Comments for Morguls Laboratory (T2002 level)

Lukasz
22.09.13
My First levelpacks redesigned version!

I remember when I made that first levelpack I didnt even knew how to make animations or redesign sprites image. Now Iknow and here is the result!
Lukasz
22.09.13
One more thing! I made a mistake and it starts in the middle (last check of the background and I forgot to add main sprite at the beginning . I sended Bronko the fixed version and it should soon be fixed. Sorry!
Lukasz
22.09.13
Fixed now! Have a nice play!
besevenghi
22.09.13
Level finished right now. A good update of the "Tower of Morgul" level, with better colours and a nice music. I liked it!
Lukasz
22.09.13
I ripped the music from Uridium 2 Amiga game. Was a hard work but made it. Petty there is no soundtrack for that game.
Robert
23.09.13
I thought the original start, half inside a tile, was cool. Felt like a puzzle game.
Lukasz
23.09.13
No Puzzles. I just checked if blocks labirynth has a correct background, and left the main man in that place at the very end of the game :/
dark
25.09.13
This is most irritating! I seem to be stuck on the exact same part that I got stuck on in the original tower of morgul!

Though there was no fish this time, I followed the path through the block labyrinth, fought the space ship bos and then down through many cracked floors to an area with an abyss under the floor, I then went right through a long corridor to a short shaft going up, followed left, up a tiny lift to a pool of water, but the only exit from there was a dead end in a room with two one ups!

Goodness knows what I've done wrong, I spent half an hour going over the entire area between the abyss and the pool and could find no alternate paths at all.

This is a shame since apart from that I really like this level. I love the new background that replaces the plane blue sky and the many enhancements to the look of the level, it now seems even more alien than previously. I like the secret passages, and the gameplay has also been evened out too I just wish I didn't get constantly stuck in that bloody pool! .
Lukasz
25.09.13
HA!HA Cot Ya! Just kidding. There is an exit! You just have to use gyroscope on the lower metal platform, and off you go!
dark
14.07.14
And I made it, hurrah!

I can't remember if I played this one sinse originally getting stuck there, but now that's another level pack under my belt and another defeat suffered by morgul.

I'm quite pleased with this one sinse there were a few sections I had to work to find the path, and I loved the way the environment got more claustrophobic and alien as time went on, I nearly gave up in those tiny metallic shafts with the red walls, but I did make it and finally got to defeat morgul once again.

Btw, nice use of the Morgul sprite for the two bosses, though the volume and destructive potential of the fire power in the first form was a little crazy and required lots of ducking.

The Only thing that might have been nice would be a specific ending picture, perhaps with that little red spaceship floating above morgul's planet, but I suppose that's a bit much for such a small single level, despite the fact it took me nearly an hour and a half to finish, mostly due to me getting lost .
Lukasz
17.07.14
Hi!

I have not added the video since it was already used in original Morguls Return. I even removed unchanged sprites and musics, just to make the file smaller.

I was happy that I could use two Morgul Sprites in one time, caus in Morgul Returns 2014 there will be only one Morgul Boss.
dark
18.07.14
Ah, fair enough about the ending, though at least now we know what Morgul was doing in his laboratory, cloning himself! .

Unless that was Morgul and Mrs. morgul?
.
Lukasz
18.07.14
AHHHH! If I only could use the original Boss sprite from T1! But I couldnt
dark
23.07.14
Yep, it is the same old problem with T2002.

Perhaps if Kastan is doing the fixes to the engine to make it work on silly modern Windows the other bosses from T1 and T2 could be inserted into the game.

If you sped him up, and changed the sprite, Morgul would be a relatively accurate Ridly, and the Hypercycle spaceship boss from 3-3 would be a great spawspawn if you fought it in a room without the spaceship..

I believe from T1 it's just the spike boss from the alien world and Morgul that are missing, and from T2 it's the cannon from world two, the gunships and hypercycle from world 3, and of course The Machine himself.

either that or just give us some sort of bos creator, perhaps by choosing a sprite, choosing a number of movement patterns, eg, circle, homing, side to side, up and down, attack and retreat or jumping, then defining where on the sprite the shots come out if any, whether they are standard shots, flames or big lasers, then lastly defining where on the sprite the weakness is. This is probably a bit too complex to add to T2002, though I would very much like to see some of those Turrican bosses again. I'm actually a little surprised Pecaro didn't include either Morgul or The Machine in the original anyway.
Lukasz
10.08.14
YES! THAT IS SOME IDEA! If anyone has the ability to influence the game engine and work on those bosses and some other enemy sprites as well that would be something!!
Liam Fay
10.08.14
Especially since I want Super Magniforce to be a T2002 level pack, and I really wanted the Final Boss to be really fucked up, with a notification system to tell you which side of the room he's going to be on, which attack he's gonna use, ect, because it would be very fast and that would only make the fight fair. Otherwise, it's be the cheapest boss fight ever made.
dark
25.08.14
Sounds very awsome. My favourite telegraphed bossesare still some of the Mega man ones, but then again the mm series always had the best boss fights. Phenix Magnian from Mm zero 2 is a total beast, sinse all his attacks counter when you go to hit him, then have their own speech kews or flight patterns, so you need to attack, see what he does, and then avoid accordingly, and that is before we get into the rising flame throwers around the room! .
Liam Fay
25.08.14
I wouldn't say taking game design tips from Megaman Zero is the best idea in the world. I always found those games to be unfairly cheap and intentionally poorly designed at spots. (You have no idea what kind of crap I've gotten from people for having an opinion like that. One time, I got a 5 paragraph long essay on why I should be euthanized for saying that I think MMZ is lackluster.) If there's one sidescroller that I've played that has excellent bosses, it's Contra III. Either that, or Contra Hard Corps.
Dark
29.08.14
I have not played any of the Contra games so I can't compare on that score. I do disagree with you about mmz, at least up until mmz4, though I wouldn't say you require any sort of death for the opinion .

I've heard people say that Mmz actually works better as i played it, on a gba player with my gamecube than on the original ggba, owing to many elements being more visible, especially when you get to those tiny little shots and attacks with many small elements.

It also heavily depends in Mmz how you want to play things. If your a score junky and a hard case and are playing to get all the top ranks not using a single cyber elf then your going to have an amazingly! hard time, but those are the same people who try to do things like get through Mega man x2 without a single upgrade and so risk death in three hits from Violan's randomly moving spike ball of doom! If your like me you just use the elves, play normally and hang the rank system, and that way things aren't too bad, ---- well things are nicely challenging, but not insane!

Now if you want to see cheap bosses in a Mega man game, go and play Mega man & pbass (rockman & forte as it originally was released in Japan for the Snes).

There is a right royal beast of a game with bosses who are just plane evil! or maybe it's just that they decided to break mega man's Jump and Bass's dash for the game, crippling both characters so badly it's just a choice of whether you want to be smacked by fire you can't jump or bosses who land streight on you because the double forward tap for Bass' dash won't activate properly.

Another game who's bosses I really like is Kirby's funpack for the snes (released as Kirby Superstar in the states), sinse unlike other kirby games you have a propper energy meatre, each form you get has a hole different attack set and some of the bosses are awsome, such as a giant mecha lobster who you fight running through a tunnel, or a spaceship twin cannon where little floors move up to take you into the path of the gun.

then there is Gunstar heroes, to name another of my favourites, especially for a game that is a pretty much ongoing boss fest interspersed with huge birsts of massive shooting!
Liam Fay
29.08.14
I've heard that about Megaman and Bass, and I've also heard about how cheap and frustrating it is. And Gunstar Heroes is a GREAT example of bosses. Try Alien Soldier, made by the same people (Treasure) it's pretty much a huge boss rush.
Dark
30.08.14
i've not actually managed to find any new games for my favourite consoles (snes and megadrive), for a while, though it's actually hard to find stuff I don't own already, sinse most of the games I'm looking for are ultra rare.

Mega man & bass is pure evil in it's utter cheapness! it was my first classic series mm, game, then when aniversary collection was announced I decided to get that instead and see if Mm&b was better when I'd more experience fighting original mm bosses, ---- it wasn't! . Actually it just made me want to play through mm7 again, sinse there! is a game with really awsome bosses to fight even if you have the right weakness weapons.
Liam Fay
01.09.14
I actually want my bossfights to be something like Rendering Ranger. It's one of the very (and I mean VERY) few games to do long boss fights right. They're intense, hard, and lots of fun, and it's satisfying as all hell to finally beat them. And plus, if you die, you don't have to restart it all over again.
Dark
01.09.14
Well due to it needing a rom I've not got around to trying rendering ranger yet, but to be honest from Metroid and Mega man I don't mind long boss fights which include managing resources like energy tanks, weapons with limited shots and what not.



The only irritating thing about the mm games is that the levels of your weapons and spare energy tanks were independent of whether you lost a life or not. So if you fought the boss, used most of your weapons and other resources and died, you would then need to commit suicide five times to return to the stage select to refill and try again which was very irritating.

This doesn't matter as much in most classic games, sinse there you don't have the energy sub tanks and there are usually chances to refill Mega man's weapons before the bos, however in the x and zero games it's something of a pain.

It's also the reason I've never managed to finish Mega man 3, sinse unlike every other mm title you have to complete the entire Wily castle on one credit without getting a game over, and bosses like the Yellow Devil ii are just too! much of a pest to have to refight, when you beat a bos and finish the stage that should be it, at least for that play through of the game.
Lukasz
27.04.16
T2002X version Updated!

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