How Mega Man 11's Levels Do More With Less

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  • Опубліковано 4 жов 2024
  • 🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstool... 🔴
    After looking at level design in Mario, Donkey Kong, and Rayman, it’s time to see how the blue bomber’s stages work - by taking a look at the levels in Mega Man 11.
    Games shown in this episode (in order of appearance)
    Mega Man 11 (Capcom, 2018)
    Rayman Legends (Ubisoft Montpellier, 2013)
    New Super Mario Bros. U (Nintendo, 2012)
    Donkey Kong Country: Tropical Freeze (Retro Studios, 2014)
    Mega Man 6 (Capcom, 1993)
    Mega Man 5 (Capcom, 1992)
    Mega Man 9 ( Capcom / Inti Creates, 2008)
    Mega Man 3 (Capcom, 1990)
    Mega Man 10 ( Capcom / Inti Creates, 2010)
    Mega Man 2 (Capcom, 1988)
    Shovel Knight (Yacht Club Games, 2014)
    Music used in this episode
    Mega Man 11 soundtrack
    k. Part 2 - 01 untitled 1, animeistrash
    Contribute translated subtitles - amara.org/v/C3...

КОМЕНТАРІ • 723

  • @oops3798
    @oops3798 5 років тому +524

    Fun fact, the drills are actually Impact Man himself. Apparently, according to the enemy list in Mega Man 11, he can split himself into the three drills, and they each have their own personalities as well. So when the drills appear throughout the level, its Impact Man taking potshots at you, and when they appear in the boss fight, its him assembling himself to fight you.

    • @charmyzard
      @charmyzard 4 роки тому +22

      Transformers' Combiners but CAPCOM did it.

    • @cathacker13
      @cathacker13 4 роки тому +40

      That's some deep megaman lore right here

    • @randomguyontheinternet7940
      @randomguyontheinternet7940 3 роки тому +14

      Kinda like how in Rock Force you fight Charade Man as a mid-boss before fighting him as a boss.

    • @michaelkindt3288
      @michaelkindt3288 3 роки тому +13

      So Impact Man is a megazord?

    • @mariustan9275
      @mariustan9275 3 роки тому +7

      @@michaelkindt3288 Yes

  • @Enedee_
    @Enedee_ 6 років тому +753

    4:02 This editing is so good my god

    • @Rysuko1
      @Rysuko1 6 років тому +19

      there should be a "somethingporn" for this kind of editing, I swear it looks almost too good

    • @austin-school-of-game-design
      @austin-school-of-game-design 6 років тому +19

      But seriously, this is the best editing in any GMTK video. I watch it twice so I could pay attention to the content. Dunno if that's a bad thing, but since I also edit video, I kept trying to figure out how I'd do similar kinds of editing in my own stuff.

    • @JohnGuyJohn
      @JohnGuyJohn 6 років тому +14

      I really wonder how Mark puts these together. Doing this all in After Effects is possible but it seems like it'd take forever. Plus, he's included gosh-darned 3D animation in some videos too.

    • @VideoGameAnimationStudy
      @VideoGameAnimationStudy 6 років тому +6

      @@austin-school-of-game-design
      MM11 lends itself very well to masking off characters with a blank background, I did the same thing myself.

    • @roguecactus7
      @roguecactus7 6 років тому +2

      I really enjoyed that slanted look during the room description sequence.

  • @chaosmiles07
    @chaosmiles07 6 років тому +771

    Those graphics for the room layout designs... Those are going to be the next useful chart!

    • @blarghblargh
      @blarghblargh 6 років тому +11

      storyboards? I heard they're pretty good...

  • @DarylTalksGames
    @DarylTalksGames 6 років тому +389

    Torch man's level is almost like a mini class. The earlier rooms teach you how to deal with each problem individually, and then room 14 is like a final exam, where you have to deal with each problem interchangeably. I genuinely think good teachers would make good game designers.

    • @mostlyokay
      @mostlyokay 6 років тому +7

      I don't get what designing dames has to do with any of this, but hey, maybe they would!

    • @DarylTalksGames
      @DarylTalksGames 6 років тому +8

      mostlyokay thanks for the catch and for the Tom and Jerry flashbacks 😂

    • @SuperTwoU
      @SuperTwoU 6 років тому +4

      The first room in Torch Man's stage throws 4 unique enemy types and the tent obstacle at the player. Still it's all spaced out and introduced nicely.

    • @zerarch77
      @zerarch77 6 років тому +14

      Would game designers would make good teachers?

    • @potatolord7319
      @potatolord7319 6 років тому +4

      +Zerach this one is

  • @newmono7341
    @newmono7341 6 років тому +240

    The graphics in these videos get better with each one

  • @ivory6738
    @ivory6738 6 років тому +63

    Thank you Mark for this. For me, as a developer of a platformer myself, I'm constantly worried about how much variety I need in my levels so they won't feel stale or boring. This helped me to see that smarter, more throughout design helps to alleviate some of the issues. Thanks again for this video and have a good day.

    • @ceeazy1833
      @ceeazy1833 6 років тому +5

      All the best with your game! :]

    • @Raylightsen
      @Raylightsen 4 роки тому

      Don't take inspiration out of the annoying level design from classic megaman.

    • @drbuni
      @drbuni 2 роки тому

      @@Raylightsen Classic Mega Man is fun as hell, you big baby.

  • @ZackBellGames
    @ZackBellGames 6 років тому +109

    Mark, this is easily some of your best work. Both the content and editing are phenomenal! Coming from a developer who has several moderate to successful games on both Steam and console(s), you are doing some amazing and worthwhile work. This helps gamers of all backgrounds, thank you :)

    • @dabossman5650
      @dabossman5650 6 років тому +5

      Yo wat games u have? 🤔
      Been looking for some new games to play

    • @ZackBellGames
      @ZackBellGames 6 років тому +7

      Hey, I developed INK (2015) by myself. Then developed HackyZack (2016) with a team of six. We published our buddy's game, High Noon Revolver (2016), as well.
      I've been on a two-year hiatus of working as a contractor at larger studios like Microsoft and Nintendo.
      Recently returned to Indie development and will be releasing a new title on PC and Switch within the next 6-8 months.
      Much love to Mark and his fans!

    • @saadmunirmindless
      @saadmunirmindless 5 років тому

      just saw those games. Ink is really good.

  • @danielleanderson6371
    @danielleanderson6371 6 років тому +283

    This game looks like what Mighty No. 9 was trying, but failed, to look like. The art style is just really good.

    • @noahsnurr8559
      @noahsnurr8559 6 років тому +12

      Danielle Anderson could you elaborate on why you like the art style? I’m seeing a lot of mixed reception concerning its art style and I’d like to know what people like about it

    • @weewer3369
      @weewer3369 6 років тому +32

      I think the actual lighting and attack effects in this game are GORGEOUS. Stuff like the way your attacks subtly light up the dark rooms in Torchman's Stage or the way Fuse Man's Speed Gear Form is just a visual treat to the eyes, there's a lot of pretty stuff to look at.

    • @FBracht
      @FBracht 6 років тому +34

      I've also seen many mixed reactions to this art style, but honestly I don't get what could even be wrong with it. It completely nails the cartoon look, with super smooth lines, great use of color and impeccably fluid animation. I believe this is exactly the look Megaman 7 would have had on SNES if it had been achievable at the time. (In fact, it really resembles the underrated Megaman 8 on PSX.)
      The soundtrack, though... that I don't like, in this game. It sounds very sub-par for the series.

    • @weewer3369
      @weewer3369 6 років тому +3

      That was without me even mentioning how gorgeous some of the back grounds are, and how fun the enemy designs are.

    • @welcometovalhalla2884
      @welcometovalhalla2884 6 років тому +8

      Yeah I think the overall artstyle (especially the enemies and backgrounds) is amazing. I don't like that much how Mega Man himself looks, though.

  • @SonofMrPeanut
    @SonofMrPeanut 6 років тому +46

    "fight a reanimated mammoth skeleton."
    I love video games.

    • @KickyFut
      @KickyFut 4 роки тому +4

      I mean... You can fight an *un-* animated mammoth skeleton, but it wouldn't be nearly as challenging!😁

    • @frostyelkk
      @frostyelkk 4 роки тому +2

      @@KickyFut
      I prefer preanimated.

  • @2020_Gaming
    @2020_Gaming 6 років тому +220

    Your editing never ceases to amaze me. Have you ever considered doing an effects breakdown? It'd be awesome to see how you make things like the Level breakdown j this game, or the dependancy graphs in Boss Keys. As always, awesome work! Keep it up!

    • @GMTK
      @GMTK  6 років тому +67

      Thanks! I do editing tutorials and breakdowns on my Patreon sometimes. Maybe one day I'll release a Video Maker's Toolkit on UA-cam...

    • @lukadjordjevic2576
      @lukadjordjevic2576 4 роки тому

      @@GMTK OOooooo Foreshadowing

    • @lekam7625
      @lekam7625 4 роки тому +1

      @@lukadjordjevic2576 Wished it didn't have to be due to a global pandemic

  • @haridojamaru829
    @haridojamaru829 11 місяців тому +2

    Megaman 11 wouldn’t have been a thing if previous megaman games didn’t exist I can really feel that this game combines every idea from the megaman games into one solid game which might be the last megaman game that we’ll ever get

  • @AIandGames
    @AIandGames 6 років тому +114

    Having just recently worked my way through the first Mega Man Legacy Collection, it's nice to see this layered level design is being upheld. Also, thanks for the Halo 3 vid shoutout!

  • @MrASK15122
    @MrASK15122 4 роки тому +2

    I was able to identify a few moments, like the checkpoint rooms for quick breaks after fighting the mini-bosses, where I went "ah, I see why that's there" when I played the game. However, this video covered a lot of design patterns that I never noticed before, like how the moving platforms and flying pile drivers in Impact Man's stage are introduced separately and repeatedly before they all come together in one room. Level design can clearly do wonders to tell players what to anticipate when it's done right.

  • @newmono7341
    @newmono7341 6 років тому +782

    Would you ever do a sereies on _bad_ game design?

    • @GMTK
      @GMTK  6 років тому +461

      I wouldn't rule it out! Maybe a level design video on Bubsy or something :P

    • @umbaupause
      @umbaupause 6 років тому +177

      To be honest, I'd genuinely like to see a video on Mighty No 9 and its Level Design... if it really is as bad as people said.
      Cause why not learn what mistakes to avoid, too...?

    • @baconlabs
      @baconlabs 6 років тому +46

      _What could possibly go wrong?_

    • @Weltall8000
      @Weltall8000 6 років тому +91

      I enjoy the overall positivity of the channel, with focus on what is well done and how to bring more of that to the forefront. While I am guilty of being overly critical far too often, I like the break from constant negativity and harping on what doesn't work/isn't liked that are all over the internet, in the constructive analyses that Mark Brown seems to routinely deliver.

    • @zukrad634
      @zukrad634 6 років тому +15

      Check out Game Soup's video on Mighty number 9, they nailed everything
      ua-cam.com/video/TJSJ2d_xnzg/v-deo.html

  • @DADA-yt1pt
    @DADA-yt1pt 2 роки тому +3

    There's a fan game called Mega Man Maker and I've been having fun making levels in that game, but looking back, I wished that I've watched this video sooner. I wasn't at all the best level creator. But this is REALLY good insight on what makes a good stage. And it's something I think a lot of people designing levels can learn from.

  • @LL-iw8gk
    @LL-iw8gk 2 роки тому +5

    The level design on this series is MEGA.

  • @MattLohkamp
    @MattLohkamp 6 років тому +1

    I *really* like the approach of reducing each 'screen' to an archetypal challenge and mapping their layout through each level.

  • @brandonmartin-moore5302
    @brandonmartin-moore5302 6 років тому +14

    Another game that I can think of that does something similar is Tearaway. It has huge level design variation and introduces different mechanics slowly, focusing on one mechanic at a time while intuitively combining them in later stages.

    • @FraserSouris
      @FraserSouris 6 років тому

      It is an amazing game

    • @brandonmartin-moore5302
      @brandonmartin-moore5302 6 років тому +2

      I've played it at least 3 times, I'm about 1/4 of the way through a 4th play through

  • @vikramb183
    @vikramb183 5 років тому +1

    I really love how you not only provide really well thought out and insightful content, but also use really good animations and design to convey everything in a clear manner. The editing is really good! Keep it up!

  • @yvendous
    @yvendous 5 років тому +18

    5:50 I THOUGHT RUSH WAS THE ONLY WAY
    Wow, I'm a dummy

  • @JadeMythriil
    @JadeMythriil 6 років тому +1

    Megaman 11 also seems to be a nod to the classic megaman 1 stages where rooms are progressively hard; showing you an easy room with a new mechanic or enemy and then ramping up the difficulty to test you. Its a fitting theme for megaman's return and I can now see why I enjoy it.

  • @shawnheatherly
    @shawnheatherly 6 років тому +4

    A pleasant surprise showing off how Mega Man 11 nailed room layout.

  • @jamkru21
    @jamkru21 6 років тому +1

    Admittedly I had to play through the game on Casual first because I was having so much trouble on Normal, but I appreciated the game more and more as I kept playing it and this video really crystallized some of the design elements I really admired, although it IS really tough at times even after playing those stages multiple times

  • @joaorobalo7594
    @joaorobalo7594 6 років тому +50

    Video idea: How boardgames have influenced video-game design and vice-versa.

    • @fy8798
      @fy8798 6 років тому +2

      Yass! Legacy games definitely have a lot of gamy cross-pollination. Some even have "achievement"-like systems that tie into the actual gameplay of further players of the game.

    • @Mewseeker
      @Mewseeker 6 років тому

      So you want a video on the Binding of Isaac? ;)

    • @SaberToothPortilla
      @SaberToothPortilla 6 років тому +2

      Well, of course the biggest thing would be the influence of pen and paper RPGs on video game RPGs.
      There's a lot to talk about, how the intricacy of the pen and paper games actually required the video game RPGs to be limited, and to what degrees and in what ways Eastern vs. Western etc.
      Apart from those, there really isn't much, outside of puzzle games. Most video games are unique to, well, video games, with only a handful of exceptions.

    • @dddmemaybe
      @dddmemaybe 6 років тому +1

      sounds more like an extra credits video than a Mark Brown video. Idk why but I think it's because extra credits make videos to point out stuff almost randomly while Mark Brown goes really intensive on trying to be constructive for the medium.

    • @thomasffrench3639
      @thomasffrench3639 7 місяців тому

      @@SaberToothPortillaI mean there’s thousands of board game video games as well. It’s not just RPGs.

  • @subprogram32
    @subprogram32 6 років тому +30

    yisssss this is exactly the kinda thing i like seeing in a GMTK vid! first you breaking down the basic room structures of acid man's level, then the mechanical elements of Impact Man's levels, then doing a comprehensive breakdown of Torch Man's level was really very engaging for me. And i'm not even really a fan of Mega Man either! :P

    • @SuperTwoU
      @SuperTwoU 6 років тому +1

      subprogram32 Mega Man 11 is a great game, though a bit on the harder side. Check it out if you like platformers!

  • @DimitriosDenton
    @DimitriosDenton 6 років тому +68

    Now make a "create a megaman level with megaman maker" contest, like you did with mario maker!

    • @tysonasaurus6392
      @tysonasaurus6392 6 років тому

      Ooo I’ve always wanted to learn to do a MegaMan rom hack

    • @1996Pinocchio
      @1996Pinocchio 6 років тому +1

      Just don't call it megaman.

    • @SuperTwoU
      @SuperTwoU 6 років тому +1

      Haha if there was a contest I'd enter for sure.

    • @SterlingDeklin
      @SterlingDeklin 6 років тому

      Super Two U
      magmmlcom.ipage.com

    • @polkadi
      @polkadi 5 років тому

      Make A Good Mega Man Level, it’s a contest that already exists.

  • @16bitbrontosaurus35
    @16bitbrontosaurus35 6 років тому +2

    This video truly made me realize why i kept coming back to mega man 11 after completing it. Its not my favorite mega man game but it is still loads of fun. The gimmicks like the wall of fire in torch mans stage were frustrating but fun (especially with tundra mans weapon, im a dirty cheater i know lol). You should make a video about the smart enemy placement in mega man because simply placing enemies in weird places makes fir such a fun experience

  • @hemangchauhan2864
    @hemangchauhan2864 6 років тому

    Once again, your editing is unrivaled.
    So, mixing of basic room layouts + variety in challenge that is introduced Nintendo/Mario style. *Your comparison of this criteria with the symphony of the music is so apt.* Music YTer Sideways did a video on "repetition" in music and the parallels to that and games is rather eerie.
    It also gave me on idea on why certain enthusiasts have different tastes in games and the idea of how games should be like. As in, a person grown on Nintendo and platformers and stuff would have a different perception in gaming than someone grown on say Point-n-clicks or cRPGs

  • @Lithethos
    @Lithethos 5 років тому

    Hi. I'm a game developer and teach level design at a college. This is exactly what I'm trying to teach the students and this video would be a lot of help to them. Thanks! Amazing work.

  • @retinas2001
    @retinas2001 6 років тому +9

    Those drills are in the Impact Man boss fight because they are Impact Man. Read his description paragraph in the game.

  • @Bunny_Sunnynika
    @Bunny_Sunnynika 6 років тому +1

    This is your 100th video! Congratulations! Thank you for such an amazing channel! Looking forward to a 100 more videos!

  • @wolfiekun
    @wolfiekun 6 років тому +2

    The Messenger had some really intriguing and unique game mechanics and designs, wrapped nicely with killer writing and a lot of variety. It goes back and forth from linear to non-linear level design and introduces new elements with a very good sense of pacing. I think it'd make for some great analysis. I keep seeing streamers who have trouble pulling themselves away from the game, even before its main gimmick comes into play.

  • @otooandoh9556
    @otooandoh9556 6 років тому +7

    I would love to see your take on how kirby designs its levels. I think the games are pretty underrated.

  • @herpderpitypurple73
    @herpderpitypurple73 6 років тому +1

    0:01 His twelfth mainline entry (Mega Man and Bass is part of the classic series)

  • @LoResbion
    @LoResbion 6 років тому

    Very interesting how added complexity in enemy design seems to allow the designers more layouts/experiences with fewer elements. Thanks for pointing out the multiple interactions with foes like the mushroom hotplate and the carrot tank!

  • @mantisslayer5373
    @mantisslayer5373 4 роки тому +2

    Did anyone else ever notice that in acid man's stage, you can see him swimming through the acid pipes in the background.

  • @5inque_wu
    @5inque_wu 6 років тому

    Just gonna mark it and come back to watch it when I finish the game. This gonna be a really good one, I can tell.

  • @kairon156
    @kairon156 2 роки тому

    Awesome video with lots of good map and level designing tips.
    I'm very glad someone on Reddit suggested your channel.

  • @ThisThingEaten
    @ThisThingEaten Рік тому

    3:26 Whoa! You can destroy those things!? I replayed the game several times, and I never knew you could do that! This game just keeps getting better, and still, no one gives it the time of day!

    • @bulb9970
      @bulb9970 Рік тому

      As a rule of thumb, the robot master stages can be done a lot easier by using the weapon that robot master is weak to. For example, in Block Man’s level you can destroy the giant stone walls in the conveyor belts with Chain Blast. Each mini boss also has a weapon weakness, and every enemy has damage charts for each different weapon. Not only are all the weapons great on their own, but the game also encourages testing them on every situation.

  • @wannabean6622
    @wannabean6622 6 років тому

    Your tightly woven and succinct breakdowns of Mega Man 11's Level Design make this an excellent educational and entertaining video.
    In short: kudos for checking out the Blue Bomber's newest entry !

  • @Revo95160
    @Revo95160 6 років тому

    Level Design video are the BEST, well edited and demonstrated (MUCH appreciated these rooms layout).

  • @drGeppo
    @drGeppo 6 років тому

    Speaking of unique platformers RAIN WORLD!! the focus of the game is for sure survival and exploration, but I really loved how all the environments were interesting to traverse in different directions (since you'll often backtrack) while also presenting interesting opportunities to fight or avoid enemies.

  • @tame5829
    @tame5829 5 років тому +1

    Hey Mark I've been working on a video game for a couple of years now and recently your videos have given me a lot of ideas for the game ( hell the way life works in the game is completely because of your videos on health and death in video games)

  • @marcusrigonati7784
    @marcusrigonati7784 6 років тому

    Mark, I just discover your channel and watched the video about Spider Man and this one, I got stunned by how deep you go in an explanation. Congrats man, and I'm going to watch a lot of your videos

  • @Capn_
    @Capn_ 5 років тому +1

    This video is a MUST-SEE forall video games creator! It's so inspiring! Thank you for that Mark...

  • @smithsmithy7149
    @smithsmithy7149 6 років тому +34

    JUMP! JUMP! SLIDE! SLIDE!

    • @TheJustproxy
      @TheJustproxy 6 років тому +7

      Megaman 8, I miss that game

  • @MidnightSt
    @MidnightSt 6 років тому

    it's not just "don't shoot the owl", it's "some fire enemies are better left alive in some circumstances", and then the mushroom is a lesson of "you can create 'flame out' circumstance in which the mushroom, if left aliive, becomes a platform".

  • @doxazo5512
    @doxazo5512 6 років тому +69

    Hey Mark, when are you going to give Dwarf Fortress a look?

    • @GMTK
      @GMTK  6 років тому +57

      One day!

    • @shonjones7231
      @shonjones7231 6 років тому +6

      Doesn't that game require more than a mere glance?

    • @otooandoh9556
      @otooandoh9556 6 років тому +6

      I would suggest doing a video on the kirby series. There's some great design in the 3ds games.

    • @doxazo5512
      @doxazo5512 6 років тому +1

      Shon Jones, lol yah

    •  6 років тому +1

      do it!

  • @MissAshley42
    @MissAshley42 6 років тому

    Torch Man's level is the best in the game. Everything I love about Mega Man comes together nicely in it.

  • @eeksgames1800
    @eeksgames1800 5 років тому

    Absolutely awesome. Came here via Atmos Game's video. Thanks for great content.

  • @inspectordank1091
    @inspectordank1091 6 років тому +2

    Bounce Man stage is my personal hell

  • @lseeley
    @lseeley 6 років тому

    The best video game analysis videos I've ever come across.

  • @WhoIsSirChasm
    @WhoIsSirChasm 6 років тому +2

    I find it a little funny that Torch Man was used as the "let's dissect how this system works" example, because those fire rooms have one big turning point: the walls of flame can be doused with Tundra Man's weapon. So it becomes a bit of a gamble as to whether or not you're willing to trade a slightly easier experience in the stage for not having the boss weakness when fighting Torch Man proper, or vice versa.
    I can't think of any other levels off the top of my head that have the option of "turning off" one of the main gimmicks, and I can't tell if that's a good thing or a bad thing.

    • @gustavofernandes1438
      @gustavofernandes1438 6 років тому

      In Block Man's stage you can use Blast Man weapon to destroy the walls in the section where you have to run from the saws.

    • @FrogworfKnight
      @FrogworfKnight 6 років тому +1

      There's Block Man's stage as Gustavo mentions, and there is also the fact that the minibosses seem to have the same weakness as the main boss of the current stage. To be honest, this is something I like, the idea that you can either have an easier time now and have to worry about collecting weapon energy to refill those powers, or you can have a much harder time in the stage but then relatively breeze through the boss due to a plethora of weapon power. There needs to be more incentive for each weapon's use in a stage in Megaman games, aside from one weapon just being overpowered and/or unique attack area and one weapon acts as a shield while the others are mostly useless. This is something I rather like about GeminiLaser's Megaman videos as he showcases EXCELLENT usage of every power to show how they COULD make things easier (though points out the times he had to engineer the situation to allow the ideal and coolest usage of a weapon).

    • @Fooza05
      @Fooza05 5 років тому

      This is actually a good thing. It allows for more replayability. I remember Mega Man 7 doing the exact same thing only that game actually has collectibles.

  • @Henricast
    @Henricast 6 років тому +1

    Wow! Nice analysis !! I'm creating a megaman fan game that definitely will use your video to study our level design!!!

  • @Elfos64
    @Elfos64 5 років тому

    Your feedback reminds me of how I praise the Wiiware game Bit Trip Runner. It's a side-scrolling platforming course-clear game with progressively unlocked movement abilities. You get a new ability every 2 levels with the level design set up requiring you to use the new abilities multiple times, essentially making its pacing "here's a new power. Used to it now? Good, here's another new power", and it adds new obstacles every other level, and stacks them on top of abilities you should already be used to.

  • @roseheart270
    @roseheart270 4 роки тому

    Spyro is a platformer that really digs deep into enemy interaction, it also has a glide mechanic that changes the feel of scope of a 3d platformer, it also has great music - - - designed for repeated listening. Please consider mentioning it.

  • @firelasercat
    @firelasercat Рік тому +1

    For room 14 in Torch Man's stage, I found it easier to use Scrambe thunder to entirely get rid of colander headed-mushrooms to earn extra time, the energy pellet isn't quite worth it. Also if you use a Power Gear tundra storm, you can freeze the flames for a short time, letting you do those tricky platforms much better with speed gear if needed.

  • @ianpittman6544
    @ianpittman6544 6 років тому

    This is a new perspective for Mega Man 11 that I havent seen yet. Usually the reaction is "good, not great" and critiques over its boring level design. Nice to see something fresh!

    • @randomguy6679
      @randomguy6679 6 років тому

      That level design sure as Hell doesn't look boring

  • @cupriferouscatalyst3708
    @cupriferouscatalyst3708 6 років тому

    Excellent video as always! I've only played the first and second game but even there you can see this type of layout in the levels. Few other video game series have so many main entries without any drastic changes in gameplay that they really get the opportunity to hone their ideas to perfection. The only other ones I can think of off the top of my head are Super Mario and maybe Kirby.

  • @Lubey117
    @Lubey117 6 років тому

    Hi mark. After watching the video you asked for other possible games with good or interesting level design and I thought, maybe as a spin off episode or something. You could could look at how storytelling and theme can emerge from good level design and what aspects are needed in order to build a story through the levels themselves. Just food for thought.
    Really love the content you make!

  • @yakultum
    @yakultum 6 років тому

    Have to love the way you disply everything. Congratulations, looks and feels so good!

  • @SFinerFACE
    @SFinerFACE 6 років тому

    Stellar editing on this one, Mark!! Absolutely loved this game, and loved hearing you talk about it!

  • @wanderingjas
    @wanderingjas 6 років тому

    The interactions of the power-up that is the boss weakness with the stage hazards are very good too.

  • @__dane__
    @__dane__ 6 років тому

    Do a video about level design that encourages exploration but doesn’t make the player feel lost. I feel like a fantastic example is the classic tactic used in Zelda and Metroid of making an area of a level visible but blocking you from being able to get to it from your current location. I think this is also interesting to look at in context of linear games vs more open path games. Metroid Fusion does a fantastic job of juggling linearity by telling you where to head next, thus not rushing you and allowing you to explore and learn about the sectored off space station in reference to your abilities, gear, and memory of where you’ve been.

  • @SAbowser
    @SAbowser 6 років тому

    It's an old game but Wario Land 3 remains one of the most unique platformers I have ever played. Enemies don't hurt or kill you, they just imbue you with certain statuses that you can then use to solve puzzles. So you have to strategically get lit on fire, get zombified, have an allergic reaction to a jellyfish bite, get morbidly obese, get staggeringly drunk, etc. I think you could make a great episode of GMT about it.

  • @shikamarunara8920
    @shikamarunara8920 6 років тому

    Phoenotopia is an underrated flash game that more people should know about

  • @sorasky2927
    @sorasky2927 6 років тому

    this isnt super related, but i think an episode on variety and players sort of choosing your own mechanics might be cool. like how choosing pins in the world ebds with you changes how you approach combat, or the weapons in monster hunter or even just how good fighting games make choosing different characters feel like completely different games. just a suggestion, i absolutely love all your videos

  • @FirebladeXXL
    @FirebladeXXL 6 років тому

    hey man. i love your videos. ive only recently discovered you and have since been obsessed with watching your videos. as a hardcore gamer myself, your topics are highly interesting and educational. it really makes me look at games in a different way and helps explain a lot of subtil design choices, that i could not quite put my finger on in the past.

  • @ComatHam
    @ComatHam 6 років тому +27

    Will you do a video on player expression? I mean stuff like designing your farm in stardew, planing and executing hits in hitman or designing your perfect base in dwarf fortress. I have noticed that there are a lot of games that try to allow for player expression, but it just ends up feeling meaningless and flat, with a clear "right" way and a lot of useless ways. I always wondered why that is.

    • @zerarch77
      @zerarch77 6 років тому

      Flat mechanics lead to flat expression, simple as that.

    • @francoisalligier8856
      @francoisalligier8856 6 років тому +3

      Yep, it will make an original subject for a game design video !
      Also, I agree with @Zerarch77, most of the time player expression is either used in online games to let players distinguish themselves and feel unique, or player expression becomes rather meaningless when put in a clear input/output same system where what you really want is do the necessary to complete the mission, and not express yourself.
      I think rewarding and even just evaluating criterias based on player expressions is difficult at its base. "Expression" is not as clear as inputs and outcomes to deal with and for it to be interesting it'll have to be a core part of the gameplay.
      This topic is also sprawling to a lot of other topics like defining what's the different type of players expression and everything, but I'll let Mark do that in a future video ;)
      In the mean time, a game that makes a good step toward interesting mechanic in player expression is Parkasaurus with it's creation of dinosaurs pens asking you to match certain condition for the good being of your dinosaurs :)

    • @nilvalles1
      @nilvalles1 6 років тому

      When there's a clear right way, the challenge becomes a puzzle. When there are a lot or infinite amount of good solutions, it becomes a optimization problem that allows the player for a lot of creativity and expression.
      Usually optimizations problems dont have a clear right solution because the player doesnt have all the data to find the best solution, like when putting together a card deck while you dont know what kinds of decks will your oponents play, or finding the best place and structure for your base in dwarf fortress in a procedurally generated world.

  • @BrfTuck
    @BrfTuck 5 років тому

    This was very helpful, thank you for the analysis! It seems like the vast majority of "2d platformer level design analysis" is just a reiteration of Introduce-Expand-Twist-Conclude, so talking about the different types of rooms and such was a very nice and different approach. Visualizing the order of room types and the mechanics in specific rooms for levels was VERY nice! Keep up the great work
    And I would love to see Shovel Knight analysis like this!

  • @MegaPhilX
    @MegaPhilX 6 років тому

    Great video explaining the basics of level design in a Mega Man game. Personally I like to see level design in a more organic way without necessarily following strict rules all the time (Like what you say about not following a set formula all the time).
    One thing I think is really important though, like you said, is having a limited number of different enemy types. It gives the level its theme and it avoids overwhelming the player with too many different gimmicks.
    Your example about the miniboss repeating with barely any differences in Mega Man 2 is a reason why I have trouble with some of the level design in games like Symphony of the Night. Having you fight the same enemy 4 times in the same corridor without any variations.

  • @larsfroelich
    @larsfroelich 6 років тому

    The Swapper! very interesting level design because of interesting mechanics

  • @DefinitiveDubs
    @DefinitiveDubs 6 років тому +2

    This has inspired me to make more Mega Maker levels.

    • @solarflare9078
      @solarflare9078 6 років тому

      Speaking of which, when is 1.5 coming out?
      -Overused joke is overused-

  • @luckygreentiger
    @luckygreentiger 6 років тому

    I would like to see a breakdown on what kind of layered/build up design each game uses by genre -- like metroidvanias, zelda clones, fps, platformers, etc. The concept is clear enough--but what type of elements pair well together vs ones that don't? It's an easy enough concept to grasp but like colors, sometimes figuring out which ones compliment vs contrast can be tricky.

  • @kevinfredericks2335
    @kevinfredericks2335 6 років тому

    Music is a perfect analogy. When arranging Flash Man from MM2 for orchestra, I used the level's pacing as a very literal basis for the composition and it worked very well.

  • @mikemosz
    @mikemosz 6 років тому +2

    It's like poetry, it rhymes

  • @thesadsausage
    @thesadsausage 6 років тому

    My first real platformer game was Crash Bandicoot 3, that did some interesting things with variety in the levels across their specific themes. I particularly remember the dinosaur levels that kept adding more stuff, culminating in being chased by a triceratops while riding a baby t-rex. Good stuff.

  • @ConnectionstotheCross
    @ConnectionstotheCross 6 років тому

    Hey im a really big fan of game makers toolkit. I got inspiration to make my channel by watching the mario maker video a while back. I want to be able to talk about level design just like mark. Mark you are awesome thank you.

  • @gilangagsuroaldiapala5172
    @gilangagsuroaldiapala5172 6 років тому

    Nicely done vid in your explanation, Mark Brown. It gives inspiration regarding platforming level design. :D

  • @pixelasm
    @pixelasm 6 років тому

    2:32 interesting analysis, have never before looked at these at such a high level, thanks for sharing.
    Some time ago I saw a similar video about the first mega man and super mario bros level which gives some super interesting tipps on how good level design should support the player in learning mechanics withouth those tedious tutorials we often get nowadays.

  • @Big_Dai
    @Big_Dai 6 років тому

    Wow, I loved that layout @ 4:10

  • @bitwize
    @bitwize 6 років тому

    So after learning about both those things -- the platforms on wires and the drilly things -- in a *controlled* environment, you're introduced to both at the *same time*. So now there's like this really big challenge, and you don't feel like no one told you what the fuck's going on with the drilly things and the wire platforms.
    SO COOL, ALL RIGH--

  • @tomservodoctor42
    @tomservodoctor42 6 років тому

    For a unique platformer, I recommend looking at Master Spy. It introduces new mechanics in every stage, and it has a steep but fair learning curve. More importantly, subsequent playthroughs allow you to hone your skills and see real improvement without making it feel like your beating your head against the wall. My first playthrough took several hours to complete, and now I can consistently beat it in under half an hour. (Detailed graphics and killer soundtrack is a plus)

  • @CartoonerAnimationist
    @CartoonerAnimationist 6 років тому

    Flinthook was pretty cool. I loved the grappling hook + slowtime mechanics.

  • @notlunaticdancer4393
    @notlunaticdancer4393 6 років тому

    You may want to look at Mighty Jill Off, it has slight issues, but the levels explore the mechanics in a very satisfying way.

  • @Arexion5293
    @Arexion5293 6 років тому +1

    Few topic suggestions:
    - Hollow Knight's White Palace and Path of Pain
    I personally find it interesting how I love White Palace yet find Path of Pain annoying.
    - Super Meat Boy
    Just genuinely good level design, could deserve a spotlight of some sort.
    - Dustforce
    Also genuinely good level design, and it definitely could use a spotlight.
    - I Wanna Be The Guy
    Examining how this game toys with player expectations is actually quite interesting. The game's level design is frustrating on purpose, and yet there's a clear sense of humor and appreciation of old school games in it. Because of that aspect, the rage inducing design somehow ends up working in a strange meta-sense. Or maybe that's just me. Ar least by comparison to other rage games, this one feels somehow genuine, like it still wants to offer a proper platforming game challenge and not be a full on troll.
    - Kaizo Mario
    Speaking of trolls, this one. Trying to examine what makes this one so appealing to people could be quite interesting.
    - New Super Mario Bros series
    Why people find themselves drawn more to the classic titles over these ones? What is it about their design that makes players think more fondly of the older titles? It's not like these are bad games or anything.
    - Little Big Planet series
    It could be quite interesting to inspect the community creations from these games. LBP2's online creations even sort of had some ideas that were later used in other games. There was a pretty big number of horror themed "levels" in it, which makes me wonder if it ended up influencing the developers of Little Nightmares, since it does share a few developers with LBP.
    Do keep in mind that you can check LBP1 levels just fine from LBP2, but you shouldn't check 2's level from 3 due to there being some massive logic changes between the two games. What functions just fine in 2 might be completely broken in 3.
    - Combat in 3D Platformers
    I think this could make for an interesting topic. For example in games like Rayman 2 the combat is completely separate from the rest of gameplay, and it also kinda sucked. In Rayman 3 though the platforming became sort of a part of the combat, and the combat itself was surprisingly functional and fast paced. Meanwhile games like Vexx and Ty had freaking combos that you would never use for anything other than combat. Maybe that's why Ratchet and Clank was such an interesting title because it managed to keep the combat relevant to the platforming. With the heavy focus on the weapons, the platforming itself ended up falling on the backseat.

  • @videogamesare1
    @videogamesare1 6 років тому

    Your content is consistently the highest quality content around

  • @francoisalligier8856
    @francoisalligier8856 6 років тому

    Hey Mark, great video as usual !
    I figured a good design topic for a video when you said "... cheating and use rush .."
    I think It'll be interesting to discuss game mecanics purpose in each game, studying some great games were all mecanics are core to the experience and players are supposed to use all of their tools vs. certain game mecanics like BFG in Doom or Rush in Megaman, which don't feel like they are really necessary to advance but more like jokers you can choose to use or not.
    The flaw with the later type of mecanics, as I think, is that no situations in the game are really taylored for these "joker" mecanics, there is always a solution using intricate combo of skills or just a challenge you have to get better at, but everytime I use a Nuke in a Sh'mup or the VATS in Fallout, I can't help to think I could've been better and nailed the fight without haha

  • @ContextDependent
    @ContextDependent 6 років тому

    Great analisis, awsome editing, didatic-like pace and objectiveness. Very nice content, as always.

  • @grfrjiglstan
    @grfrjiglstan 6 років тому

    At 8:38, it looks like the shots that reflect off the tank could hit the owl, so you need to be aware of the locations of both enemies in relation to one another. That is smart.

  • @BreakGlassForMemes
    @BreakGlassForMemes 6 років тому

    Hi Mark, I’d just like to say that I love your work. I’m currently making a game that was directly inspired by your video on Detective Games. Keep up the good work!

    • @GMTK
      @GMTK  6 років тому

      Good luck!

  • @OneshotProductionsJK
    @OneshotProductionsJK 6 років тому +1

    Would love a video that looks at Castlevania III and Bloodstained: Curse of the Moon's character-switching mechanic and explores how each character approaches obstacles differently.

  • @Mordalon
    @Mordalon 6 років тому

    For unique platformer suggestions, Thomas Was Alone is unique to me in how it conveys character with platforming mechanics.

  • @LiquidSquidd
    @LiquidSquidd 6 років тому +2

    The End Is Nigh might be a cool one to do a video on

  • @Gh0zt421
    @Gh0zt421 6 років тому

    I don't think it is fully realized yet, but the Shantae series has an interesting premise. It takes the transformation aspect of Metroid/Zelda/Castlevania, and makes it the core mechanic. Changing the entire properties of the character from moment to moment is another way to mix up things, in theory.

  • @trinitroid7893
    @trinitroid7893 6 років тому +3

    Not gonna lie, I feel like this is a better analysis video than any Sequelitis episode.

  • @ExtraAmpersand
    @ExtraAmpersand 6 років тому

    CrossCode is something that would be awesome for you to take a look at (although I imagine it might've been on your radar already). Mechanically speaking, it seems like it would be definitely up your alley.

  • @WaddleDee105
    @WaddleDee105 6 років тому

    I think the Classic Style of Sonic games would be a great fit for one of your videos since those games do an excellent job at mixing in classic platforming with speedy physics-based movement in a unique way that gives those games a great sense of flow.

  • @robotskirts
    @robotskirts 5 років тому

    Love the reference to music composition.

  • @Phox-in-a-Box
    @Phox-in-a-Box 6 років тому

    Mega Man has always been really good about teaching the player about its level design. See Arin's Mega Man X Sequelitis, especially the explanation of the spiky dudes and falling rocks.