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.

Support Game Maker’s Toolkit on Patreon –

Have Mark talk at your studio, university, or event –

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

Nguồn: https://shaarique.com/

Xem thêm bài viết khác: https://shaarique.com/game/

50 Comments

Austin Kwon

July 9, 2020

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.

Reply

MJAD86

July 9, 2020

how come you ahvent explore the fear that metroid fusion convays as a boss keys episode?

Reply

Dfgcc Gggff

July 9, 2020

We need a mega man 12 whose with me

Reply

Dfgcc Gggff

July 9, 2020

Is it just me or is this game kinda underrated. Might just be me because I love this game to death. I have beaten this game like 5 times so idk. It's one of my personal favourite games even if it has it short falls compared to a game like dkc or something

Reply

Brenden Dix

July 9, 2020

I always thought that the oven that shoots carrots were mole robots.

Reply

E M

July 9, 2020

God MM11 is gorgeous!
Such a great looking game, wonderful anime character designs too, all in 3D, even though the game is played on a 2D plain. It make me think that if they ever made another Megaman Legends this is the look they should go for.

Reply

Fake Parson

July 9, 2020

YoU mEaN MeGa MaN 11 HaS gOoD gAmE dEsIgN??? BuT DuNkEy FeLl On SpIkEs AnD sAiD iT wAs BaD!!

Reply

Breathing

July 9, 2020

That was so nicely visualized and presented, super interesting, thanksssss

Reply

spfdesigned

July 9, 2020

Pickman has the high ground!

Reply

alxxpspqr

July 9, 2020

I don't like how the Megaman sprite is so much smaller than the stage compared to all the other games of the series!

Reply

Christoph Brinkmann

July 9, 2020

Great video, although I was hoping to see some nods to the Mega Man X series as well. The first 3 and X5 were my favorites (although I'm VERY WELL AWARE of, and largely agree with, the criticisms X5 has received) in the MM series.

Still, loving this series and am looking forward to each new one.

Reply

Konstanley Jerknov

July 9, 2020

I sucked at this game so bad.

Reply

Chase

July 9, 2020

I know this video is old and no one will see this comment but Runman: Race Around the World was better than any sonic game and the Jumper series is kind of proto Celeste. If you make another video about platformers you should talk about the awesome freeware stuff from the hayday of game maker and mmf and flash.

Reply

Real American Negro

July 9, 2020

The Megaman in this game would make Quickman's level in Megaman II a joke.

Reply

noobdrawsz a

July 9, 2020

0:29 im getting some serious megaman 8 vibes

Reply

Berk Can

July 9, 2020

character design and gameplay looks so good but so called "rooms" are so small so that this kind of game gets so worthless when compared to hollow knight

Reply

Raylight

July 9, 2020

Classic megaman suck. Except for megaman and bass (which is good coz we can use bass there)

Reply

Dean C

July 9, 2020

PickMen… and their portable spinoff, Hey, PickMen!

Reply

Taggen

July 9, 2020

I have always loved tutorials that arent tutorials. The best one so far is Half Life when the first facehugger (or w/e they are called) are stuck inside a labtube and teaches you how they behave. Without a NPC standing next to it and explaining what it does

Reply

Glowblue

July 9, 2020

Wow, this is sad. I never figured out how to turn the mushrooms off… I always just blasted them and used Rush 😒

Reply

maximuscesar

July 9, 2020

This game is hard as nails. I couldn't make the first stage

Reply

Rose Heart

July 9, 2020

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.

Reply

Salem Andrada

July 9, 2020

3:15 Ross: sPiDeRbOt!

Reply

Adrian Elice

July 9, 2020

Mega man felt like it was made by a team of video game school students. It was very underwhelming. Average in every way possible

Reply

Barry Bend

July 9, 2020

so just look to the megaman classic section of Arin"s sequelitus videos. it would be nice if you could do a video on Megaman ZX Advent's leveldesign. also for room 11 in torchman's stage i used impact man to get across.

Reply

doonie

July 9, 2020

this video is 11 minutes long

Reply

Ian Mecklenburg

July 9, 2020

Am i the only one who found MM11 both harder and easier on the bad way in compare to the classic games? I was just really dissapointed with it.

Reply

Agent 33

July 9, 2020

There are 2 kinds of Megaman player.
Those who enter the boss room while on midair and those who don't.

Reply

Mr.LeeLee Leee

July 9, 2020

I think I could use this design pattern.

Reply

K REAL [yes it is] BETA 創造的な

July 9, 2020

Megaman was always one of those series of video games with game designs that teaches you it’s gimmicks properly and it causes you to be a better player. Well (10,9,7 and 6) 3 & 5 are iffy and 1,2,8 & Bass do this poorly. But when it works, it works.

Reply

TooLameToDie

July 9, 2020

If there was only one thing I could change from MM 11 it would be Bounce Man's stage. Some of those bounce climbs were super frustrating for me. Everything else was just fantastic!

Reply

Nicholas Pipitone

July 9, 2020

But you have to have variance within the variance, it can't all be 4-6 new concepts mix and matches evenly. I absolutely loved the dogs in Woodman, especially because they have a very specific strategy that requires a bit of dexterity to execute, and the moment you learned how to beat one dog you move into a level where a platform blocks the strategy you just learned and you have to try a new one. The back-to-back-to-back made the dogs essentially a miniboss that was rewarding when you finally finished them, even if the miniboss was spread across multiple levels.

Loved this video though, I've always loved MegaMan but never knew why, and this really puts all of the vague notions of what I enjoyed into an actual list of reasons why they were good and now it really feels like I could make a game like MegaMan with the information given in this video. Before that I'd just have no idea and have to accept that it came from amazing devs with magic powers. It feels so achievable now.

Reply

Liokardo

July 9, 2020

Apart from Dark Souls, tell me a difficult game.

Reply

Mr.LeeLee Leee

July 9, 2020

The drills showed up during the Impact Man fight because they ARE Impact Man.

Reply

ZenoDLC

July 9, 2020

A musical quality, huh? Guess it *Rock*s

Reply

Arsch Dee

July 9, 2020

An den Arschficker, der Marks Videotitel and Beschreibungen übersetzt:
HÖR AUF MIT DIESER SCHEIßE!
Danke.

Reply

jed hall

July 9, 2020

have you ever played Bleed I think you would like it a lot.

Reply

Not Tofu Food

July 9, 2020

Thx

Reply

CRANASHANT

July 9, 2020

simple design
simple difference

SIMPLY GETTING RAGE

Reply

Nikki Kaur

July 9, 2020

Awoke vid

Reply

Sir Wolfy

July 9, 2020

I love MM5,MM6 and MM11 level design, each one offers an unique flavor, being an historic/real place/thematic(after thought) level design(MM6, or was it in MM5?); great gimmicks(MM5, or was it in MM6?) or level progression(MM11 as you show).

Other titles as MM7 are better usage/rehash for better graphics of past gimmicks and MM8 is a hard evision of A F*** LOAD of New gimmicks(and the third best game of great bosses and usage weapons).

And my guilty pleasure of MM&B having usage of special weapons and exclusive level progression for both playable chars and a very very hard levels(easier for old mm gamers) that doesnt go for progression for most of the time. Its very MMX3&X4 actually, new elements are shown in each of the two areas after the midway of the level but they are lone-solid and kinda overwhelming with their 2-2-3 rooms of one type of challenge before progressin

Reply

Patrick Winham

July 9, 2020

If only Capcom would create a Megaman Maker type game. Just imagine creating your own lvl designs and end bosses.

Reply

oops

July 9, 2020

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.

Reply

J-sUn

July 9, 2020

Do Hollow Knight please! It has so many cool elements, making backtracking and reexploration fun.

Reply

taciturasa

July 9, 2020

It would be really interesting to see a video on Klonoa's fantastic level designs!

Reply

Henrique Serrão

July 9, 2020

I would love to hear your thoughs of some indie games like, unfinished swan or Titan souls (diferente in a very clever way)

Reply

Polkadi

July 9, 2020

I wonder if you’ll do a video about Sonic 3 & Knuckles’s level design (and by extension, Sonic Mania), where such a fast paced game has to throw ideas at you quickly by forcing you to stop in some way to see the idea, or by simply running into the idea itself. There’s also the part of how “high paths” and “low paths” of a level, and everything in-between, can play as completely different zones entirely.

Reply

Slime Bucket

July 9, 2020

can you take a look at diablo 2?

Why is that game so popular after 20 years?

Reply

fang

July 9, 2020

carefully made but shallow

Reply

Daniel Machado

July 9, 2020

it dos look amazing,but Megaman without dash jump/wall jump/wall dash jump it just unplayable,Megaman X > Megaman,simple as that.

Reply

Leave a Reply