There's definitely some very good analyses regarding game design and what generally makes a MM game enjoyable (which is certainly useful discussion in its own right), though I'm not seeing an abundance of levels from the original games being cited as successful examples of these ideas. You know, what spots specifically
do you feel Capcom best implemented these principles in ways that made/make you happy to play the original games?
Which, I will admit, is a difficult question to answer.
Especially when you've just always enjoyed all the games in general and haven't really considered why, like me. XP
Thinking about it myself for a moment, I could mention Napalm Man's level as one I really enjoy from start to finish. It's very run-and-gun with minimal gimmick usage, yet it's clever about its enemies. Several (Sumatrans and Jet Bombs especially) pose quite a threat and can really trip you up before you figure them out, but once you know how to deal with them you can fly through their segments and feel like a boss doing it.
Which I think is something I generally enjoy in MM these days; sliding, jumping, dodging and blasting through as quickly and smoothly as I can once I've learned how it's done.
I also find the music and graphics top notch here, and I like how they transition from a jungle to an underground base and utilize the environments in the level design as they go (Sumatran in the jungle, Rolling Drills and moving floors via waterfalls in an underground cavern, more missile-oriented enemies in the base segment, etc.).
Another example of a specific segment I've enjoyed could be Wave Man's rising bubbles. Seems odd for an obstacle without enemies that hinges on waiting, but it's over in a couple of screens and it was satisfying overcoming what I perceived as tight timing back in the day. I love the music there too, which is a nice accompaniment to the charming background waterfalls as you wait for giant bubbles to appear. As a kid I used to like jumping up and down on the big bubble to watch the sprite change as well. ;D
I'd also concur with Flashman that Dive Man has a fun level; I think the water is a fun gimmick that drastically changes how the entire level is approached, yet doesn't hijack the classic MM experience of intense enemy combat and precision platforming.
And I'm sure I could go on (and on) if I sat on it longer, but there's a start for me.
(01-03-2017 09:29 PM)Kunosachiaka Wrote: First off, good visuals and aurals. Music that gets your heart pumping on an awesome-looking stage aren't the most important factors, but they definitely help add to the enjoyment.
It's funny as it almost seems a shallow point to consider, but I agree this can be a surprisingly important factor in overall stage enjoyment. An epic theme and rich location can make semi-blah levels a pleasure to play through, but that annoying tune or ugly environment can equally sour an otherwise fine level.
For example I've never been wild about Bright Man's level as MM levels go, but I love
the music there. And the rich blue background, flashy lights and overall atmosphere. Keeps it a fun ride even if a 100 Watton knocks you from glitchy platforms into the pit right near the boss door.