Boil Man (stage)
- For article on the boss, see Boil Man.
| 10th : Boil Man|
|This is making my blood boil!|
- "You took one gimmick, and squeezed it for all it's worth. That is very commendable."
- ―ACESpark, excerpt from judge comment.
Boil Man is the 10th place entry in Make a Good Mega Man Level 2. It's a water-themed level that focuses primarily on Wave Man bubbles, with Sea Mines and Rounders serving as secondary gimmicks.
At the very beginning of the level is a secret. Going to the left reveals a room with a boss gate, as well as several messages from the level's author. Behind the boss gate is the Air Capsule II. Defeating it will reward the player with four large weapon energy capsules, two E-Tanks, six large screws, a 1-Up, and an M-Tank. A teleporter at the bottom of the room holding these rewards takes Mega Man back to the start of the level.
The first room of the level is a simple collection of Pakatto 24s and Fire Boys. Climbing up the wall at the end of the room will lead Mega Man to a room where two Pakatto 24s and a Fire Boy guard the first Noble Nickel, as well as a shortcut that skips one room of the level. Going down in the first room will put Mega Man underwater, where he encounters a group of Metall Swims and Pakatto 24s. Climbing up brings Mega Man back to the surface, where he faces another Pakatto 24, as well as a Fire Boy.
The next two rooms introduce Bubble Platforms over safe terrain, with a Fire Boy and Metall Swims as additional obstacles. Going down in the second of these rooms leads to a puzzle where Mega Man must carefully jump on Bubble Platforms to get the second Noble Nickel. Going up leads to a long room where Wave Man bubbles are placed over a bottomless pit and used in conjunction with Claws, a Pakatto 24, and Sea Mines (the latter of which now always explodes when Mega Man approaches it). This room is followed by an isolated area introducing the first Lobstorch of the level. After this is a room set above water, where Rounders first appear, serving as obstacles making it more difficult to attack the Claws, Pakatto 24s, and Fire Boys in the area. Going to the right leads to the third Noble Nickel, which is guarded by three Lobstorches.
Going down instead leads to a series of rooms where Rounders are used as indirect obstacles similarly to the previous room, now getting in the way of attacking Lobstorches. Mega Man will then find himself underwater, where Sea Mines and Lobstorches are used alongside the new enemy Missquid. After this is a room where a Wave Man bubble must be ridden to the top while avoiding attacks from Claws and a Metall Swim. Going down instead leads to the fourth Noble Nickel, guarded by a Metall Sqim and two Missquids. Going up normally leads to a vertical section where Mega Man must defeat both Claws and a Missquid with Rounders blocking his shots. The two rooms that follow will bring Mega Man above water while being confronted by Fire Boys, a Lobstorch, and a Missquid. The next room is another stretch of jumps across Wave Man bubbles, alongside Sea Mines, a Fire Boy, a Missquid, and a Pakatto 24, with the latter blocking the boss gate.
The room right before the boss holds one more secret; Wave Man bubbles will spawn from the right side of the room, leading to the room holding the final Noble Nickel of the level. Going to the right instead will lead to the ending boss fight against Boil Man.
|SnoruntPyro : 44 / 50|
|JupiHornet : 42 / 50|
|Enjl : 38 / 50|
|Garirry : 39 / 50|
|ACESpark : 41 / 50|
You took one gimmick, and squeezed it for all it's worth. That is very commendable.
Ultimately this has a great look, the music is perfect, and the selection of enemies is right for their situation.
It's not without faults, one of my issues is things associated with 'boil'. This really just feels like a fairly generic water level with a few fire themed enemies thrown in, and they're almost out of place. As good as the gimmick used is, it probably could've done with furthering the theme and using another one.
The boss is pretty good, with his variety and selection of attack patterns. I do find he's not on the very threatening side? I never felt in danger during the fight.
I died to him once due to having 2 hit points left. Any other time, he dies without me even so much as paying attention. I think the player needs to feel the full front of a boss's attacks, lest they actually do what I ended up doing on repeat playthroughs - not bothering to dodge and just shooting the bugger to death.
I also feel the Noble Nickels are tacked on at times, with their challenges being far easier than what the main path throws at you. It's a bit backward.
These are minor problems in the grand scheme of things, the level is just straight up solid, and I think Capcom would be happy to see such a level and robot master in a Mega Man 11.
Oh. And I found the hidden secret boss. I laughed. He was good...
|Make a Good Mega Man Level 2 - Tier 10|
|Boil Man • Komuso Temple • Launch Man & Shuttle Man • Cyber Man • Beneath Sand and Rock • Quarantine Woman • Neapolitan Man • Haunt Man • The Stage Nobody Asked For • Identity Crisis|
|List of Bosses|
|Boil Man • Air Capsule • Komuso Man • Launch & Shuttle Man • Cyber Man • 8 Centipeder Tower • Quarantine Woman • Neapolitan Man • Haunt Man • Spiked-Wall Man • Pharaoh Man's Revenge • Alter Man|
|The Moon • Birdo • Glass Man|