DeltaLev
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A Dive Into the Level Design of Mega Man | Mega Man 1 Analysis
Been feeling a bit sick this week, but I managed to lock in and finish the video before the end of the week like I promised! What do you guys think about the levels in Mega Man 1? Let me know in the comments!
#capcom #megaman #megamanlegacycollection #secretlevel
มุมมอง: 6 411

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#marioandluigi #marioandluigibrothership Hope you guys enjoyed the video and give me your thoughts in the comments!

ความคิดเห็น

  • @koseidenai
    @koseidenai 13 ชั่วโมงที่ผ่านมา

    If M&L has million fans, then I'm one of them. If M&L has one fan, then I'm THAT ONE. If M&L has no fans, that means I'm dead.

  • @truthseeker1031
    @truthseeker1031 13 ชั่วโมงที่ผ่านมา

    AXL

  • @dan5936
    @dan5936 14 ชั่วโมงที่ผ่านมา

    One factor of game design in these early era games was the transition from arcade machine to home console, and the changes in design philosophy that come with that not being established yet. When you design a game that's meant to provide entertainment while also eating a steady diet of 100 yen coins, quarters, etc., having these "cheap shot" designs like unexpected spikes or nigh-unavoidable environmental hazards are a "tax" to ensure that players are having moments of failure that require another coin. Home console games don't need those moments, but they were just part of normal game design that everyone was used to.

  • @fireflocs
    @fireflocs 14 ชั่วโมงที่ผ่านมา

    WHERE IS POWER STONE WHERE IS BREATH OF FIRE WHERE IS MEGA MAN _X_

  • @nehehehgraylois
    @nehehehgraylois 15 ชั่วโมงที่ผ่านมา

    While I agree it's silly to introduce them so early into the level the Gutsman platforms are way too exacerbated to me. They're very consistent, they're clearly telegraphed, and le falling glitch is nothing more than a visual wtf than a bullshit hurdle because if you fall you fall, you're not gonna steer your way to safety regardless of velocity. The FOOTHOLDERS however are terrible. Purely random and literally don't fucking work 50% of the time. If you wanna talk about bugs ruining a mechanic that should be your Great Filter, makes buster runs way more of a bitch than any boss could dream of. And while I'm here dropping hot takes I also think the disappearing blocks in Ice Man's stage are the most forgiving in the entire franchise so idk why people always bring those up as the number one example on why the mechanic sucks. Not one block leads you to a pit, just a minor annoyance and maybe a tussle with a Roomba if you don't have any weapons

  • @Hello_8D
    @Hello_8D 16 ชั่วโมงที่ผ่านมา

    I think the game is AMAZING and I haven't even finished to bird story yet but I think its a AMAZING game sure side quests are annoying but I don't do them also I get loading screens are a bit excessive but not as bad as sonic 06

  • @mulletking
    @mulletking 17 ชั่วโมงที่ผ่านมา

    I don't doubt we'll get a new Mega Man, but I doubt we'll ever get Legends 3 if Capcom and Inafune don't make up somehow.

  • @normanthedoorman205
    @normanthedoorman205 วันที่ผ่านมา

    I totally disagree, gutsman stage is my favorite from megaman 1

  • @bastianokamiro5421
    @bastianokamiro5421 วันที่ผ่านมา

    For the "bad area" of Fireman Stage, i feel like its a foreshadow of Fireman attack!

  • @meowplow
    @meowplow วันที่ผ่านมา

    Gutsman level design is kinda brilliant. When you have to wait before the platform, that's the development team telling you to be patient. Of course, I never was. I'm glad I got to see this. I liked & subbed. Keep it up. Love the content.

  • @joevaghn457
    @joevaghn457 วันที่ผ่านมา

    Gutsman stage negative emotional aura

  • @brutalnobody5240
    @brutalnobody5240 วันที่ผ่านมา

    cool idea that would have 100% flopped.

  • @khoreybrown4349
    @khoreybrown4349 วันที่ผ่านมา

    I definitely would’ve been an X type

  • @aronimo5800
    @aronimo5800 วันที่ผ่านมา

    It'd be great to see you try and give a fix to the level design. I think that in the guts man stage, itd be good to put a screen where the player has the option to test the rail mechanic safely, like above some ground and put a prize (not something game breaking, maybe a 1up) on the top to make them want to climb and see the mechanic by themselves. That would make them want to test and experience the mechanic and get used to it safely and receive something in return for understanding it well

  • @Nirakolov
    @Nirakolov วันที่ผ่านมา

    2:30 ish - something else, the forced scrolling of the position of the ladders means the top-center screwy will always respawn - hinting at respawn mechanics

  • @DaveGX
    @DaveGX วันที่ผ่านมา

    Is it just me, or why does Duo look like an alternate Optimus Prime?.....

  • @stevester9148
    @stevester9148 2 วันที่ผ่านมา

    I hate to be ''one of those'' guys but, I completely cheesed the GutsMan platforms when I was 7 years old. Never understood people's issues with them.

  • @Dranzerofhell
    @Dranzerofhell 2 วันที่ผ่านมา

    Nice idea but isn't it counterproductive if 9 out of 10 people play the Zero type xD

  • @greyspot00
    @greyspot00 2 วันที่ผ่านมา

    11:30 "land safely" followed by a very obvious cut XD Guts Man's level makes sense in a way. Put the hard part right at the beginning so if the player does game over or have trouble, they don't have to play through the whole level again to practice the hard part.

  • @heathazezero3967
    @heathazezero3967 2 วันที่ผ่านมา

    Zero type

  • @gorth1314
    @gorth1314 2 วันที่ผ่านมา

    I think after seeing the overview of Gutsman, the intention is to test your reaction speed and quick-thinking. Mastering the moving platforms and the blind falls teach you that the boss is going to be something that requires split-second decision making and precise jump timing. Gutsman requires you time your jumps to not get stunned, and quick speed to avoid his cluster rock attack. I say its good level design. What does Fireman's stage teach you about his attack pattern?

    • @abc_4226
      @abc_4226 วันที่ผ่านมา

      I'm impressed by your mental gymnastics there

    • @gorth1314
      @gorth1314 วันที่ผ่านมา

      @abc_4226 love to hear you explain why I'm wrong.

  • @LynceusGlaciermaw
    @LynceusGlaciermaw 2 วันที่ผ่านมา

    Honestly these are great analyses. I’d love to see you go through the entire series, as well as your thoughts on Battle Network/Starforce.

  • @havens1515
    @havens1515 2 วันที่ผ่านมา

    All of the issues in the second level highlighted here are why I never got into the MegaMan series. The stages are just unforgiving, and have entirely too much "randomness" involved. (The vertical section where you have to guess, or know, where to go.) This is just straight up bad game design, and MegaMan as a franchise does this kind of thing constantly.

    • @BainesMkII
      @BainesMkII 2 วันที่ผ่านมา

      I don't like the vertical drops for their "die to learn" nature, but you can often mitigate the risk by hugging a side as you fall. The way the game briefly pauses to render the next screen can potentially give the player enough time to decide whether to stay in their lane or try to shift to an adjacent column. Though over-eager spike hitboxes can make that harder than was likely intended.

  • @DrapionMaster2
    @DrapionMaster2 2 วันที่ผ่านมา

    The big eye was fine in cut man’s stage because if you get bad RNG before you kill it you can just go back up the ladder and reset

  • @rezterralico4369
    @rezterralico4369 2 วันที่ผ่านมา

    Demon's quest!!!!

    • @derekarnold9
      @derekarnold9 13 ชั่วโมงที่ผ่านมา

      That would be amazing! I love this hidden and forgotten gem

    • @derekarnold9
      @derekarnold9 13 ชั่วโมงที่ผ่านมา

      That would be amazing! I love this forgotten gem

  • @CptJistuce
    @CptJistuce 2 วันที่ผ่านมา

    My suspicion on Guts Man's stage is the moving platforms weren't actually supposed to be very hard, but limited testing meant the full scope of the monster they'd created wasn't known until it hit retail. I'd actually wager the development team also did most of the testing. To the team, the platform behavior is reasonable, and after jurt a little bit of practice navigating the segment becomes trivial. To anyone outside the team, the platform behavior is extremely counter-intuitive and the timing is excessively tight.

    • @BainesMkII
      @BainesMkII 2 วันที่ผ่านมา

      Ignoring everything else, the first moving platform should already be onscreen before you reach the edge, instead of only appearing after you've waited. That was pure zero skill "die to learn" design; you die the first time and then it is never again even a risk. (Which is why it likely never came up with testers that already knew to wait.) While it doesn't follow a standard difficulty curve, putting the precision platforming challenge at the start of the stage does at the least reduce the cost of practicing the timing, as you aren't losing any real progress. It doesn't make it good design, but it would have been a much more painful experience if this section occurred near the end of the stage.

    • @CptJistuce
      @CptJistuce 2 วันที่ผ่านมา

      @BainesMkII Oh yeah. If this had been the final segment of Guts Man's stage... the stage would have a worse reputation than it already does.

  • @davidm-j6037
    @davidm-j6037 2 วันที่ผ่านมา

    X type and Zero for sure

  • @Ogles
    @Ogles 2 วันที่ผ่านมา

    After all these areas I NEVER knew you could freeze the fire towers!! Thank you for enlightening even a veteran player!

  • @peniswrinkle-jr
    @peniswrinkle-jr 2 วันที่ผ่านมา

    If it's Megaman Legends 3, I'm on board. Also, it just said "vs Capcom." Doesn't necessarily HAVE to be marvel, does it? Let's have a Bible vs Capcom! Or Steven Spielberg vs Capcom!

  • @peniswrinkle-jr
    @peniswrinkle-jr 2 วันที่ผ่านมา

    You can bait the big eye to big jump by jumping right before it does. About %80 of the time, anyway... Also, if you use the word 'problematic,' I have no choice but to assume you're a they/them. Anyway, I don't think they turned off gravity when you're on the ground in Megaman 1, and to a lesser extent, 2. You're ALWAYS at terminal velocity unless you preceed your drop with a hop. Look at how fast you rocket down a bottomless pit if you fall from your perch. There's no smooth acceleration, it's just NEEEEEBOOM! I'm fairly positive that the only way to reset your vertical acceleration is to jump...

  • @brucemckinlay9739
    @brucemckinlay9739 2 วันที่ผ่านมา

    I was a young kid when this game came out. Saw it in some multi-story mall in Minneapolis. Eventually got it and played it. A lot. Less than 2 though lol.

  • @TheBlackSeraph
    @TheBlackSeraph 2 วันที่ผ่านมา

    The rails in guts man man are even worse than you mention. I remember when I first played the game I had so much trouble because the platform's sprite didn't actually make sense - the platform is "raised" when the green ball is on the solid part of the rail whereas it is instinctual to assume that the platform is "raised" when the sprite shows the platform as raised. I rented this game several times and played this stage thinking the game was bugged because the platforms wouldn't work reliably and I kept falling through seemingly solid sprites so I eventually made sure to enter the stage with the Magnet Beam.... ...and then I discovered the screen wrap death glitch, which is stupidly easy to pull off in the Guts Man rail section it took me a while to figure out what was happening. Using Magnet Beam to go too high above the top of the screen causes the game to register Mega Man to have wrapped to the bottom of the screen and hit the death plane

  • @johnwebb4499
    @johnwebb4499 2 วันที่ผ่านมา

    Megaman 1 and 2 were my favorite in the whole series.

  • @nilz91
    @nilz91 2 วันที่ผ่านมา

    wait.. ddnt Mega Man came out first in DOS?

    • @DeltaLev4
      @DeltaLev4 2 วันที่ผ่านมา

      Pretty sure Mega Man first released on the NES. DOS version came after, I think it was in 1990

  • @ExiaQ00
    @ExiaQ00 2 วันที่ผ่านมา

    I said this before. Someone at Capcom woke up. Called a meeting and said we need to change our entire strategy before we sink this ship. And they chilled out. Bowed their heads a Nd decided to go behind the scenes to give us banger after banger!

  • @gwgux
    @gwgux 2 วันที่ผ่านมา

    OK, so here's a question. In which order were the levels made, and, do the follow the boss weakness order? Then compare that to the later games and you'll probably see another angle of game development where you can see how they progressed in level design with each new game they made in the series. You may even notice some regressions between later games too indicating how development teams changed or just that they were trying new things and mistakes were made as they went through the series. Something like that could be an interesting video series given how in-depth you went on just these two stages.

    • @DeltaLev4
      @DeltaLev4 2 วันที่ผ่านมา

      Not really sure. I tried to look up and do more research on the game's development to see if I could find the order the levels developed, but couldn't find anything regarding that. Your idea is not bad 👀I might give it some consideration, I was already planning on playing through the entirety of the classic games, so it's something I'll keep in mind.

    • @BainesMkII
      @BainesMkII 2 วันที่ผ่านมา

      I know the stages for Mega Man 2 were deliberately designed to give clues towards the boss weakness. Some are obvious, such as circumventing Quick Man's lasers with Time Stopper. Some are more thematic; the vertical nature of Crash Man's stage along with having to constantly deal with enemies that are above you was meant to clue you in to use the vertical firing Air Shooter against the high jumping boss. Some were likely emphasized through planned ideas that never actually made it into the final game, such as the idea that using Atomic Fire in the forests of Wood Man's stage would set them on fire and cause the bat enemies to leave (Atomic Fire being the intended weakness of Wood Man, despite the balance-breaking nature of Metal Blade.)

  • @whoamarcelus
    @whoamarcelus 2 วันที่ผ่านมา

    They was cooking hard with this one, but ultimately failed

  • @GoeTeeks
    @GoeTeeks 2 วันที่ผ่านมา

    I never minded the speed of shipshape once you got the speed up ability. Never took more than a minute or two to go from one end to the next, and it was pretty rare when you actually had to travel to a specific Great Lighthouse or islet. That never bothered me. The only thing that did bother me were the achievements for getting 30 Excellent ratings for each individual Bros. attack. That just requires you to spam them way too much. If it was 10 or even 15 it could feel more encouraging to use them in a pinch or to quickly wipe out enemies, but 30 just makes it feel like I've got to watch the same animations far too often. Of course it is optional, but the prizes for getting them don't suck.

  • @joesashiify
    @joesashiify 2 วันที่ผ่านมา

    I remember as a kid, I made a drawing in "High School" of Zero. The drawing was very similar to this "Zero type". The world shall never see my drawing. Cool to know this was a thing back then.

  • @temple475
    @temple475 3 วันที่ผ่านมา

    Gabyoall has always been the name for the spinning enemies in Megaman 1 There are also Big Eye like enemies(Big enemies that jump, do a lot of contact damage and have a lot of HP) but aside from the ones in 2 are much more balanced and less random than Big Eyes themselves

  • @Gaia_BentosZX5
    @Gaia_BentosZX5 3 วันที่ผ่านมา

    Larkman Tuah! Dive Bomb on that thang. What could have been remedied in the conveyor belt section in Gutsman's stage is that instead of a bottomless pit, there's a safety net that will catch you should you miss the jump and a ladder to get back up and try again with only ONE conveyor belt to teach the players on how to be patient and have the entire stage built around those conveyor belts, rather than have them be a one-and-done mechanic almost as if it's a construction site, you going higher and higher until you square off against Gutsman at the top floor. Kind of taking all the best parts of Fireman's waste disposal stage and applying it to Gutsman's stage.

  • @carlossoares712
    @carlossoares712 3 วันที่ผ่านมา

    it is funny that i had the same impression about that level , and that occurred to me about last week despite i've been playing it for at least 30 years now we go from 0 to 100, then 30?

  • @butthemeatwasbad
    @butthemeatwasbad 3 วันที่ผ่านมา

    More pls

  • @monopolyrubix1875
    @monopolyrubix1875 3 วันที่ผ่านมา

    Are you doing the rest of the levels in MM1?

    • @DeltaLev4
      @DeltaLev4 3 วันที่ผ่านมา

      Haven't fully decided yet. I'm currently planning on playing through the classic series and doing videos on them.

  • @monopolyrubix1875
    @monopolyrubix1875 3 วันที่ผ่านมา

    Algorithm comment

  • @AstroTibs
    @AstroTibs 3 วันที่ผ่านมา

    0:29 didn'tn't

  • @RyuseiiTheCrimsonKing
    @RyuseiiTheCrimsonKing 3 วันที่ผ่านมา

    I've been replaying the games lately, it's funny, I prefer the stage design of 1 over mega man 9 for example. Overall my favorite is 7 though.

    • @peniswrinkle-jr
      @peniswrinkle-jr 2 วันที่ผ่านมา

      7 is objectively trash. At least on the NES, they had an excuse to not give him a neck. And what's with the leaned forward stance? Like he sits on a chair all day and his back has just formed into a 40 year old desk jockey's back. That sound font, too. Jeesus, yank my eardrums out with a stick. The only cool part was the throwback to Ghosts and Goblins in Shade Man's music. Rockman and Forte wipes the floor with 7. What is that refight room? You get to pick from two at a time, then move on to the next two? Get out of here. I refuse to play that game on principle alone, homie. It's garbage and it will always be garbage. Especially when you realize it was released two years after Megaman x and 3 months after X2.

  • @jonathanvaux2715
    @jonathanvaux2715 3 วันที่ผ่านมา

    I'd much prefer such a punishing difficult section to be at the beginning of the level. After getting a game over, you feel the tension before even going back into the stage, but don't have to spend time getting back to the section to practice it.

    • @DeltaLev4
      @DeltaLev4 3 วันที่ผ่านมา

      @@jonathanvaux2715 Yeah I get that. I just think they could've found a way to ease the player into that section. They could still introduce it earlier in the level, but at least give us a less taxing portion to familiarize ourselves with the platforms movement and then go to the big challenge. All it would've taken is one extra section to an already short level.

    • @jonathanvaux2715
      @jonathanvaux2715 2 วันที่ผ่านมา

      @DeltaLev4 like starting with an easy moving platform section, some light combat, then the challenging platforms

  • @nopro8363
    @nopro8363 3 วันที่ผ่านมา

    Putting the most challenging sections at the beginning of the level isn't a bad idea, imo.

    • @fy8798
      @fy8798 3 วันที่ผ่านมา

      I would not be surprised if this section originally was later in the level, and got moved upfront because it was very challenging, especially because of Megaman's fall physics which make the section more challenging than they might be in a Mario game. The fall speed ramps up very quickly, comparatively! I think it's actually a very good call moving it upfront, the only thing it really needed was a short section where the mechanic appeared before (like a single ladder section with a floor you needed to use the mechanic to cross.

    • @mjc0961
      @mjc0961 2 วันที่ผ่านมา

      Agreed. I just finished a replay of Mega Man 9 and boy does it love putting really hard parts halfway through the Wily Castle stages. So frustrating to have to replay all the easy bits in front after a game over. Put the hard bit at the start please!

    • @CptJistuce
      @CptJistuce 2 วันที่ผ่านมา

      ​@@fy8798Honestly, I think the Guts Man platforms are a result of limited play testing. They weren't hard for the development team, and it wasn't apparent until after the game hit retail that the timing on them is very precise and also very unintuitive.

    • @fy8798
      @fy8798 2 วันที่ผ่านมา

      @@CptJistuce Given how other assets get reused MUCH more often, I honestly doubt that. I think they very much were tested and considered slightly wonky, they just didn't have the time to tweak them and so put them into more limited spots that didn't cause .

  • @arktype586
    @arktype586 3 วันที่ผ่านมา

    Really good analysis!

    • @DeltaLev4
      @DeltaLev4 3 วันที่ผ่านมา

      Thank you!