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Revision as of 18:49, 13 May 2018
I'll beam you out after I finish my soap opera.
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Universe City V
MaGMML3 Judge Application Levels
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| No escape. No escape. No escape.
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| Statistics
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Elements:
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1
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| Enemies:
- Cannon
- Volt Man
- New Shotman
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| Sub-Bosses:
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| Bosses:
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- "It is just as they foretold. The Volt Men...have returned."
- ―
Overview
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 empty, it contains a Volt Man miniboss that dies in one hit, and then the true nature of the level reveals itself: every enemy in it is Volt Man, using some variant of his original boss pattern as their only attack.
Strategy
- The Volt Men have various attack patterns, but no way to distinguish which does what. Keep your distance before properly engaging them.
- Be wary of the Spark Man platforms, as they can and will crush you against the ceiling without warning.
| Judge Applicants' Comments
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Pachy : 64 / 100
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| Oh, pfffffft. I certainly didn't expect the level to take an amusing twist like this!
The stage starts out rather bland, with soothing yet ominous music playing, as there are only New Shotmen, Spark Man
platforms and rather annoying spike blocks puzzles, which require extremely precise timing to get through undamaged.
And then Volt Man happened. And laughters happened. Music's ramping up as you see there are multiple Volt Men, each has
their own actions assigned, essentially making them like regular enemies. That is a super creative idea! And super
amusing which I can't stop giggling as I went through the stage. It really succeeded at breaking players' expectation
with the clever use of the dull beginning.
Nevertheless, there are issues. Since each Volt Man's appearances are identical, it's hard to differentiate which
Volt Man would do which at first glance. One room in particular where there are 3 shielding Volt Men in a line,
all of them keep their shields in place except the middle one, with barely any indication that he's going to do that.
Another problem with the shielding Volt Men is that they keep their shields up indefinitely, effectively being immune to
your normal buster shots, this isn't a big deal early on as they mostly stand or jump on one spot, it's in the last
few sessions where they'll chase you constantly, making them unfun to deal with. (Also sometimes their shields can get
stuck behind if you kill them with weapons)
Also one checkpoint in particular is rather poorly placed, as it forces you to wait for the spike platforms to be in
a certain state to safely pass through, creating unnecessary wait time every time you retry, and it just so happens
to be where the shielded Volt Men who chase you down located after, argh!
Finally, there's Giga Volt Man, and he's just as amusing as the rest of the stage, if not for the fact he can be beaten
by doing absolutely nothing when you have the Jewel Satellite up. Thankfully though, he's still simple enough to deal with
using the buster only. My only issue with him is I feel that his sprite should be placed higher up? Since he's only
half emerged from the ground the entire time.
Overall, very humorous yet creative level, although at the cost of some design points. A little bit faulty on the coding
but a good amount of creative endeavor was definitely shown here!
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Samario : 84 / 100
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| Volt Man? Volt Man. So this is the Level of the Volt Men, and it works surprisingly well!
The tileset is good, there is a small yet consistent enemy set that integrates nicely into the stage, collision-wise there's a gimmick with the rotating spike blocks and rising platforms, and the boss fight at the end is mostly brilliant.
There are a few problems that drag it down though. The Volt Men enemies, while consistent in their patterns, sometimes lack visual differentiation to indicate what they're going to do (shield jumper? shield firer?), and additionally you can get Kaizo trapped by the boss if you Super Arrow into the Energy Element, as you will fall into the pit and die after picking it up.
And, finally, synthwave isn't really a Mega Man-esque song, and didn't fit the beginning of the stage that well, despite it being a good song taken on its own merits.
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M-Jacq : 43 / 100
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I really struggled to grade this level. Should I give it high marks for the hilarious decision to make every enemy in the level a Volt Man… or should I penalize it for using the same graphic for five different enemy types? I leaned towards the latter: not only did the joke wear thin on repeat playthroughs, but it actively got in the way of level comprehension. (Hence the really low aesthetics score.) There were many screens where you’d have several Volt Men on screen with different attack patterns, complicating my attempts to grok what was going on. If you tweaked their sprites a little (maybe change the insignia on their chests to match their attack patterns?) you’d have a much better level.
Volt Man aside, some of the individual segments in this level were neat. I think you got some good utility out of the Spark Man platforms and the spike blocks, with the second checkpoint room being a particular standout. And there’s a fun boss which ends the level on a high note, which is nice. There’s the beginnings of a good comedy level here, but I think you were a bit too willing to coast on one joke.
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PK : 71 / 100
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| 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.
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Flashman85 : / 100
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