Marker Man Misadventures 12
This is it. This is the world that will truly test my abilities as a map maker. It's as if the game is taking my map making as the actual point of the game and is upping the difficulty to maximum. I will do what I have done since the very beginning when faced with a challenge: adapt and invent new techniques in order to get to my goal.
The soundtrack sounds mischievous and is 6 measures even.
I do not show it on the map, but the parts where the black platforms turn gray is a gradual effect. What that means is that in the game the visible platforms slowly fade away to invisible ones, and then the completely invisible ones are indicated on the map by the gray color. So, basically the entire level is invisible. Not exactly ideal when you're trying to figure out where the platforms are. Not to mention there is ZERO background art. It just looks like I'm walking on air and there are also items that are on air. I mean, I get it that you cannot have background elements or else this invisible theme wouldn't work but I feel like this is just a cheap way for the level designers to not have to care about making the levels pretty.
Fortunately that dumb grid that has existed since the very beginning of the game is still there, so I can use the squares on the grid as a reference of distance traveled. Basically, I'm drawing circles and pushing them to see how they respond to the environment in front of me. It's probably a good idea to do that even if I wasn't mapping the levels out because it will help find potential traps for me. Let's face it: the developers are cheap enough to do that. They did it in the last level of the previous world. Of course I'm going to check for traps.
The part with the bouncy walls is annoying because you have to build around it to climb up. Either use a super jump power up or figure out the reach of the bouncy blocks to make the appropriate bridge.
These levels take no time at all to load. GEE I WONDER WHY. Also, do not try to force shut the game when you lose your last life. Just like with that water world, you will lose all of your progress. The only difference is your save file is just straight up gone instead of glitchy. Perfect. Watch out for long falls, and always check where the edge of a platform is before building or making a jump.
It's like a combination of the previous two levels, only simpler.
You sort of don't know which pits are places you can go to or places that will kill you. It's a safe assumption that if a shape you draw in it falls outside your view then it will probably kill you. Another really dumb thing is that sometimes you can draw shapes inside walls. If you're just making random guesses it's not entirely clear whether the successful shape is placed in an area you can walk to or if it's inside a wall.
You doubt my ability to try and make every level's title some kind of pun or reference? Just watch me.
These levels got homogenized really quickly. I had to replay this level and I had no memory of its existence.
Markers are cool. I like markers. Please give me more markers.
So, the first spiky wall area has a little bump before you fully pass the obstacle. If you're me, this means you'll get stuck under the wall, and before you can register that you need to jump, the spike wall crushes you. Note that when you game over, you only gain one life back. So every time this game decides to pull a stupidly cheap trick on me I have to redo the whole world over.
Wow. We have a new contender for the most basic level in the game. Congratulations.
One strange thing is the area under the exit. You can draw shapes under your platform and watch them disappear after falling a bit. No need to worry about crashing your game, because the developers placed triggers under the map that will delete shapes drawn out of bounds. They did at least one thing right there.
It's a level with invisible blocks and things and stuff.
Snoop around enough and you may find the coin. Or a spike pit. Same thing, eh?
I should be more upset at how hard they're trying to hide the coin and exit, but I think I'm too desensitized at this point to care.
Oh… I figured it would take until level 150 or something before the game was over, but maybe it's ending early! If you manage to die here, just remember the trick with the water world when the game over glitch happened: let the game over screen appear, continue, reset, and load to be at the level where you died. Isn't it fun when you apply what you learn?
Oh yeah, the point of the level. The giant ball is back for another rematch, and you have to scale down the level pretty fast in order to beat it (unless you're using power-ups). It took me a few tries before I was able to beat it. Be careful with some of the drops, as they are enough to damage you. After making it to the bottom, stand on the blue platform and let the ball push the other one down, flinging you upward.
Do I… really need a world map for this one? Yes? Ugh fine.
No no no no no. Nope. I'm not waiting any longer. This game is going to be finished in this post whether I like it or not. It's time to end this.
The cutscene showed the dog and marker man jump into some kind of teleporter. The result is that we are now on some space rock or something. It looks like they stuck with the themes of space too, such as making the level vast, yet empty. Hmm, not really a theme specific to this world, but oh well.
WHAT DID THEY DO TO SHOE BOY? It now has an oval head. I guess it's supposed to be an alien. It's really funny how they attack because they rotate their elongated head when they kick, and it just looks funny.
Ugh, these types of levels are the worst. Huge open spaces with lots of emptiness and lack of features between the platforms. It makes the game boring and frustrating to map and play, so why do it? Especially the road to that two-coin exit. Why make the player walk so far to get there? The developers could've easily added a path down from the coin to the hallway.
A projectile-based enemy, just like all the other projectile-based enemies. This one has a scarily fast firing rate, making it a very dangerous long-ranged enemy. Its barrage of bullets can also make quick work of drawn shapes. Be careful. When trying to block its bullets, don't just put a single line over it, as the place the bullet spawns can bypass the line. Place like, 2 lines. I don't know. What's interesting is the developers actually managed to make the bullet spawn from the gun's barrel instead of the top left of the sprite. Good job. You're learning! It's a little late for that, but whatever. This does mean you may need to place lines completely covering the alien before the projectiles are stopped.
Same glitch as last world. Do not force stop the game on gaming over. Let it happen, continue, exit, then get back to the level you died on.
The spike walls move at different frequencies. I recommend activating super speed and just focusing on the bottom one moving out of the way. Seriously, you better have some markers coming into this world or you're in big trouble. Actually, there's an easier way to get past this part. When the bottom spike wall is hiding under the floor, lodge a line between the floor and the wall and it will get stuck there, allowing you to pass without doing anything ridiculous.
Pleeeeeease give me more markers. I actually have to conserve resources in this world and it's annoying. There's simply too much terrain that needs to be covered that will inevitably use up all my markers. This is different from the lava world because in the lava world there were at least interesting elements in the levels that made you think on how to approach the problem. In this world it's just a battle of attrition.
It's cheese on.. wheels? This is probably a reference to moon cheese. It quickly moves back and forth, simply knocking anything that touches it out of the way. It deals no damage.
I think I know why there are so many dead ends here. The game just really doesn't want the player to have any markers in this world. How rude. This is why people like me have to come in and bring light to the correct pathway to victory.
Oh yaaay. Another level where you just have to look everywhere to find the coin and exit. The part of the map where it says SLIDING has no friction. Marker man will not stop moving on that platform until a wall is hit. The exit is kind of dumb to get to. In order to even see it you have to either stand on the platform with the alien (which noone is going to do) or build up and then look up. I recommend just making a giant rectangle on the corner of the map and then building off of that to the exit.
This is the realm of the shoe boys. Their final congregation is at this location. They are planning big things. They already have presence in just about every world. Their plans to finally take over the world of marker man have started to unfold in this meeting area, and you are in the middle of it all.
This is pretty straightforward, isn't it?
Beware of the many dead ends in this level. You get one marker in here. Well, there is a second one, but it's in a trap so I'm not counting that one.
What. Why is the map so linear? Why is there a pointless dead end to the right with a moving platform? Why is the map small? Why is there large stretches of nothingness? I don't understaaaaaaaaand. Maybe the devs want this game to end as bad as I do. Fair enough.
We all want this to be over! Just walk down this straight pathway, hug the left, and you'll get your coin, and you'll get your exit right above the coin. It's that simple. We even went ahead and put the useless parts of the map all on the right side so you don't even need to travel there. I'm doing you a favor, but don't tell my boss I'm doing this. These are supposed to be the hardest levels in the game. Go forth!
Uhm. What. WHAT.
This is the final level. There is no indication that this is the final level. There is no dog seen anywhere, and the level number didn't jump to the range where the dog levels appeared. I simply walked into the exit, my level got reset to one, a cutscene played, and the game is over. I think it's really fitting that the background track that plays throughout the cutscene and the credit rolls is the game over music, because did I really win by beating the game? Everyone's a loser for trying.
But hey. I get a star next to my save file now. I guess any recognition of me going through this torture is better than nothing. I was curious to see if this star meant some sort of change in the game, like a new game plus, but it doesn't seem like it. My markers and lives left carried over from the previous game to this one, but that's about it.
And…. that's it. The game is done. I mapped every level. Here is the final world map.
Thanks for reading. However, there is still one final post to make. I will make a video of me beating the game to prove how much I learned. Don’t expect too high quality a video.