ||
}} | }} | ||
| − | {{quote|It is just as they foretold. | + | {{quote|It is just as they foretold. The Volt Men...have returned.||}} |
| − | + | '''Universe City V''', sometimes unofficially referred to as Universe City V(olt), is the sixth level in the [[MaGMML3 Judge Application Levels|''MaGMML3'' Judge Application Levels]]. It was designed by [[Loyana]], a real-life friend of [[ACESpark]]'s, with programming assistance from ACE. As such, it is one of the few ''MaGMML3'' Judge Application Levels that was a legitimate attempt to make a good level. While the level initially appears to be rather empty, the player quickly encounters a [[Volt Man]] midboss that dies in one hit. After said midboss, the true nature of the level reveals itself - nearly every enemy in it is a copy of Volt Man, using some variant of his original boss pattern as their only attack. | |
| − | |||
| − | '''Universe City V''', sometimes unofficially referred to as Universe City V(olt), is the sixth level in the [[MaGMML3 Judge Application Levels]]. | ||
==Strategy== | ==Strategy== | ||
| − | * The Volt Men have various attack patterns, but no way to distinguish which does what. | + | *The Volt Men have various attack patterns, but there is no way to immediately distinguish which does what. Keep your distance before properly engaging them. |
| − | * Be wary of the | + | *Be wary of the [[Sparkman Platform]]s, as they can and will crush you against the ceiling without warning. |
==Judge Comments== | ==Judge Comments== | ||
| Line 82: | Line 84: | ||
Ok ill admit it, you got me there. I don’t really see how the spiked blocks and the rising platforms play into the volt man theme, but they didn’t really click right for me. The timing to get past them felt awkward and too precise at times. Its also not too nice that the rising platforms start crushing you if you stand on them for too long after the fakeout volt man. Yes the ceiling gives away that you might get crushed, but you still instinctively try to stand on them to evaluate the situations better. The volt man enemies are an interesting idea, but some of them feel kind of badly placed at times | Ok ill admit it, you got me there. I don’t really see how the spiked blocks and the rising platforms play into the volt man theme, but they didn’t really click right for me. The timing to get past them felt awkward and too precise at times. Its also not too nice that the rising platforms start crushing you if you stand on them for too long after the fakeout volt man. Yes the ceiling gives away that you might get crushed, but you still instinctively try to stand on them to evaluate the situations better. The volt man enemies are an interesting idea, but some of them feel kind of badly placed at times | ||
The boss battle against Giant Robo Volt Man is really fun. All of the attacks have unique tells and they all come out at reasonable speeds. Everything can be dodged without expecting some super danmaku skills from the player. I also appreciate how the spawned Volt Man in the boss fight dies in 1 hit as that doesn’t break the flow of the fight at all, and allows for good combos from the spawned enemy to the boss if you use a charged shot. | The boss battle against Giant Robo Volt Man is really fun. All of the attacks have unique tells and they all come out at reasonable speeds. Everything can be dodged without expecting some super danmaku skills from the player. I also appreciate how the spawned Volt Man in the boss fight dies in 1 hit as that doesn’t break the flow of the fight at all, and allows for good combos from the spawned enemy to the boss if you use a charged shot. | ||
| − | + | |flashscore = 82 | |
| + | |flash = It took me a while to warm up to this one, but once I did, it brought a smile to my face. Initially, I was a little bored with the stage. Lots of empty space, music that’s nice but far too sleepy for a Mega Man stage, and pretty basic challenges (except the one with the fork blocks, which is good but too exacting to be an introduction to the gimmick). Then there’s a joke boss (which gave me a chuckle) and the stage is over. OK, fine. Except...it’s not over. It’s only just begun. | ||
| + | |||
| + | I love that the first part of the stage simultaneously sets player expectations for one type of stage while subtly exposing the player to the normal enemies and gimmicks they’ll face once the main gimmick kicks in. When the music ramps up and you start seeing Volt Men everywhere, there’s this wonderful revelation that you’ve been fooled, and the stage can jump right into more complex challenges because all the basic elements have already been introduced. But I think the intro section could have been tighter and more efficient while accomplishing the same goal, leaving me saying “Oh, that was really clever” instead of “Oh, so that’s why the first part was kinda dull.” | ||
| + | |||
| + | The Volt Men challenges are totally worth it, though. I’m a big fan of seeing Robot Masters repurposed as stage enemies, and you got some terrific mileage out of this one—both in terms of gameplay and the fact that the “Volt Man is overused” joke could inspire an entire stage. The challenges are interesting, varied, and continually humorous, and the many flavors of Volt Man mix well with the other enemies and gimmicks in use. I might’ve liked some sort of subtle visual distinction between the different Volt Man types, or at least a shorter timer before the shield-launching ones decide to attack; I frequently sustained damage after (incorrectly) determining that the Volt Man in front of me was just going to hold his shield forever. A little caution is fine, but the stage requires a bit too much idle waiting if you truly want to play it safe. | ||
| + | |||
| + | The challenge progression is solid, with a smart blend of timing and speed as the core focus. Probably my favorite part is the screen where you’re riding Spark platforms past fork blocks while a Volt Man keeps shooting at you. Great stuff. That being said, a few spots could benefit from a bit of finessing; for example, I was a smidge disappointed by how easy it was to use Super Arrow to bypass every challenge in that long hallway toward the end. | ||
| + | |||
| + | I was thrilled to find that Sakugarne can bounce off the boss projectiles, and I laughed at the unexpected deterrent to using Slash Claw on the stationary, shielded Volt Men. The boss fight is a superb culmination to the stage, offering another good chuckle as well as a challenge that’s well in line with everything preceding it. I experienced a little wonkiness during the boss fight when using Flash Stopper, but otherwise the programming seemed pretty solid. | ||
| + | |||
| + | This is a stage that could be improved in places, but it doesn’t need to be. A fun premise coupled with good design instincts makes for a charming addition to the contest, and I’m very happy to have played this. | ||
}} | }} | ||
| − | + | ==Notes== | |
| + | * Universe City V is the only ''MaGMML3'' Judge Application Level to not be made by either [[Mick Galbani]] or ACESpark, although the latter still provided coding assistance for both the level and boss. | ||
| + | * A revamped version of this stage, [[Return to Universe City V]], was created for [[Tier X (MaGMML3)|Tier X]] in ''[[Make a Good Mega Man Level 3]]'' proper. | ||
| + | <br> | ||
{{MaGMML3Tier?}} | {{MaGMML3Tier?}} | ||
| + | [[Category:Stages]][[Category:Stages without Collectables]] | ||
Latest revision as of 03:22, 27 March 2025
I'll beam you out after I finish my soap opera.
This article is missing information on strategies. Please help out the wiki by adding these strategies to it!
| Universe City V | ||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||
| No escape. No escape. No escape. | ||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||
- "It is just as they foretold. The Volt Men...have returned."
- ―
Universe City V, sometimes unofficially referred to as Universe City V(olt), is the sixth level in the MaGMML3 Judge Application Levels. It was designed by Loyana, a real-life friend of ACESpark's, with programming assistance from ACE. As such, it is one of the few MaGMML3 Judge Application Levels that was a legitimate attempt to make a good level. While the level initially appears to be rather empty, the player quickly encounters a Volt Man midboss that dies in one hit. After said midboss, the true nature of the level reveals itself - nearly every enemy in it is a copy of Volt Man, using some variant of his original boss pattern as their only attack.
Strategy
- The Volt Men have various attack patterns, but there is no way to immediately distinguish which does what. Keep your distance before properly engaging them.
- Be wary of the Sparkman Platforms, as they can and will crush you against the ceiling without warning.
Judge Comments
Notes
- Universe City V is the only MaGMML3 Judge Application Level to not be made by either Mick Galbani or ACESpark, although the latter still provided coding assistance for both the level and boss.
- A revamped version of this stage, Return to Universe City V, was created for Tier X in Make a Good Mega Man Level 3 proper.
| 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 | |
