Mega Man Maker - Mega Man Coda - Full Game

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  • čas přidán 5. 06. 2024
  • Level pack created by Rascato Nantako
    00:00 Transfer Man
    06:20 Shard Man
    11:27 Erupt Man
    16:32 Launch Man Stage
    21:50 Drench Man
    25:50 Esper Woman
    30:11 Gold Man
    35:38 Cyclone Man
    40:15 Wily Fortress stage 1
    45:08 Wily Fortress stage 2
    48:29 Wily Fortress stage 3
    54:05 Wily Fortress stage 4
    58:18 Wily Star 1
    01:02:45 Wily Star 2
    01:08:50 Wily Star 3
    01:15:22 Wily Star 4
    Download Mega Man Maker
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    #megaman #megamanmaker
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Komentáře • 28

  • @RascatoNantako
    @RascatoNantako Před měsícem +1

    level pack maker here! thank you for playing my level pack! it means a lot that people still care about it. even if i think some of these levels turned out subpar (looking at you transfer and esper), i still appreciate the spotlight on the pack as it lets me think about how i can improve this pack as well as level building in general.
    i actually have an update in the works, but that won't come until 1.9, since i'm kind of stuck trying to rework esper woman's stage. what i can say though is that i did put together an NSF playlist as well as an actual readme file that i shared on the mmm discord, so if you'd like some context for why things are the way they are (i.e. the wily 4 fight, the final boss), i'd recommend checking it out, but no pressure ofc.
    anyway tysm for playing the pack!!!

    • @neocutman3030
      @neocutman3030  Před měsícem +1

      tbh I only play remakes when there are really big changes and preferably after a really long time and also I avoid using custom music lately.

  • @Winter_Brianna2008_CLV
    @Winter_Brianna2008_CLV Před měsícem

    17:54 HE IS CALLING THE COPS

  • @gabrielferreiraleite9681
    @gabrielferreiraleite9681 Před měsícem

    Cool

  • @HeroBotStudios
    @HeroBotStudios Před měsícem +1

    Good vídeo

  • @apple123and
    @apple123and Před měsícem +1

    This level pack has its specific bgm. I found this after passing the game, what a pity. Now you do not use its specific bgm send by its creator on discord too?

    • @neocutman3030
      @neocutman3030  Před měsícem

      I'm currently avoiding custom music to be honest.

    • @apple123and
      @apple123and Před měsícem

      @@neocutman3030 Is it because you are afraid of copyrighted music that makes your video unable to earn profit?

    • @neocutman3030
      @neocutman3030  Před měsícem

      Capcom tends to be friendly with fangames but this is not the case with many companies, you are forced to cut the audio.

    • @apple123and
      @apple123and Před měsícem

      @@neocutman3030 I have not met this problem yet so far. The most common thing is the copyright claim which may make my video unable to make profit. My channel does not have ability to make money, so, I can play music whatever I want.😂

    • @neocutman3030
      @neocutman3030  Před měsícem

      @@apple123and 😂

  • @FuriousMaximum
    @FuriousMaximum Před měsícem +1

    Good pack. Launch Man stage was very creative and tense with the crushing box / bomb puzzles. All of the Wily stages were cool but Star Stage 2 with its' upside down gimmick was cool. Only real minus was the Wily Stages didn't require the weapons a lot of the time (but even console Mega Man games got that minus).

    • @RascatoNantako
      @RascatoNantako Před měsícem +1

      i really wish i'd utilized the box-bomb puzzles more in the entire pack when i uploaded these levels, but what's done is done i guess. thankfully i had the foresight to start working on an update to the levels for 1.9 so once those are up, the world will be blessed with more box-bomb rooms.
      also yeah wily star 2 was my favorite level to put together. it was hard to get it right, but it was worth every second.

    • @FuriousMaximum
      @FuriousMaximum Před měsícem

      @@RascatoNantako Just the same, you built some good levels.

    • @sonicthehedgehog71
      @sonicthehedgehog71 Před měsícem

      Dude @abc_4285 Critriczed Your LP

    • @RascatoNantako
      @RascatoNantako Před měsícem

      @@sonicthehedgehog71 it wasn't very constructive imo. i read it and it comes off as an attempt to seem like nico evaluates with none of what made nico even remotely enjoyable. glad he gave it a chance, at least. my levels aren't gonna be for everyone and that's okay

    • @sonicthehedgehog71
      @sonicthehedgehog71 Před měsícem

      Ok @RascatoNantako

  • @abc_4285
    @abc_4285 Před měsícem

    Be back when I finish writing this epic review about why this level (probably) sucks
    Starting area: Why are we using Metalman's theme? It's not calm, it's not exciting, it just doesn't fit.
    That's sure a weird way to arrange E-Tanks.. Sure..
    Not going to start bashing the playable character balancing just yet.
    Why are we grabbing two of each weapon at the same time?
    On a positive note, it's cool that you can bring the weapon you get from the boss in the level, although the tiles marking it are REALLY ugly.
    Transfer Man Stage: Oh wow, the music didn't even change. That's cheap.
    That's a really terrible tile + background combination, plus a BG that loops poorly.
    Starting the level off with a big ol' empty room with the main gimmick of the stage (just kidding, you can just bass over it.)
    Good that you indicated that Elec N' coming up, but could you possibly have chosen tiles that looked any uglier than that?
    A few boring and easy jumps asides, there's a met there. Bad introduction. You'd expect a met to come up instantly and attack you, but nope! This had to be the ONE met that doesn't work on flat ground! Amazing.
    Another few boring jumps later (seriously, if you're gonna use a gimmick a lot, at least make dedicated challenges for it instead of just making it filler to substitute for actual gameplay), we get what should have been the met introduction. At least it's SOMEWHERE, I suppose.
    A few more agonizingly generic jumps after that (I do like the ramped up challenge right at the end tho), we get a wrongly colored ladder which leads to what should have been the introduction to drop platforms. But you already know what these do by now, so it's just a few more boring jumps with spikes just to pretend that it's harder. Not using the actual drop part either, you just have to hurry the fuck up.
    And then, oh man, yoku blocks. That's a questionable intro, but this level pack decidedly has low standards so it gets a pass. You could have done something cool where you have to stay on a drop platform for a while, but nope! We're not allowed to be creative here!
    An actually pretty decent yoku block room later, we get another generic jump over spikes, a well placed Elec N' to surprise you, and an introduction to the Petit Devil. Don't get your hopes up though, you can't kill the topmost projectile because we have people with OCD here. Plus, instantly there's a new gimmick to fuck you over. Like, that's a pretty scary jump for the difficulty of this level, AND there's a scary electric thingy that you don't know the effect of. You make the jump, you're probably still walking towards the magnet so you can't even tell it was sucking you in, jump over it awkwardly and wonder what the fuck it's doing to your physics, then die to the next jump because the magnet was poorly introduced. Then we get even more filler drop platform jumps separated by a few poorly placed magnets.
    Then oh boy, this is the Dash spider of this level. What the fuck is this next screen? You immediately get jumpscared by three Pointains, one of the most confusing enemy in the game, with zero time to react and wah wah, you're probably gonna take a hit. Oh wait, I forgot, you get a fuck ton of overpowered weapons to deal with all the bullshit here. If you buster it however, you're just gonna kill one then damage boost past the other two because that shit is not fun to go trough.
    Oh hey, Sheep Man reference. Except this time the easiest midboss known to man. You just stand here, wait for Fireman to go down, shoot, repeat. (Also, what's up with that water? It just makes the background look like shit. It's like there used to be another boss in there who actually jumped and was scrapped but the creator forgot to remove the water afterwards.) The midboss gives a 1UP of course, just to make fun of you for taking any damage in this pathetically easy fight. Oh hey, we're at the halfway point! There has been no visual variety whatsoever so far!
    An annoyingly long checkpoint room later, we get more annoying magnets and completely random Pointain placements. If you look at where exactly they're placed you can actually tell how little though went into them.
    Man that ladder that connects to spikes looks really ugly... MEGAMAN 9 JUMPSCARE! Okay, at least there's a drop platform, but this is supposed to be a BeGiNnEr lEvEl, right? We're not allowed to have reflex-based challenges like this!
    MEGAMAN 9 JUMPSCARE! Oh, it's just the same screen again but without spikes so it looks like the creator actually made more gameplay. After an actually good drop platform jump, we get enemy spam! With a bottomless pit you can't reach to! There's a split path that wasn't playtested and doesn't even matter because it leads to the same spot anyway, the same drop platform jump as earlier, and you can finally leave this room.
    And would you look at that! It's just that one dedicated drop platform screen but slightly different so it looks like the creator made more gameplay! I'm getting some déja-vu from this.. The next screen is a really generic yoku block puzzle and the screen after that is another annoying yoku block room with the dumbest Pointain in the entire level. Mind you, this level has three whole gimmicks which is quite a lot for a traditional stage, and none of them have had any creative interactions whatsoever.
    Man, this repetitive, unfitting music is really getting annoying. Thankfully, this is the last room and it's an actually decent introduction to what seems to be the Big-Eye of this game. Also, that Wily plate is miscolored, you will pay for your crimes.
    The boss is just an easier version of Pharaoh Man. I would talk about the weakness but we don't get to see it.
    Also, "Data Transfer"? Seriously? This is a melee weapon! What does that have to do with transferring?
    So that's.. Whatever Man's stage. I'll be raking levels out of five depending on if they succeed in different categories.
    Visuals: 0/1
    Creativity: 0/1
    Enemies: 0.5/1
    Difficulty: 0.5/1
    Enjoyability/Pacing: 0.5/1
    That's 1.5/5, a rough start.
    Weapon Get: Yep, even the weapon get is fucked up. Amazing job. Not only is the portal that leads to it miscolored, but the tileset is broken, the text is giant and obnoxious, the music doesn't fit, the weapon trials are uninspired and it's just boring.... Plus, that tileset REALLY hurts to look at when it takes up 50% of the screen.
    I'm reaching the character limit here, so the rest will be in the replies.

    • @abc_4285
      @abc_4285 Před měsícem

      Shard Man: Before getting to the stage, I just wanna point out how terrible the weapon roster is. Like, we have 4 straight attackers, a screen nuke, a floor hugger which might as well be a fifth straight attacker because it has zero uses, a borderline useless melee weapon, and a single weapon that reaches very specific angles. Isn't that just amazingly balanced. Plus, the rush items are USELESS, and I mean it. Just look at this level design and tell me it was built with rush jet in mind. You can't because that would be a massive lie.
      Oh no.. Not another obnoxious MMW2 song that probably won't even fit the level.. It's not even the hub music either, it's just the level song! Which starts IN THE HUB!
      Okay, what the fuck happened to the tiling here? I do understand the concept of using two tiles that look like a lazily stretched PNG when you start making them tall, but those do NOT go well together. Plus, having the floor randomly transition in and out of ice physics is not a good idea. Also, those colors don't go well at all.
      After a remarkable stretch of nothing, we get a decently placed Crystal Joe (questionable to put a joe as the first enemy, but that gets a pass).
      Right after that is some nice bullshit from the very start of the level, since you'll insictively be jumping on to that platform before realizing that this random joe just spawned in and is about to knock you into the spikes. Well, let's give it the benefit of the doubt, maybe this is a slower paced level.
      Either way, was there really a need for spikes here? The screen is already very claustrophobic and they don't look good next to those stretched PNG tiles plastered all over the place (This better not be how the entire level looks or I'm gonna go on a ramapage).
      Annoyingly placed Joe aside, we immediately DON'T have an introduction to this Diarn which instantly crashes into you from offscreen with zero time to react because in case you haven't noticed, WE'RE JUMPING OVER DEATH SPIKES HERE. Immediately after that mess, we get another enemy: The Icicle Teck. At least I think that's what they're called.. It's easy to kill it and have to do an annoying jump to go back and respawn it, so I guess this IS a slower paced level. But then, what's up with the Diarn? You're gonna need lightning quick reflexes to dodge it, but if you also use your instinct and kill the Teck, you're fucked! Make up your mind!
      Immediately after that, there's ANOTHER bad enemy introduction. I'm not even gonna try to guess what this guy is called.
      So you've just made a scary jump across spikes using this cool new gimmick (I guess that explains why the spikes are there) and you've reached a platform to rest for a moment and think of what you've learned from the Teck before going further. SIKE! YOU'RE GETTING HAMMER JUMPSCARED! No reaction time, no indication, no way to guess what this stupid hammer dude is gonna do! You're just fucked!
      A singular icicle jump after that, we get ANOTHER enemy introduction. At least this one isn't as bad, since it's pretty obvious that you can't hit him and are supposed to look at what it does before continuing. Or that would be the case if this wasn't happening on a tiny ice platform which forces you to jump to stabilize yourself, not knowing that you're about to jump right into the projectile that HAS NOT SPAWNED YET.
      After you hastily make the jump and barely have any clue what just happened, you get another Crystal Joe which you're gonna have to fight on a tiny strip of land while the enemy from earlier is still trying to hit you. This would have been fine if the introduction to the Air Stone wasn't so terrible.
      Anyway, an acceptable Diarn placement later, we get to jump into this convenient hole that leads to two unnotable Crystal Joes.
      Okay so this time it's another Crystal Joe but at the same time you have to avoid projectiles from the hammer guy (you have no idea he was even supposed to launch projectiles in the first place). Then it's just walking slowly to the ladder.
      No no you see this time the spikes are a different color so that's visual variety right..
      The intro to the spinning wheel is fine, just slow. But wouldn't you know it, there's another really terrible Joe placement that leads to another wheel with a nearly unavoidable Air Stone next to it. So much for enemy variety..
      A completely useless Crystal Joe later, we get yet ANOTHER enemy: the batton. This one doesn't even have an introduction, it just fling sitself at you while you're busy fighting the joe. Can you tell this level wasn't playtested?
      Two poorly placed enemies and some screen wobbling later, we get what should have been the introduction to the Icicle Teck. Can't hit it so you have to look at what it does. Why's there another one tho? You know what it does, and it's not like jumping on to a ladder this time makes it any more interesting or difficult. Hell, it's not like any of these Tecks ramp it up in difficulty, it's much the opposite! The first one had no explanation and jumpscared you with some random hammer dude where you expected to get some breathing room, the first one in this room was super generic and this is just the previous one again. Why is it here? What purpose does it serve? What was the thought process behind placing this guy here instead of elaborating on the ice physics, avoiding projectiles from the hammer enemy, or ANYTHING ELSE?
      Also, just wanted to point out that I just wrote 7 lines of text about this singular enemy. I was not mentally prepared for this.
      A really terrible and unnatural looking checkpoint room later, we get an unnecessary Crystal Joe followed by an actual decent idea with jumping from the wheel to the icicle, with terrible execution because you don't even have to use the icicle.
      The next room is filler. It has nothing to it. Just a bunch of repeats of what has already been done. The only notable part is the spinning wheel that overlaps with the spikes which would be pretty cool if it wasn't in a level so easy that it made everyone who actually bothered to get this far just rush jet over it.
      A single batton,three more terribly placed enemies and some more screen wobbling later, we get basically the exact same screen as the one that just ended. After that is another actually interesting wheel that's completely skipped over, and that's the level! Can someone remind me how many battons there were in this stage? Oh yeah, three.
      Crystal Man on this type of terrain is.. Certainly an interesting pick. It makes a boss that was already too easy somehow even easier, and his weakness isn't shown.
      Luster Shard? As far as I'm aware, Luster isn't even a real word. Whatever, the intended meaning probably isn't even accurate anyway.
      As for the actually relevant part, here's the ranking.
      Visuals: 0/1
      Creativity: 0.5/1
      Enemies: 0/1
      Difficulty: 0.5/1
      Enjoyability/Pacing: 0.5/1
      That's another 1.5, and I was nice to even give this level any points in pacing.

    • @abc_4285
      @abc_4285 Před měsícem

      Erupt Man: Flame Man who gives Solar Blaze. Haven't seen that before.
      Okay, what the HELL happened with this tiling? The colors clash, the ground is VERY annoying to look at, the music is probably gonna get very old very quickly, and the background color is HORRIBLE.
      Anyway, the Nitron introduction is basical, except the ground is really high so you don't get any time to react. The Caricarry isn't much better: It comes by surprise, so you'll start shooting it, except some random pebble which you have no idea was triggered by hitting the enemy comes and hits you because you had no time to react and you keep spamming until you kill the enemy.
      Fire Met intro is just as bad. You don't even see him move before you've spammed him to death!
      A terrible Caricarry placement later, you jump into this random pit that kills you if you didn't know there was lava on the left. Then, an actually good introduction to the fire beam teaches you not to rush things. Oh gee, this must be a slow paced level, right?
      Anyway, an annoying Nitron shows up and you mash another Caricarry to death before he can pose any challenge (or if you're impatient, you walked right into the pebble it threw at you)
      Oh hey, it's another enemy that you kill before it can do anything. I sure hope he'll be relevant soon!
      The very next screen is another Hothead which should have been the introduction. Also holy cow is that some VISUAL VARIETY I'm seeing? I'm impressed!
      Why did this volcano just transition into this weird machinery place..? Oh hey, there's a new enemy. Don't blink or you'll miss it, because this one also dies before you let it do anything.
      Fire met spawner? That's neat, I sure hope it'll be relevant soon!
      Some filler gameplay and a poorly placed Fire Totem later, we get a cool jet platform that phases trough the wall.. At least this one actually tells you what it does.
      A very cheap Nitron and a lot of waiting later, we get another Caricarry jumpscare and another completely useless Fire Met spawner.
      Oh hey, sideways fire beams! I sure hope these'll be relevant soon! I like the effort that was put into making them rotate, but it's not like that saves the rest of the visuals. That singular repeating background tile is getting bland and the floor still looks like 3 week old vomit.
      Oh hey, an actually good jet platform segment. Looks a non zero amount of effort went into this lev- OH FOR FUCK'S SAKE THAT'S A FREE E-TANK! And the challenge of getting back onto the main route is negated by the fact you can just walk to the left and take the easy way after grabbing the tank.
      Some more filler lava jumps and a singular totem do absolutely nothing to stop you and you reach a Crunch Don. This guy indicated the end of the first level, so that probably means this level's over. Oh nevermind, it's not. An actually good panic room and an ever more obnoxious background appear but i'll be over in a second. It's the cave background again and if you jumped into this room at just the wrong time, you're getting instakilled! How fun!
      These ladders are reminiscent of Blizzard Wolfang and this level having actually unique ideas compared to the previous two makes me suspect that this might be plagerizing something. But hey, at least it's unique. Oh, and would you look at that, the section doesn't even work as intended because the fire beam goes offscreen. Just amazing. Oh hey, what does this green platform do? I dunno! Risk your life to find out I guess!
      An actually good ladder jump that was skipped with Freeze Cracker later, we just get some more filler. Also, could these sound effects possibly get any more annoying?
      Wow, ANOTHER visual change.. It's like this level is reading my mind.
      Oh, and the boss room ALSO has a visual change? This is really weird.. Don't forget to enter the boss gate on a very specific frame or you'll get hit by the undodgeable fire!
      This is just regular Flame Man with less room, which might as well not change anything. At least it's better than the Crystal Man fight.
      Anyway, Lava Burst! Uh.. This is neither lava OR a burst. I've been clickbaited.
      Visuals: 0.5/1
      Creativity: 1/1
      Enemies: 0/1
      Difficulty: 0.5/1
      Enjoyability/Pacing: 0/1
      This one's a 2/5!!! So much for improvement.

    • @XyamaProductions
      @XyamaProductions Před měsícem +3

      Chill out lil bro

    • @abc_4285
      @abc_4285 Před měsícem

      @@XyamaProductions *Types an actual review on the level*
      "Chill out bro"
      My brother in christ I'm just sharing my opinion here

    • @abc_4285
      @abc_4285 Před měsícem

      Launch Man: Well at least it's not a Megaman World 2 song.. Still starts during the lobby though.
      Okay hear me out here
      What the ACTUAL FUCK HAPPENED WITH THE TILING HERE?
      I appreciate the attempt at tilemixing here, but that looks HORRIBLE. The colors clash, don't work with the background, for some reason part of the floor is just flashy now and those overdone alarm looking things have NOTHING to do here, plus why are there so many?
      Anyway, you take two steps forward and see a canon. It starts firing at you. What's your first reaction? Jump and hit it of course! Oh wait but you didn't have time the process that the bullets arc downwards for whatever reason and you got it. Marvelous!
      Immediately after is the exact same setup but this time you actually know what to do. Hide in the lower part until it stops an- Oh nevermind you get hit there too. If that wasn't bad enough there's a THIRD one right after with zero change in gameplay!
      An actually pretty solid intro to the Bunby Tank there though, if you don't know to hit the head you'll have to deal with it on some decent terrain. After that is another enemy introduction (man, this is going really fast) for the Sola-O which is pretty much as good as it gets. Could have been a bit more challenging though, like if you had to jump down to attack it.
      It's pretty obvious what the time bombs do, and if you're confused you still have a bunch of time to react. There's also a random ring tile pillar and some miscolored ladders..
      Oh my god this looks REALLY weird.. There better be a good reason for this. (And I don't mean the ring tiles, those are just completely pointless)
      Oh hey, the Sola-Os can actually lit the fuse! And this time you can't kill it before it does anything which is good. Problem is, the way to dodge the bottom Sola-O is really unintuitive and annoying. Then you just waml fpr a gppd 10 seconds and reach the next screen.
      Woah, that's a big difficulty spike. Neat jump with the time bomb except this random Sola-O that was never thought out before being placed just makes you get hit even if you nail the jump.
      Conveyor belts, huh? I sure hope these gimmicks will interact with eachother at SOME POINT.
      This whole area looks really empty though, couldn't you have any decoration here rather than just the conveyors?
      While you're busy thinking about how ugly this place looks, this Searchy activates in a safe spot where it's not gonna touch you. You might try to hit it and miss what it even did though, would have been better if that conveyor had been lower instead of higher than the previous one.
      After painfully waiting for a fuse to light up and killing an actually well placed enemy, we get an overly ugly section where you just wait again, a really stupid puzzle that makes you pick between a free E-tank and a straight line with random thoughtlessly placed enemies.
      Oh hey, a midboss! Here's hoping it's actually enjoyable.
      Oh wait, if you actually do it the intended way and take more than 30 seconds to hit it enough times you have to kill yourself and play the entire level again. How sweet.
      An incredibly long and ugly checkpoint screen later, we get this really neat box puzzle. I like the challenge here, but we already have FOUR GIMMICKS and this is the first time any of them interact with eachother. The conveyors were completely useless in this stage. There's another ring tile pillar too for some reason..
      Oh hey, a FIFTH gimmick. Man, this is looking like Blizzard Wolfang's stage already. Except this time there's no rhyme or reason behind any of this, it's just random garbage. Cool escape sequence but it's REALLY hard to tell what you're supposed to do here. And there's another other ring tile pillar again, what are these for??
      The next screen just has a bomb that leads to nothing. It's like there was gonna be a pickup there but the creator just.. Forgot and didn't playtest the level.
      Katonbyon jumpscare! This is some Megaman 9 shit. No indication, no time to react, no recovery, nothing! If you didn't know in advance it was there, you have to do those bomb sections again.
      A frankly ridiculous amount of waiting and poorly placed time bombs later, we get more conveyor belts, Katonbyon jumpscare included. There's nothing interesting here, it's just most of the same.
      A completely pointless timebomb puzzle and more of the same conveyors later, that's the end of the stage! How many Bunby Tanks and Katonbyons were there in this level? Like, 3?
      Anyway, the boss is Napalm Man on slopy terrain. The worst possible combination, because it negates the entire challenge of actually fighting Napalm Man.
      Visuals: 0/1
      Creativity: 1/1
      Enemies: 0/1
      Difficulty: 0.5/1
      Enjoyability/Pacing: 0/1
      Another 1.5, and it could have been a 1/5 if it wasn't for the two box screens ramping up the difficulty.
      Missile Launch? Does it really count as a missile if you can detonating mid-air? Whatever.