Changeable Caverns

From Make a Good Mega Man Level Contest
Jump to: navigation, search
41st : Changeable Caverns

Make a Good Mega Man Level 2

I dunno, these caverns look pretty static to me...
"Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation."
ACESpark, excerpt from judge comment.

Changeable Caverns is the 41st place entry in Make a Good Mega Man Level 2. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.


MegaBusterWep.png I'll beam you out after I finish my soap opera.

This article is missing information on strategies. Please help out the wiki by adding these strategies to it!

Don't die. The easiest way to accomplish that is to get good at jumping.

Judge Comments[edit]

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 35 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 6 / 15 4 / 5 5 / 5 No

Aw why did this have to end so quickly D: I really liked where it was going!! For a level that has a large majority of the special platforms in it it does a very good job at keeping focus and feeling coherent. It introduces each of the platform types safely and uses most in more dangerous setups later on. The difficulty curve is just very well done in general. The enemy challenges are pretty great, too - I really like how the Drilluns and Moliers were combined. But it felt like it ended just as it was starting to ramp up the difficulty!! I really wish there was more because I love what is actually here, it just feels like it got...cut off before it could be truly amazing.

JupiHornet JupiHornet JupiHornet : 17 / 50
Design Fun Creativity Aesthetics Functionality
4 / 15 5 / 10 1 / 15 3 / 5 4 / 5

Pretty forgettable level. It was mostly just rooms with enemies and then moving platforms over pits and that was it. The room with 3 Crash lifts is a bit glitchy, one of them randomly pushed me off for some reason.

Enjl Enjl Enjl : 32 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 9 / 10 7 / 15 4 / 5 4 / 5 No

This level is a lot of fun to play, but often misses out on aspects such as safety nets and ramping up the difficulty, with later sections sometimes being easier than early sections and the enemy setups not offering a lot of variety. A lot of the level's assets are taken for granted and while others are formally introduced, the others are often what will lead to the player's death. The guts lift section in particular is rather tricky for where it is placed in the level and I died a lot on it when I wasn't exploiting the lack of spike collision in that room to bypass it and explore other parts of the level. The open platforming segments are a nice but rompy challenge and definitely the highlight of this stage.

Garirry Garirry Garirry : 27 / 50
Design Fun Creativity Aesthetics Functionality
8 / 15 7 / 10 4 / 15 3 / 5 5 / 5
It's not that good. Generally there are a lot of sections which require you to either do precise movements or waiting for two moving obstacles to sync together. Despite that, it was a pretty enjoyable level. Aside from the bad sections, it ranks as decent for me. There's nothing particularly interesting here. It's just a regular cave level. Nothing that creative tbh. The tiles seem pretty lazily put, the background is all black… meh. Works just fine.

I feel like it could have been done better. The level just doesn't look nice. Some parts of the stage suffered from either bad enemy placement or having to deal with desynchronised moving obstacles. And overall it just feels generic. Nothing creative or interesting really. At least it was mostly enjoyable.

ACESpark ACESpark ACESpark : 34 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 7 / 15 2 / 5 5 / 5 No

Fun little stage, if too much on the safe side. Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the "just right" in gimmick implementation. What I mean by that, is you don't go far enough with the gimmicks to be truly memorable, and it's all a little generic, with not much identity of its own other than "every platform gimmick".

That being said, there is actual thought behind your use and placement of said platforms, and nowhere does it feel half assed, it's just I feel a few more screens with repeated gimmicks and a slightly higher difficulty (not by much, just slightly) for the climax of your stage would've served you better. You also put in areas where Noble Nickels would've acted much better than... er.. bolts. This is just a poor design choice, as no one will attempt the additional challenges you propose because there is simply no point to it, the stakes aren't high enough.

Lastly - I kind of feel the Guts Man platform segment was... pointless. This bit also houses your weakest implementation of any of the gimmicks, as the player is left waiting for the platforms to sync up together. It's minor, but it would've been better to see the platforms return later in the stage with a different setup, rather than the "Hi I exist" cameo.

Noteworthy things about this stage - perfect theme and selection of enemies for a cavern setting, good music choice, and gimmicks are introduced very well. Props to the Shadow Man platform segment, I didn't even notice how clever your introduction of them was the first time through! It took a second playthrough for me to get it... but it's subtle but well done.

... one thing that's odd, there are a few spots in the level tiles that look.. unfinished, or are using a beta tilset? They keep showing up and it just looks bizarre.


  • When in Green Star Mode, a bug relating to room IDs and arrays results in Changeable Caverns' teleporter not having a display count for Green Stars, even though there are still three of them hidden in the stage.
Make a Good Mega Man Level 2 - Tier 6
Entry Stages
Wily CoasterChangeable CavernsJoe Man (stage)Crystal LabNitrogen ManDuwangLava FactoryJust an Ice Level
List of Bosses
Joe ManJoe Man RChill ManCrash Man
Tier Boss
Cheat Man
Make a Good Mega Man Level 2
Mega Man (Costumes) • Dr. LightDr. WilyZeroRollEddieKnight ManGalaxy Man
Special Weapons
Hornet ChaserJewel SatelliteGrab BusterTriple BladeFlash StopperSlash ClawWheel CutterSakugarneRush CoilRush JetWire AdaptorSuper Arrow
Alter Weapons
Haunt PumpkinBadge BarrierNeapolitan BombTruffle ClusterCyber DistorterForce BeamHazard TrapperMatch BlastLaunch RocketShuttle JetChomp ClawCarry
A Mega Man for All SeasonsAD 2101Airflow HubbleAlien TempleAncient TombAurora ManBeneath Sand and RockBiplane BayBlaze ManBoil ManBond ManBouncy CastleBut it Lacked the Depth to Convince Me That This Was Really HellCandy PanicCardinal ManChangeable CavernsChomp ManCity Under SiegeColorful HallCombust ManConveyor MayhemCossack's Other CitadelCrystal LabCursor CurseCyber ManDonut Observation CenterDragon Lab LairDuwangElec DamEnhanced MobilityEscape SequenceForce ManForgotten FortressFortified LabGigavolt ManGunpowder CellarGuts Man's AsteroidHaunt ManHoly Crap, Mega Man Can Airslide?Identity CrisisJoe Destruction Co.Joe ManJungle BaseJust an Ice LevelKomuso TempleLaunch Man & Shuttle ManLava FactoryMaze of Significantly Less DeathMegaLondoMisty LakeMix & MatchMount SabreNeopolitan ManNeon ManNitrogen ManOrbital StationPoorly Named LevelQuarantine WomanQuint StageQuirky Unconsistent Incomprehensible Nonsensical TrackRad GravityRuined LabRush CitySector Upsilon 6Sheriff ManShovel KnightSMB3Smed's Big Annoying Mess of a LevelSnow ManSomething OriginalSpiky SituationStarman RecreationTaco ManThe DampeningThe FallThe Stage Nobody Asked ForTruffle ManVolcanic FurnaceWily CoasterWily TowerYggdrasil
Wily Star II
Outer SpaceWater DuctsClassic CastleLever Oriental EnchantedInner SanctumUnobtainium MineReality Core
Tier X
Goblins n' GhastsNightwalk CastleMetallic OceanWily Fortress VRSo GoodMario LandCoyote ManHardcore ParkourDeep ThoughtsThe Quickening 2Swiss HotelStar RoadNull and Void
Secret Levels
City WarTwilight Lodge
Tier 1 - Ruined SimulationTier 2 - SewersTier 3 - ForestTier 4 - Train StationTier 5 - ArcadeTier 6 - Battle NetworkTier 7 - McWily'sTier 8 - Grand TowerTier 9 - Festival GroundsTier 10 - Rainbow RoadWily Star IITier XDr. Light's LabEddie's ShopCostume ShopDojoChallenge TentChateau ChevaleresqueThe Pit of Pits
Tier Bosses
MilkOmbuds ManDoor ManThe Scorching DuoLord ElewoofroCheat ManGhost of Christmas FutureJet ManButter Nezumi
Robot Masters
Alter ManBoil ManBond ManChomp ManColor ManCombust ManCyber ManForce ManHaunt ManJoe ManLaunch Man & Shuttle ManMatch ManNeapolitan ManNeon ManQuarantine WomanSheriff ManSpiked-Wall ManTaco ManTruffle Man
Other Entry Bosses
Air DevilBig Fire TellyDisco BallGiant MetallGreen Hot DogHall MasterKomuso Man?MixerlydiaMush KingJoe MobRed Hot DogSuper CannopellerTurbo RoostWarp Anomaly8 Centipeder TowerBoss WhopperBoundin' Crash ManBowserCaptain ViridianCATSCirnoCratorCreamCrusher JoeCursorDoc RobotDonut XGuts Man DuoFinal ToadGroovity ManKelbesqueKichonaNapalm ManPharaoh Man's RevengeAlienThe KidRomhack Top ManAir CapsuleAvoidance CherryDennisGangly Crash ManJoe Man R
Fortress Guardians
VanguardMecha Bubble ManBtd'nhanRiplingsAutobounceSuper DachoneSeven ForceHolo DragonChimerabot 1Chimerabot 2Chimerabot 3Chimerabot 4Chimerabot 5Wily Machine SWORDmegaman sprite gameWily Core
Devkit Bosses
Cut ManGuts ManMetal ManCrash ManTop ManGemini ManPharaoh ManToad ManGravity ManPlant ManCentaur ManSplash WomanChill ManVolt ManKomuso ManMecha DragonQuint
Tier X Bosses
SkullderSkullder's RevengeExcalibur ManAir ManUnbeatable Air ManHolo WilyRonrezToad Man's RevengeCoyote ManGigabgyoVolt Man MK2Twin CannonsFire ManCopy HologramDie SignLiterally Just a BeeStone Butterfly
Secret Bosses
Quick ManGammaVolt Man the AssimilatorWishing StarThe MoonBirdoGlass Man
Super Bosses
Absolute ZEROKnight ManGalaxy Man