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| | * [[Guts Man]] | | * [[Guts Man]] |
| | |other = | | |other = |
| − | |music = Sonic 4: Episode 1 - Mad Gear Zone: Act 1 | + | |music = Sonic 4: Episode 1 - Mad Gear Zone (Act 1) |
| | The Binding of Isaac: Rebirth - Hericide | | The Binding of Isaac: Rebirth - Hericide |
| | |location = [[Tier 2 (MaGMML2)|Tier 2]] | | |location = [[Tier 2 (MaGMML2)|Tier 2]] |
Revision as of 23:06, 21 April 2018
68th: Colorful Hall
Make a Good Mega Man Level 2
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| "I wonder how well I blend into my surroundings..."
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| Overview
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| Creator(s):
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Chingoku
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| Theme Music
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| Sonic 4: Episode 1 - Mad Gear Zone (Act 1)
The Binding of Isaac: Rebirth - Hericide
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- "The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies."
- ―Enjl, excerpt from judge comment.
Overview
Colorful Hall is the seventh Tier 2 level in Make a Good Mega Man Level 2. Its main gimmick is its use of differently colored rooms, as well as a quiz section at the end.
Strategy
For the quiz section at the end, there are no collision tiles, so you can basically fall anywhere you want. To get the element in the quiz section, you must fall into the blue hole in the first room, fall anywhere in the second room (there's no collision detection on the spikes) and in the last room, fall from the fourth hole from the left.
| Judge Comments
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snoruntpyro : 23 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 5 / 15
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3 / 10
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6 / 15
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4 / 5
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5 / 5
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No
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Neat idea, but the design of the level in general is just...bad. There's a lot of just...nonsensical rooms. One that comes to mind is the miniboss fight with the guys from Yamato Man's stage - the idea is to knock over the pooker and ride on the pooker for the fight, but there's just a block off to the side you can park yourself on and murder the miniboss. There's also some obnoxious rooms, too - the blue room with Sniper Joes is extremely annoying and cramped, and the jumps with the Guts Lifts are pretty annoying too. And really, the level doesn't really do much with its color gimmick. You'd think that based on the red part all the colored parts would have colored enemies according to what color, but...no, the level just kinda gives up on that. The memory game at the end is incredibly confusing and unclear, and it took me a few deaths to actually realize what all the signs in the level meant. And then for some reason the platform for the third sign isn't actually solid so you can't read the sign and you have to just guess which shaft won't kill you? Then after you complete the memory game you get the secret exit and then you have to redo the entire level again for the other exit, the only difference being that you just have a random Guts Man fight with overly dramatic music. The level is just...bleh.
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JupiHornet : 16 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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| 2 / 15
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2 / 10
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10 / 15
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1 / 5
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1 / 5
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Very badly designed level. The yellow part with the Guts Lifts was very hard compared to everything else. In the Blue section, the spikes blended in too much with the background and you could barely see them when you were focusing on avoiding enemies. The 'memory game' was pretty ridiculous, and I fell through some of the spikes and directly onto a Power Muscler, which was seemingly unintentional and happened because the spikes didn't have a set collision. I don't think this level was tested enough.
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Enjl : 14 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 3 / 15
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1 / 10
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5 / 15
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2 / 5
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3 / 5
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No
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I... don't like this stage. The basic idea of 4 differently coloured halls is nice, but the only thing it does with this idea is a quiz that requires knowledge of the Shrek movies. I feel like there could've been much more done here, such as racial segregation of enemies by color or... no quiz at all! Somehow I found each hall to be less intriguing and fun than the last, with many enemies everywhere in basic and often not very fun positions. I'm also, as you can tell, not a fan of the quiz. Secret exits shouldn't require a 2nd complete playthrough of the stage, and whatever I did I could never read the third hint as the top half of that room is lacking collision or something? Overall... should've done more with its concept for sure.
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Garirry : 24 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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| 6 / 15
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5 / 10
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7 / 15
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4 / 5
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2 / 5
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| It's not very good. It's often cheap or certain parts serve no purpose.
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It was alright. Nothing special and I did get bored fairly quickly.
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Uh… There's really nothing going on here. I guess there's a bonus for the memory quiz thing, but that's about it.
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Could be better.
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This level is buggy as hell. Playable, but there's problems everywhere you look.
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Nothing interesting here. I don't appreciate the really cheap level design and nothing in this level was particularly interesting. The memory quiz at the end was confusing. Not to mention how buggy the level is: camera glitches, missing floors, etc. I don't know, I didn't like this one.
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ACESpark : 19 / 50
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| Design
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Fun
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Creativity
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Aesthetics
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Functionality
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Skip Teleporter?
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| 4 / 15
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1 / 10
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9 / 15
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2 / 5
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3 / 5
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No
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This was a rollercoaster in quality. That is not a good thing. Maybe 'this is a stock market crash' in quality would be a better descriptor?
This level started off positively enough. The initial red area was... actually rather good, and a fairly decent gimmick setup. (Actually introducing us to the fact Fan Fiend is in the level would've been nice before the spikes, but what-ever.)
But then the green area had that garbage placement of a random invincible Hologran which you basically have to wait to leave the screen in order to have any idea there is in fact a ladder there.... (.. just why is it invincible?!)
Then there's the blue area which tasks you to dodge Hammer Joes atop a platform you have no control over (I've dodged these guys exactly once.) as well as a utterly pointless mini-boss inclusion.
But the yellow area kills this level dead. EVERYTHING in this area is badly placed, badly combined, and frustrating to the max.
Here's the specifics: Mousubeil is going to hit you if you attempt to get the second Nickel, (forced damage is fun, right?), the Metal Man Crushers requires you to get yourself between a spike and the Crusher with very little margin for error...
And then there's the vertical climb. Without the Nickel, this would be awful. With, it's almost insulting. We have the following: Vertical Scrolling, Guts Man Lifts, Shadow Man Platforms, Lyrics, AND requiring the use of Wire Adaptor on a moving platform?! These do not combine, in the slightest, to any degree of reason, and forcing the player to constantly jump in a vertical segment is liable to make them physically sick, especially since that Nickel is reaaalllly bad to try and go after.
Oh and your memory game... it's kinda borked. I can't even read the last hint, as the platform is broken. Also: WHY PUT TWO POWER MUSCLERS IN THE SAME ROOM. WHY?
And... hi dev-kit boss. The changes to Guts Man's room added absolutely nothing to the battle, but I'm not docking you for that. I am docking you for forcing the player to replay the entire stage twice in order to get both elements. You know, people hated it when Ghouls and Ghosts did that too.
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Trivia
- The last room in the quiz section contains a sign, but due to there being no collision on the blocks below the sign, it's basically unreadable. However, you can read the sign if you position Super Arrow correctly. The sign says "alright magnet dude, give me five!" which is a reference to a scene from the Ruby-Spears Mega Man cartoon, as well as an indication that you should fall down the hole with the Count Bomb marked "5".