Great level. It has 3 gimmicks: laser doors and generators, time bombs, and wall destroyable by these Tank/Joe "minibosses" (by the way I love them). Each of them are introduced in a good way. Next, the enemies are pretty varied. The level design and tileset/background are well made. I like the detail put into words in this level (eg. the time bomb ones, the WARNING screen which is absolutely amazing). Lastlt, we have Quick Man himself. At first the fight at the near beggining of the level seemed weird, but was nice. Then we come to the race part, and OH BOY it is... (why am I running out of adjectives?)... let's just say it's great. Also the music is a pretty cool remix of Quick Man's theme and Boss Theme from Mega Man 2. And this [6:41] is hilarious. My only problem with that level is that the fade-to-black at 5:45 is unnecesary. Otherwise, the level is awesome. [why does this look like a MaGMML judge comment?]
Aw man, this stage looks so cool. What an interesting way of handling a Quick Man level. I love it! Hope the surgery goes well, Ace! P.S.: Is "Bang! Bang! You're dead sweetie." a reference to something? Either way, it's cute.
this is amazing and so unique compared to most megaman levels! it does a good job at teaching you the level's gimmicks without being annoying or too handhold-y and i love the fact that you fight quickman almost instantly, with the personality he was given in the archie comics and the fact that his name is quick man it makes sense that he wouldn't want to wait though an entire level to fight you but the level it's self is pretty good i like the idea of the time bomb and how the level isn't just "oh go fast for you die" even when your past the time bombs having quick reflexes seems to be the idea of the non time bomb parts with the tanks having fast-ish attacks and having to properly time your jumps when they charge you but while i'm not too sure of this the tanks look too tall to jump over and that would be ok if the blue tank mini boss wasn't a thing either way the mini boss does look fun to fight finally there is the boss and oh boy is it great! having already fought him it would be cheap to just fight him again with no changes, now a less developer would probably just add more attacks or maybe add some kinda gimmick that makes the fight either longer or more annoying like maybe adding the time bomb to the fight so you would have to kill him in a cretin amount of time but NO you make it a race to the death with seemingly multiple paths (while it looks like these are just paths for quick man some looks like quint could access them with some well timed jumps or though other means) ending with a pretty fun death from quickman (shame he didn't explode tho) honestly a great stage and if i were to add just one more complaint it would be that the intro doesn't have any music like i know it's short but some ambiances wouldn't hurt, but again it is short and only at the start so i can forgive it
Another sugest is make a post-game special stage on the museum, an unknowm section where are RM from PC1-3, The Dimensions, The Zodiac RM, and Ra Moon. The boss could be a nexus to a possible QR3, i could sugest someone *very close* to Quint, but from another dimension.
Looks epic! Nice bait-and-switch there with the level structure. Hopefully your surgery goes well, you deserve a break from all the crap life's throwing at you.
I gotta say, you've done quite a fine job on Emerald Quick Man's stage, not to mention the end of it made me laugh out loud as well. Also, regarding your surgery, let's just hope it goes well.
i may suggest that Fake MegaMan Stage 1 be more extended (including Mercury) and on that zone of the museum includes on the background the MM&B, MMV and MM11 Robot Masters. by the way, ¿the MM11 plot will change the QR2 plot or QR2 will happen on a parallel universe where the MM11 things never happened (yet)? The QuickMan stage was fun, the new robots were quite classic but new at the same time, i like the detail of put a cameo on this stage (yeah, i noticed the detail on this stage) but at the same time it took a few minutes to finish that stage, i suggest to extend a few rooms more just to endure. Anyway, that was a nice surprise and good luck with your surgery.
Oof, that does look pretty tough. I like the unique take on the stage, though. Maybe those timers could be made a touch more generous, if you don't know what you're doing it doesn't feel like quite enough time to work everything out.
Honestly, I don't think a single change needs to be made. The race with Quick Man at the end of the level is different, yet works perfectly for the character itself. Hope that your surgery goes well and that recovery is quick.
I find it motivating that you're still trying to put some content despite your injury; it makes me want to work harder on my next contest entry. Don't push yourself too much though, your health is more important. As for the level itself, I can't make a comment that is specific to the mechanics of Quint, since I've yet to play Quint's Revenge. From what I've seen though, it looks nice and very fun to play. You even made Quick Man more fair to fight against. It could've been more fair though; I still find Quick Man's movements a little too unpredictable, especially when he's about to make a jump. The racing part at the very end with Quick Man also felt like it asked for a bit too many precise and quick movements; kinda like memorizing the whole parkour. Also, I found the camera movement at 4:16 just a little off. It's just a very minor nitpick though.
Nicely done! I like the difference in stage organization. It’s different and refreshing. The laser doors with unlocking mechanisms look fun and challenging. My criticism would be not using Quick Man, but creating someone similar and original yet with Quick Man’s abilities. Plus some of the dialogue seemed a bit strange. Not sure if it’s an inside joke, but may leave players scratching their heads. My favorite aspect is the original stage enemies. They’re well thought out and serve their unique and interesting purposes. I look forward to seeing more.
I am not one of those people who know what to say while they're judging so I'll just say what I need to say It Amazing!! Really fast paced just like quick man! (Also the near the ending where you race quick man reminded me of the metal sonic race in sonic CD)
Okay so, after looking through this video a couple of times, I have a few things that I'd like to point out and mention, positive and negative. Keep in mind though, I'm no Level Designer, Coder, or Game Designer really, so perhaps take my feedback with a grain of salt. Oh yeah, and prepare for nitpicks aplenty, haha. First of all, a very interesting way to start out a level no doubt. The laser door gimmick was very well introduced, although it is kind of confusing to me how the door doesn't immediately open upon all the locks being destroyed. I can't say I've ever seen any Megaman ever put the boss front and center in a level like that, but I definitely like it. Seems nice and fair with plently of time to dodge everything if you're paying attention, no complaints there. I am slightly worried about being forced to redo the boss if you die on the subsequent bomb chase section though. The section in question is a cool concept that definitely fits well with Quick Man, so big props there. Design wise, I don't have too much to say other then that the room the second room above the ladder looks a little bit cramped. Aside from that, most of the issues I have with it are graphical things. I feel like the ladder being green kind of makes it blend in with the walls surrounding it, which could cause some confusion to some people. The conveyor belts are a good addition to the level, though I feel like the bits that convey which direction it's moving could potentially be too small or minor, and could be especially hard to read when moving at higher speeds, which, this level is kind of all about. These are probably nitpicks honestly, but I felt they were worth mentioning. The only other change I might make is making the timer slightly more lenient, although that's only because I'm not huge on timed thing in general, lol. Also can I just mention that the explosion effects when you leave the building are a super cool touch? At first I felt kinda weird about how quickly and erraticly the tank enemies moved back and forth, although it has kind of grown on me the more I watch it. I think they're a really creative enemy type, and I do like the different ways they get used on. I also appreciate how every single one has a different color and even different attacks in some cases, I just think that's a neat touch. I do have some nitpicks though: For one, to me it looks like the second tank seems to be a lot easier then the first, with all the extra space to dodge the attacks. The cracked wall that needs to be destroyed with them might blend in a tad too much (This only really applies to the tank in the second bomb chase sequence, might be because of how the cracked wall lines up perfectly with the regular wall and doesn't stand out as much,) and the sfx that plays when they crash into it seems kinda dinky for, y'know, a tank slamming into a metal wall? I also find it a little strange how the last tank plays the miniboss theme. I understand that it's by far the hardest and needs to be dealt with a bit different, but fundamentally it's still not very far from the others, so the music just feels a little out of place, at least to me. The one eyed spinning turret enemies are also a really cool enemy type imo, they were definitely introduced very well, letting you see what was coming and dodge it without much issue. The sound effect for when their projectiles disappear seems like a strange choice though. I'm actually curious if they can be destroyed with weapons at all, I just think that'd be neat to have an extra way to deal with them like that. Last but certainly not least, the final race with Quick Man serves as a simply awesome climax to the level! Seems like someone was inspired by Sonic CD, eh? Definitely has a similar impact as that battle, with you fighting Quick Man on his own turf of speed instead of just a straight fight. Aside from worries about the lower path at 6:23 potentially being mistaken as the path the player is supposed to take for new players, I have pretty much no issues with this, this is simply a fantastic conclusion that does a great job of putting the player's speed to the test. So yeah, that's everything I can think to cover. Apologies for the brick wall of text, but I just wanted to get as much of my thoughts out as I could, haha. I'm worried I haven't really sold how good I think this level is, so I'll just say right here that this definitely looks like a level that could rival the official ones from Capcom with it's great introductions and utilization of very creative enemies and gimmicks. I'm definitely looking forward to how this project progresses, and am especially excited for the eventual release! Keep up the great work, man! 👍
Ah, interesting. I'm not very familiar with any of the Megaman series outside of the classics. I'm curious if that was the inspiration behind putting the boss in front here, or if ACE just came up with the idea on his own.
I wonder, what if Doc Robot came back, emulating Gravity Man, Gyro Man, Star Man and Wave Man. I mean, they never appeared in the Game Boy Mega man serie, so that could be interesting, especially if you add extra attacks to them in harmony with the gimmicks of the stage they appear in.
Nice Quint is tired of being forgotten and now he has I His own game .... and he dabs every time he dash slides Wish if capcom made him and the megaman killers debut in MEGAMAN 12
You could put a secret level where you get a chip with the ability to grip the wall that is achieved by gathering some letters and a secret boss will appear
While beating Quick Man in a race and having him blown up is funny and all, I think he should still put up a fight. But you do you, that’s still great regardless.
I mean the ending is funny as all hell, and the stage is awesome in many ways... but at least give Emerald Quick like quarter of his health to give him his one last shot at defeating you.
Like hes fried, but he gets up and shakes it off Hanna Barbera style, and you fight him again, but instead of Boomerang breaks he stops to catch his breath
This seems like a great stage all around with the gimmicks, enemies, minibosses, and even the boss. The only thing you should do is make the conveyor belts a bit more thick as they look unusually thin compared to everything else.
Loved this, the "exit from the stage" part was very creative, specially the race against Quick Man I loved the thee, sounded like a combination between Quick Man´s theme and robot master battle from mega man 2. Do you plan to upload the battle theme once the game is finished?
I hope that you can recover safely. Also, really nice touch on the final segment, it reminds me of that Somari race in Grand Dad Reboot. By the way, any collaborations with RushJet1 on which songs to pick for the OST?
This is quite a work, I must say I'm impressed. That second message, I don't think it quite matches Quick Man's personality. I would have had the message said something more like Gunnery Sergeant Hartman. "I'll bet you can suck a bomb through a fire hose, snowball!" Otherwise, not really much I'd change of significance.
Tbh bosses you made here remind me of mm5 hack "cross x" or something like that. Even some of bosses from that game are powered up by chaos eme--- i mean... one of nine of chaos emerald like gems.
That’s awesome! Great level design, fun gimmicks, and a creative boss! But one thing, what’s the plot? I need to know why Mega Man is suddenly the bad guy.
I like how this stage plays, but I do ask: will Quint get Quick Man’s weapon after the initial boss fight, or after the race? Because if it’s the latter, will there be an animation of Quint absorbing the weapon after Quick Man lands from the explosion?
Well, I, too, want to know what happened with that game, since I appreciated it so much when it was the original (albeit unfinished) version. There's ANYproblem in asking THAT?
Well luckily the curse that Daniel Page cast on him has seemed to wear off and it seems he’s almost done with this, so we could be getting progress soon
Wnarning i am Brasília try draduct what i speak now on google tradutor Acespark bota o sistema double gear no make a good megaman level 3 ou como item secreto ou no jogo assim pode fica mais legal ou coloca o sistema double gear no make a good megaman level 4 quando você fizer 👍
Emerald Quick Man. Sonic collects emeralds, Sonic is fast. Quick man is also fast.
Great level. It has 3 gimmicks: laser doors and generators, time bombs, and wall destroyable by these Tank/Joe "minibosses" (by the way I love them). Each of them are introduced in a good way.
Next, the enemies are pretty varied.
The level design and tileset/background are well made.
I like the detail put into words in this level (eg. the time bomb ones, the WARNING screen which is absolutely amazing).
Lastlt, we have Quick Man himself. At first the fight at the near beggining of the level seemed weird, but was nice. Then we come to the race part, and OH BOY it is... (why am I running out of adjectives?)... let's just say it's great. Also the music is a pretty cool remix of Quick Man's theme and Boss Theme from Mega Man 2. And this [6:41] is hilarious.
My only problem with that level is that the fade-to-black at 5:45 is unnecesary. Otherwise, the level is awesome.
[why does this look like a MaGMML judge comment?]
I mean he was one lol
I cannot agree more with your statements. This level was a blast, pun intended. ;)
I love everything in this stage,especially the ost from that race against the Emerald Quickman.Good work!
Gotta love that Metal Sonic Race-ish Segment against Emerald Quick Man.
Aw man, this stage looks so cool. What an interesting way of handling a Quick Man level. I love it! Hope the surgery goes well, Ace!
P.S.: Is "Bang! Bang! You're dead sweetie." a reference to something? Either way, it's cute.
this is amazing and so unique compared to most megaman levels! it does a good job at teaching you the level's gimmicks without being annoying or too handhold-y and i love the fact that you fight quickman almost instantly, with the personality he was given in the archie comics and the fact that his name is quick man it makes sense that he wouldn't want to wait though an entire level to fight you but the level it's self is pretty good i like the idea of the time bomb and how the level isn't just "oh go fast for you die" even when your past the time bombs having quick reflexes seems to be the idea of the non time bomb parts with the tanks having fast-ish attacks and having to properly time your jumps when they charge you but while i'm not too sure of this the tanks look too tall to jump over and that would be ok if the blue tank mini boss wasn't a thing either way the mini boss does look fun to fight finally there is the boss and oh boy is it great! having already fought him it would be cheap to just fight him again with no changes, now a less developer would probably just add more attacks or maybe add some kinda gimmick that makes the fight either longer or more annoying like maybe adding the time bomb to the fight so you would have to kill him in a cretin amount of time but NO you make it a race to the death with seemingly multiple paths (while it looks like these are just paths for quick man some looks like quint could access them with some well timed jumps or though other means) ending with a pretty fun death from quickman (shame he didn't explode tho) honestly a great stage and if i were to add just one more complaint it would be that the intro doesn't have any music like i know it's short but some ambiances wouldn't hurt, but again it is short and only at the start so i can forgive it
Another sugest is make a post-game special stage on the museum, an unknowm section where are RM from PC1-3, The Dimensions, The Zodiac RM, and Ra Moon. The boss could be a nexus to a possible QR3, i could sugest someone *very close* to Quint, but from another dimension.
Not R-Shadow (but it has sense for a possible QR3), but is something *very close* to MegaMan/Quint.
Dang, this is actually very awesome looking...
And I thought Amethyst Snake Man's stage was very cool, but this probably looks just as good!
Looks epic! Nice bait-and-switch there with the level structure.
Hopefully your surgery goes well, you deserve a break from all the crap life's throwing at you.
I’m not a megaman fan but i can respect the amount of time, effort and creativity it took to make this. Good job!
6:41
Quick Man:crap i was not quick enough
I gotta say, you've done quite a fine job on Emerald Quick Man's stage, not to mention the end of it made me laugh out loud as well.
Also, regarding your surgery, let's just hope it goes well.
i may suggest that Fake MegaMan Stage 1 be more extended (including Mercury) and on that zone of the museum includes on the background the MM&B, MMV and MM11 Robot Masters.
by the way, ¿the MM11 plot will change the QR2 plot or QR2 will happen on a parallel universe where the MM11 things never happened (yet)?
The QuickMan stage was fun, the new robots were quite classic but new at the same time, i like the detail of put a cameo on this stage (yeah, i noticed the detail on this stage) but at the same time it took a few minutes to finish that stage, i suggest to extend a few rooms more just to endure.
Anyway, that was a nice surprise and good luck with your surgery.
6:40 Quick Toast...
Amazing level!
reasons:
1- Fast paced
2- time bombs
3- laser doors + generators
4- tank bois
5- DAT FINAL RACE THO
Oof, that does look pretty tough. I like the unique take on the stage, though. Maybe those timers could be made a touch more generous, if you don't know what you're doing it doesn't feel like quite enough time to work everything out.
6:12 it's strange to see him running on the treadmill and being late for no reason instead of jumping
the race against emerald Quick man reminds me of Stardust Speedway with the race against Metal Sonic
Honestly, I don't think a single change needs to be made. The race with Quick Man at the end of the level is different, yet works perfectly for the character itself. Hope that your surgery goes well and that recovery is quick.
The level design is simply phenomenal!
That boss fight music is amazing!!!
Quickman statue for sale! Although it is broken, anyone can buy it for 100000 screws. (6:40)
I find it motivating that you're still trying to put some content despite your injury; it makes me want to work harder on my next contest entry. Don't push yourself too much though, your health is more important.
As for the level itself, I can't make a comment that is specific to the mechanics of Quint, since I've yet to play Quint's Revenge. From what I've seen though, it looks nice and very fun to play. You even made Quick Man more fair to fight against. It could've been more fair though; I still find Quick Man's movements a little too unpredictable, especially when he's about to make a jump. The racing part at the very end with Quick Man also felt like it asked for a bit too many precise and quick movements; kinda like memorizing the whole parkour. Also, I found the camera movement at 4:16 just a little off. It's just a very minor nitpick though.
aside from Quickman being slower than his original counterpart and having more frames of stand still, I say what you have is bang on! Great work ^_^
Nicely done! I like the difference in stage organization. It’s different and refreshing. The laser doors with unlocking mechanisms look fun and challenging. My criticism would be not using Quick Man, but creating someone similar and original yet with Quick Man’s abilities. Plus some of the dialogue seemed a bit strange. Not sure if it’s an inside joke, but may leave players scratching their heads. My favorite aspect is the original stage enemies. They’re well thought out and serve their unique and interesting purposes. I look forward to seeing more.
I am not one of those people who know what to say while they're judging so I'll just say what I need to say
It Amazing!! Really fast paced just like quick man! (Also the near the ending where you race quick man reminded me of the metal sonic race in sonic CD)
That part at the end was amazing
I like the quickman theme and boss theme mash up i wish that was real
Okay so, after looking through this video a couple of times, I have a few things that I'd like to point out and mention, positive and negative. Keep in mind though, I'm no Level Designer, Coder, or Game Designer really, so perhaps take my feedback with a grain of salt. Oh yeah, and prepare for nitpicks aplenty, haha.
First of all, a very interesting way to start out a level no doubt. The laser door gimmick was very well introduced, although it is kind of confusing to me how the door doesn't immediately open upon all the locks being destroyed.
I can't say I've ever seen any Megaman ever put the boss front and center in a level like that, but I definitely like it. Seems nice and fair with plently of time to dodge everything if you're paying attention, no complaints there. I am slightly worried about being forced to redo the boss if you die on the subsequent bomb chase section though.
The section in question is a cool concept that definitely fits well with Quick Man, so big props there. Design wise, I don't have too much to say other then that the room the second room above the ladder looks a little bit cramped. Aside from that, most of the issues I have with it are graphical things. I feel like the ladder being green kind of makes it blend in with the walls surrounding it, which could cause some confusion to some people. The conveyor belts are a good addition to the level, though I feel like the bits that convey which direction it's moving could potentially be too small or minor, and could be especially hard to read when moving at higher speeds, which, this level is kind of all about. These are probably nitpicks honestly, but I felt they were worth mentioning. The only other change I might make is making the timer slightly more lenient, although that's only because I'm not huge on timed thing in general, lol.
Also can I just mention that the explosion effects when you leave the building are a super cool touch?
At first I felt kinda weird about how quickly and erraticly the tank enemies moved back and forth, although it has kind of grown on me the more I watch it. I think they're a really creative enemy type, and I do like the different ways they get used on. I also appreciate how every single one has a different color and even different attacks in some cases, I just think that's a neat touch. I do have some nitpicks though: For one, to me it looks like the second tank seems to be a lot easier then the first, with all the extra space to dodge the attacks. The cracked wall that needs to be destroyed with them might blend in a tad too much (This only really applies to the tank in the second bomb chase sequence, might be because of how the cracked wall lines up perfectly with the regular wall and doesn't stand out as much,) and the sfx that plays when they crash into it seems kinda dinky for, y'know, a tank slamming into a metal wall? I also find it a little strange how the last tank plays the miniboss theme. I understand that it's by far the hardest and needs to be dealt with a bit different, but fundamentally it's still not very far from the others, so the music just feels a little out of place, at least to me.
The one eyed spinning turret enemies are also a really cool enemy type imo, they were definitely introduced very well, letting you see what was coming and dodge it without much issue. The sound effect for when their projectiles disappear seems like a strange choice though. I'm actually curious if they can be destroyed with weapons at all, I just think that'd be neat to have an extra way to deal with them like that.
Last but certainly not least, the final race with Quick Man serves as a simply awesome climax to the level! Seems like someone was inspired by Sonic CD, eh? Definitely has a similar impact as that battle, with you fighting Quick Man on his own turf of speed instead of just a straight fight. Aside from worries about the lower path at 6:23 potentially being mistaken as the path the player is supposed to take for new players, I have pretty much no issues with this, this is simply a fantastic conclusion that does a great job of putting the player's speed to the test.
So yeah, that's everything I can think to cover. Apologies for the brick wall of text, but I just wanted to get as much of my thoughts out as I could, haha. I'm worried I haven't really sold how good I think this level is, so I'll just say right here that this definitely looks like a level that could rival the official ones from Capcom with it's great introductions and utilization of very creative enemies and gimmicks. I'm definitely looking forward to how this project progresses, and am especially excited for the eventual release! Keep up the great work, man! 👍
Thank you for your feedback!
No problem! Just glad I could help in some way.
About the "boss near the start of the level" thing, Mega Man Zero did that with Phantom.
Ah, interesting. I'm not very familiar with any of the Megaman series outside of the classics. I'm curious if that was the inspiration behind putting the boss in front here, or if ACE just came up with the idea on his own.
hope you're ok dude, get well soon
Wow this was really frenetic.
Do we need these future Robot Masters to fight future Mega Man, or do we need future Mega Man to fight future Robot Masters? The world may never know.
Look! It's Tanker Joe!
I wonder, what if Doc Robot came back, emulating Gravity Man, Gyro Man, Star Man and Wave Man.
I mean, they never appeared in the Game Boy Mega man serie, so that could be interesting, especially if you add extra attacks to them in harmony with the gimmicks of the stage they appear in.
that was so cool!
best level in the game
Pink bullet bill tank...cool
Dear god! That was insane! (Do think the boss fight could be moved to before the race, with a checkpoint in-between.)
Nice Quint is tired of being forgotten and now he has I
His own game .... and he dabs every time he dash slides
Wish if capcom made him and the megaman killers debut in MEGAMAN 12
I loved the ending
You could put a secret level where you get a chip with the ability to grip the wall that is achieved by gathering some letters and a secret boss will appear
I wish the Sonic Boomerang was a quicker version of Quick Boomerang, and the boomerang itself looks like a bent stick
While beating Quick Man in a race and having him blown up is funny and all, I think he should still put up a fight. But you do you, that’s still great regardless.
Was expecting a stardust speedway remix in the boss race for some reason
I assume by looking at that death animation that you’ll have to race him again the Megaman fortress
Sort of like Hidden Phantom!
I mean the ending is funny as all hell, and the stage is awesome in many ways... but at least give Emerald Quick like quarter of his health to give him his one last shot at defeating you.
Like hes fried, but he gets up and shakes it off Hanna Barbera style, and you fight him again, but instead of Boomerang breaks he stops to catch his breath
This seems like a great stage all around with the gimmicks, enemies, minibosses, and even the boss. The only thing you should do is make the conveyor belts a bit more thick as they look unusually thin compared to everything else.
#PrayForAce
The boss is like metal sonic in sonic cd
I like this
Loved this, the "exit from the stage" part was very creative, specially the race against Quick Man
I loved the thee, sounded like a combination between Quick Man´s theme and robot master battle from mega man 2.
Do you plan to upload the battle theme once the game is finished?
That boss theme = 👌
I hope that you can recover safely.
Also, really nice touch on the final segment, it reminds me of that Somari race in Grand Dad Reboot. By the way, any collaborations with RushJet1 on which songs to pick for the OST?
That End 😁
This is quite a work, I must say I'm impressed. That second message, I don't think it quite matches Quick Man's personality. I would have had the message said something more like Gunnery Sergeant Hartman. "I'll bet you can suck a bomb through a fire hose, snowball!" Otherwise, not really much I'd change of significance.
i think its kinda goofy that sound quick mans boomerangs(?) make when they hit the wall. like its not metal but like wood or something
Really cool stuff
Tbh bosses you made here remind me of mm5 hack "cross x" or something like that. Even some of bosses from that game are powered up by chaos eme--- i mean... one of nine of chaos emerald like gems.
this is a cool ass level!
Can someone upload the quick man mashup with the robot masters battle theme?
Quick man look like a Kamen rider
Btw great level design
They did a Metal Sonic
PIGEON man X coming soon
amazing
That’s awesome! Great level design, fun gimmicks, and a creative boss! But one thing, what’s the plot? I need to know why Mega Man is suddenly the bad guy.
lol they need to release the demo ost lol the quick man boss theme
hey its me uh, sorry about me ignoring what you said last comment should've read the whole thing, anyways, good luck with the progress
i just had idea for Sugestion: in Game Boy games you had those P-Chips instead of Bolts. what if you used THEM instead of Bolts? also great level.
Honestly, this has been a consideration of mine.
Glad you liked the look of the level!
@@ACESpark ok
Stardust speedway reference?
How did he make a mashup of quickmans theme and the boss theme?!
Did u make dis? Ur so good
Oh boi...
Did I see well? Screws for shop items? There isn't any in the demo.
I like how this stage plays, but I do ask: will Quint get Quick Man’s weapon after the initial boss fight, or after the race? Because if it’s the latter, will there be an animation of Quint absorbing the weapon after Quick Man lands from the explosion?
me gusta este video a ora puedo pasar el nivel de quickman🙂🙂
so basically, sonic cd at the end?
Couldn´t you make those tanks any cuter?
Is this a jojo reference?
Hey, i want to download the first quint's revenge but the link on your sprites inc. post doesn't work.
FUCK ME THAT'S GREAT
Do you know where we can find the OST?
So um what happened to Megaman Revolution Remix?
Well, I, too, want to know what happened with that game, since I appreciated it so much when it was the original (albeit unfinished) version.
There's ANYproblem in asking THAT?
Well luckily the curse that Daniel Page cast on him has seemed to wear off and it seems he’s almost done with this, so we could be getting progress soon
Can You Do Make Ruby Elec Man Stage Pls Pls Pls Pls Pls Pls Pls?
Soooooo what heppened to this game?
Looks vs metal sonic xd
Wnarning i am Brasília try draduct what i speak now on google tradutor Acespark
bota o sistema double gear no make a good megaman level 3 ou como item secreto ou no jogo assim pode fica mais legal ou coloca o sistema double gear no make a good megaman level 4 quando você fizer 👍
Amazing